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the log entries also just show up for any timed action that fails its checks either before or during the timed action i'm pretty sure (i.e. if you were to try and craft something without the required materials in your inventory, i think it'll throw the same error.)
would love to hear if you find anything else on this, tho!
When trying to repair the electrical grid, the action gets bugged. Some players will see the power go on, but others won't. For some reason there's an issue when trying to sync.
There isn't any conventional errors, but in debug mode i see a log stating: Bugged action: Cleared queue Ru_RepairAction
We're also using a whole list of mods and i'm thinking it may be an incompatibility with something else...
I will do some more testing and get back to ya.
If i find what mod is making it act up we can make a patch pretty easily
if there's not then the mod thinks there is because the blackouts mod is saying so
haha it's all good, we all goof from time to time. enjoy!
as long as you can craft all the fuses and the advanced electronic scrap u should be fine :)
WARN : Recipe , 1742151554077> 0> RecipeManager.resolveItemModuleDotType> WARNING: module "RestoreUtilities" may have forgot to import module Base
I see it on a few of my mods durinig loading, but it just says Warning so not sure
glad you ended up getting it sorted though, hopefully it works for your ongoing playthru but if not, better to find out 12 days into it rather than like 60 days into it i guess :)
RU_MulSubstation
RU_ROSWaterTreatment
Muldraugh,KY
By default they're below Muldraugh not sure what difference that even makes but whatever it works now. Its also been a long time for me too hosting a server with in game menu on my pc. Just got admin working again from youtube video and slid over to the water utilities. Gonna slide over to power now. My hope is I can get these to show up in my 12 day playthrough but probably just have to restart that's ok though.
and yeah unsubbing from everything can never hurt, you never know when steam or zomboid will play up and make stuff weird.
from what i remember (i've also not setup a zomboid server in about 2 years lol) your server settings sound right though, yes.
maybe worth checking if the power station spawns or not too, if it does spawn its probably a map conflict, if it doesn't it might be something else
RU_MulSubstation
RU_ROSWaterTreatment
to the Map section in server settings it also shows up in the spawn regions section automatically but still can't get the map part of the mod to show up
this is on build Legacy_41_78_7 if that's important
haven't experienced blackouts yet - and it is added mid-save which it doesnt say anything about - so maybe that might not work... but yes i am loading it before your mod. Heres hoping. I love the idea of periodic blackouts as the day goes on, then using that mods setting for more frequent blackouts as the power goes out --- to warn us to go now use YOUR mod & maps, and start prepping to restore power.
i would assume its fine either way, but if it doesnt work try loading blackouts before this mod (im assuming thats how i've always tried to run it)
same goes for the maps, ive never actually tried so uuuh.. let me know what happens? :D
i saw Blackouts is compatible, does Blackouts load after or before this ? thank you
i have heard there is a way to regenerate chunks in an ongoing save? but i'm not sure how to do that, sorry (but that's only if the buildings aren't there already)
so to do that i'd have to completely remake the area, which potentially brings map compatibility issues and stuff
you can, of course, set it up manually if you'd like repairs to be possible there. the guide has more info about that
your injury risk goes down by 10% for each level you are over the required minimum, so at elec lvl 3 in default sandbox settings, your injury risk, and the probability of each type of injury, are the same as elec lvl 2
increasing the sandbox setting for injury chance basically just means you need to have more levels over the required minimum to not have the full chance of injury (and so, the chance of burns and deep wounds)
sorry this ended up being wordy and not super concise, but id be lying if i said i was good at getting to the point lmao
there is a chance for a burn, deep wound or scratch, but they're hard-coded to certain chances, but me being me, i didnt code it to just be a simple roll to check if injured, then a roll to check if its a burn, it works a bit differently
the easiest way to describe it is that if you have between 100% to 80% chance of injury, there is a 20% to 0% chance of it being a burn (i.e if it was a 90% chance of injury, it'd be a 10% chance of a burn)
same rules for deep wounds except its from 100% to 50%, so if you had a 90% chance of injury it'd be 10% for a burn/30% deep wound/50% scratch
but the main jist of it is higher number = more chance of injury, or inversely for the repair modifier, lower number = less time repaired (a value of 0.5 there is basically like saying you'd only get 50% of days that a repair would otherwise give you, 0.25 would be 25%, 2.0 would be 200%, etc)
here's the guide for a bit more detail
uuh obligatory question of are you running sandbox settings sync fix? if no, do you get the same behaviour to occur if you run just restore utilities and blackouts with no other mods?
Ah! That's wonderful and good to know!
the good news is that people have said you can run this with fort redstone anyway, the fort redstone cell it clashes with is just a forest area