Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Not sure if it's this mod or something else causing it, any ideas?
Anyway i did some code to spawn trolleys on the ground as some vanilla items does, if you want to collaborate add me as friend
any thoughts on making a wheelbarrow/some kind of cart that doesn't take items but actually can have corpses loaded into it to be able to move them easier/multiple at a time?
Not the fault of this mod, but I also found if I put containers in the cart and load them using a nested inventory mod, I can overload the cart beyond it's capacity while still getting 100% encumbrance reduction.
Need to make "Push option" like in Wheelbarrow mod
+ there is weird situation with wight
in inventory its shows capacity 35 when its doped shows 48 but when its attached to u 65
But I can't wait to fix a few issues with this mod. I greatly appreciate everyone's patience!!!
@ Loccatpowersdog - I am aware of this issue and it's one of my priorities. Thank you for confirming the issue is happening to someone else. I experienced this in my own save right before I had my crazy work schedule start.
@ HappyRabootNoises - I have this planned as well, but UI menus in this game hate me. I hope to have this implemented as soon as I'm able though, thank you!
@Insane Kitsune - This is B42 only. The original for B41 is linked in the description.
Cheers.
Regardless, this mod is still awesome and very helpful when hauling loot ;P
The new icons are still part of the game.
Happy 4/20 all!
-- Reimplemented functionality for carts/trolleys updating to their "has items" model (and vice versa) appropriately.
There should not be any duplication issues or errors. Please let me know if this is not the case.
I also have included the new models for the trolley icons in the inventory UI. These can be incorporated in the same way the trolley textures for the in-game model are updated.
On behalf of all players, we appreciate the time, effort, and dedication you put in to make these mods work and make the game even more enjoyable.
We’re sorry if some others come across as dismissive or ungrateful—they probably didn’t mean it that way.
The community respects and values you and your work. Keep doing what you love! Take breaks, enjoy life, and come back modding if you're able to—we love your work. Much love and happy modding!
Filepath:
Steam\steamapps\workshop\content\108600\3433203442\mods\[B42] ZuperCarts - Carts & Trolleys (forked)\42\media\textures\weapons\2handed
java.lang.RuntimeException: Object tried to call nil in onContainerUpdate
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:100)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:952)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1790)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:72)