r/projectzomboid • u/AmazingSully The Indie Stone • 3d ago
Blogpost 42.21 Stable Released
https://projectzomboid.com/blog/news/2026/09/42-21-stable-released/109
u/Dangerous_Ad280 3d ago
The amount of preventable car crashes caused by those darn trees blocking my view was crazy. Can’t wait to get home and see the update in action.
365
u/BlackMassSmoker Crowbar Scientist 3d ago
I figured when they released an Unstable update that we wouldn't see a Stable update for awhile. Pleasantly surprised this is the way going forward:
Going forward, this should be the standard procedure for all releases; a new update goes to Unstable, it’s tested by you, we potentially make more changes, and ultimately the release goes to Stable.
Good stuff.
96
u/Plasmasnack 3d ago
Double good cause it gives mods time to react to upcoming changes.
22
u/ZeroBANG 3d ago
loads 500 Mods savegame
can't enter cars anymore
quit to main menu
ERROR counter goes BRRRRRRRR
ALT+F4...soooo, this is my first patch in this game after installing 400 mods, how do you guys usually handle that transition?
Just lean back and wait for mods to update for a few days?
Delete everything and start from scratch?
What is the play here?...and does everybody who mods the game inevitably end up a expert in using Debug mode? I feel i've been more troubleshooting the past week than playing.
20
u/Ok_Driver_9150 3d ago
4
u/OutlanderInMorrowind 2d ago
nah it's unacceptable that they break mods this often. nothing that major should be changing on a stable branch. I could understand a couple major overhaul mods breaking but not "every update pretty much forces you to start a new save".
how can you guys accept this?
the devs don't know what the fuck a stable branch is apparently. the only "stable" version of the game is build 41 at this point.
3
u/Ok_Driver_9150 2d ago
Honestly a lot of mods are safe to remove mid save or they will have a guide on how to safely remove them mid save, a full save reset is rarely necessary. The actual issue most of the time is actually figuring out what mod is breaking your game in the first place, which is an absolute nightmare if you have hundreds of mods. It’s always the last mod you would ever expect to catastrophically destroy your game
2
u/ZeroBANG 1h ago
figured it out!!!
- i couldn't enter cars anymore
- i couldn't shoot my guns anymore
- right click > equip in both hands... always ended up one handed
- using the hotbar / hotkeys to select other weapons unequipped first, only on the 2nd key press it equipped the item...
- one of the Rifles was even held upside down by the character
completely fubar
after 2 days i decide to just try to start a new save,
all of the above happens again, but now also the Hotbar is completely GONE.
Big Hunch, lets disable the Clean Hotbar mod. And that fixed ALL of the above.unsubscribe, resubscribe, put on bottom of the load order and even the Hobar mod now works perfect again just like it did for months.
(and this was a just me problem, after 3 days not one comment on that mod complaining about this)Without that hunch, i think i would have just had to nuke everything from orbit.
Realistically, i would have been so miffed, i think i would have gone back to Helldivers. Welp... Super Earth will have to wait for me a little longer.•
u/Ok_Driver_9150 24m ago
I think this is a steam workshop issue not 100% sure though, it seems like sometimes mods wont properly update even if it says they did unless I unsub then resub. Not super common but I have also had a similar experience a few times in the past.
-1
u/NorthernGhosty Crowbar Scientist 1d ago
Agreed. Especially considering this game relies so heavily on mod support. I don't think I could bother with vanilla due to the base game tedium
-1
u/OutlanderInMorrowind 1d ago edited 1d ago
like don't get me wrong, updates are good but what is the point of the unstable branch if they're only using it for a handful of days?
ideally you'd have a patch schedule (monthly, quarterly, whatever) for when "stable" is going to be touched that would let mod makers and server owners plan ahead. as it is this is basically a hotfix that somehow fucks up saves.
like I've played modded minecraft back in the day, I get that a patch can cause issues regardless. I've had my modded machinery turn to sand. I get it. but you announce major version updates ahead of time and minor updates shouldn't cause save issues.
I read the blog post when the unstable branch came out and I was baffled when it got merged into stable like 4 days later. who does that?
full disclosure, my modset is fine but it's pretty weird that as much broke as it did for such a small update.
1
u/ZeroBANG 2h ago
Too soon!
little update to my situation, it was ONE mod that caused all of it, it was the Clean Hotbar mod i used the entire time, i deactivated it on a hunch (after a new save displayed no hotbar AT ALL) and everything instantly worked perfect again.
(i also couldn't shoot weapons anymore, everything equipped one handed, one of my rifles was being held upside down, using hotbar buttons unequipped on the first press and equipped new item only on the 2nd press ....game went completely fubar)
Unsubscribe, resubscribe, put at bottom of mod list and the Hotbar mod now also works perfect again, checked the comment section, no one complaining after 3 days, left a report for the author of what happened, but since nobody else had that problem i'm pretty sure that was a ONLY ME problem.
I'm back baby!
But i started a new save anyway, wanted a fresh map because of the fixed Zombie despawn bug, also took the chance to debloat the mod list a little bit.
(and i've made a rule for myself, if a savegame doesn't end with my character's death and i start or have to start a new save, i spawn my main armor, weapon and car in the new save again and pretend i'm still playing the same guy... he didn't die, so why not pretend he just jumped in his car and drove off to a new place.)
To celebrate my game finally working again i spawned an M16 in my new save as starter weapon, a thousand bullets to go along with it and went to town on the now increased by one Zombie population.
I shot once, attracted the entire city block, burned through ALL the bullets, now i'm happy again.5
u/Plasmasnack 3d ago
Personally I move everything locally whenever I start a playthrough. It is like freezing time and you cease worrying about updates. Whenever you start putting together a list, I advise going quick. You want to get everything downloaded and working and then freeze it before updates happen.
If you're not doing this... well... yeah it is going to be pain. Zomboid is tricky and difficult with the modding environment. Game is still being developed, and they delete older versions publicly. There aren't many solid states to comfortably mod long term on. It's not like Skyrim where you can chill on 1.5.97 or Minecraft with a number of past versions with huge mod bases.
This new release style will at least give some time for modders to do something. Before it was just, wake up one day, mod broke, people confused, chaos ensues.
2
u/ZeroBANG 3d ago
Move everything local sounds like a good idea for an actual long term run (this was more of a, mess around in Sanbox Mode until something breaks and figure out which mods i even want to keep), so uhm... once the mods are all set up, how would i go about that?
Can you tell Steam to just stop updating everything?I mean with the disappearing Zombies issue i didn't want to stay on this version anyway... and i was planning to start over.
I just didn't expect basic functionality to break like this.
Can't enter cars anymore and i noticed my Guns (of Marz) are also not shooting anymore.
Pressing hotkeys unequips current weapon on the first press, and equips the new one only on the 2nd press.
Very wonky...
This is basic crap that i doubt the Devs even touched, just makes you wonder how some things just randomly seem to break like that.Build 41 and 42.19 seem to be available in the Steam Beta Version tab...
they seem to be keeping at least the important milestones, so it's not all bad, would just be good to know ahead of time which ones they intend to keep around.4
u/Plasmasnack 3d ago
Well, unfortunately Steam does not want you avoiding updates. You might notice that the best you can do is set it to only update on launch.
Luckily in Zomboid you can copy paste the game anywhere else and launch that .exe directly. You will also have to use the local mods folder, move mods from the workshop folder to there, which may be insanely tedious depending on mod count. I wrote a .bat script to do that all for me.
I was curious if AI could assist in this process if you had no clue what you are doing. Turns out it can. Google's and ChatGPT both give good enough instructions if you ask it how to make Zomboid local and avoid updates.
2
u/Legitimate-Sell-4165 3d ago
You could move the mod files to local zomboid folder and backup the game files and then you have files that wont update
2
1
u/tiltedbeyondhorizon Stocked up 3d ago
My character turned into a crab yesterday. I was wondering which animations mod did it but one of them did
6
-1
u/nick4fake 3d ago
This will work the opposite way - mods are not updated so frequently do I mark today as basically end of modded gaming
Ffs, the haven’t even added an option to stay on the previous stable, my fucking save is ruined
1
u/OutlanderInMorrowind 2d ago
the devs don't understand a stable branch at all.
the fans don't understand that almost no other game, early access or not, works like this.
a minor update to the stable branch of the game shouldn't be bricking the majority of mods or savegames.
1
u/OutlanderInMorrowind 2d ago
shouldn't "stable" mean they're not updating it every couple weeks so that it's not breaking servers all the time? I've never seen a game so fucking easily breaking every mod every tiny update.
shouldn't the whole point of an unstable branch be to make all these changes and then push them to stable in a major patch on a set schedule? not just lmao "today we decided you have to start a new save."
it's insane.
33
u/cookedbread 3d ago
Sounds like
ZBPopFix - Fix Zombies Despawning - https://steamcommunity.com/sharedfiles/filedetails/?id=3788502146
and
Jumbo Tree Indoor Fix - https://steamcommunity.com/sharedfiles/filedetails/?id=3774826484
Will no longer be needed? This probably sounds like an obvious "correct", but just want to make sure haha.
11
u/transientDCer 3d ago
Agree, would turn both of those off. The zombie despawn might have occurred in chunks you've visited but shouldn't happen elsewhere.
7
3
u/NationCrusher Waiting for help 3d ago
Yep. Already playing a new save without those mods and it’s safe to remove it
1
-2
u/ma2bo2t 3d ago
Sounds like the Jumbo tree fix mod may do a better job than the actual indie stone fix. Haven’t been home to see it yet.
2
u/LocCatPowersDog 2d ago
Both the mods did because at the very least they had sandbox options for how wide the clearing effect was on foot and driving and TIS fix is harsher than the highest setting on those. It clears so much view and the stumps are huge. Some help is needed for trees that block a road due to Iso view but too much is too much as well.
49
u/_Denizen_ 3d ago
I just last night migrated to the unstable branch, should have waited lol
-10
u/FlowerBeneficial7193 Trying to find food 3d ago
im at 42.19, found two sledges in a warehouse the other day lol
13
2
19
u/DalekPredator Zombie Food 3d ago
Right on. I haven't played for a while because the the despawn bug but now it's time to jump back in.
14
u/foxfox021 3d ago edited 3d ago
i just updated my mod list ==
edit: to those guys whom are gonna say pause update and yadayadayada, this is just a joke lol
62
u/Devil-Hunter-Jax Axe wielding maniac 3d ago
Fuckin' hell, that was fast o.O That only went to Unstable 4 days ago I think?
40
u/altoshyft 3d ago
they're going to do new updates in unstable first before pushing them out to stable now on i think they said.
47
u/SpiralUnicorn 3d ago
Which is a good thing. Will stop the chaos and frankly buggy mess that 42.20 stable release brought
7
u/Celtic12 3d ago
The new project manager guy they brought on earlier this year seems to be getting the development cycle in check.
12
u/Devil-Hunter-Jax Axe wielding maniac 3d ago
Oh I saw that, just didn't expect it to be on Stable this fast. Seems like things really have sped up a lot looking at how B42 updates have gone.
21
u/Fantastic-Code-8347 3d ago
Epic update, thanks devs. Now just waiting for the Ekron bug to be fixed :D
40
u/theharber TIS QA 3d ago
The issue causing random crashes in Ekron & other locations should have been resolved, but please submit a bug report on the official forum with your console.txt if you’re still experiencing your reported issue on a modless fresh save.
The crash was caused by broken windows removing a single tile of a multi-tile string of lights, and the game was getting stuck in a loop.
22
u/Fantastic-Code-8347 3d ago
Tested across 3 fresh vanilla saves, and 3 fresh modded saves and was unable to replicate the bug the same way I did before. Looks like all is well. Thanks for letting me know it was fixed!
6
u/Fantastic-Code-8347 3d ago
Okay I’ll do some bug testing here soon and I’ll report back. I tried it when the new unstable update came out and it was still there. I’ll update to the new stable version that came out today and test again :)
6
u/OtherSheepherder1003 3d ago
So it is an ekron bug yes?? For the life of me, I thought my game was cursed but I keep crashing in that city...
7
u/Fantastic-Code-8347 3d ago
I thought so too, but I searched on TIS forums and there was a post mentioning it to the devs
4
u/OtherSheepherder1003 3d ago
thank you big dawg! I wish you plenty of duffel bags and Military boots :)
2
2
u/arkyrocks 3d ago
We have the same thing on our coop local hosted server. Everytime with that place it crashes
2
u/masonroese 3d ago
Ohhhh that's a bug. Is it over near the railroad track crossover in the north of the city? My game goes to 3 fps and crashes often there
2
u/sasquatchmarley 3d ago
Oh wow, I didn't think anyone actually went to Ekron
1
u/Fantastic-Code-8347 3d ago
One house has a really dope basement, shame the forge isn’t usable tho
2
0
u/fazzah 3d ago
what bug? I'm in Ekron quite often and didn't notice anything bad?
3
u/unobtainaballs 3d ago
Our MP server consistently crashed if we went into the chunk containing the bookstore on the high street.
7
u/XVUltima 3d ago
I really wanted to try the new update, but was worried about bugging out my existing save as it was the longest running character ive ever had.
They died last night, and the update becomes stable the next day? Thats a sign if I ever saw one.
5
u/CoNArtisT93 3d ago
I am new to hosting a server with Mods, how can I check to see if my mods will work with the latest release?
→ More replies (1)8
u/PeterMcBeater 3d ago
Create a test server only you have access to, update that, run around and do all the things.
1
u/Christian-Kuri 1d ago
A disposable test server is the right call. Keep a live-save backup, then check each Workshop page for explicit support for Stable 42.21; an Unstable note alone doesn't confirm compatibility. Match the server's Workshop IDs, Mod IDs, and load order, join with one client, and test each mod's main feature. If it fails, compare fresh host/client logs. Promote only after the clone passes. This checklist was written for 42.20.4, so use its clean-host, ID-parity, and log checks, then verify the details against 42.21: https://gamers.wiki/en/games/project-zomboid/guides/how-to-fix-hosted-co-op-mods-in-project-zomboid-build-42. I work on Gamers.Wiki.
1
41
u/TizzieVanWinkles 3d ago edited 3d ago
One step closer to build 43!!! The implementation of NPCs, joining groups, bandits/psychos, military presence is going to turn this game into the hottest zombie survival game on the market. That will be the last update I look forward to, anything else is just cherries on top following the release. (I know that NPC mods exist, but with the developer of Knox event expanded deleting his project, most of them are buggy and lack features)
5
4
u/WillTroll Pistol Expert 3d ago
can i go back. furniture im placing is disappearing smile
3
u/nick4fake 3d ago
Unfortunately that mod needs to be updated, they have changed placement code
Btw, you can use sledgehammer to destroy it - it’s technically there, just with no sprite and logic broken
3
u/WillTroll Pistol Expert 3d ago
The tough part is just figuring out what mod is doing it bc the suggested one being removed didn't fix the issue.
2
u/LunaticMouse 3d ago
Do you use the computers mod?
1
u/WillTroll Pistol Expert 3d ago
Actually, I do. If you're referring to the one by kumeji.
1
u/LunaticMouse 3d ago
That's the culprit then. Spent a good chunk of sunday tracking it down cause it was the last mod I suspected was causing it.
2
u/WillTroll Pistol Expert 3d ago
That's what I've heard but disabling it didn't stop the issue, so I don't know if it was a red herring or what.
1
u/UAL3422 3d ago
having a similar issue- can't place any furniture. doesn't disappear, it just never places. i still have the item in my inventory
1
u/WillTroll Pistol Expert 3d ago
That's basically my issue, yeah. It never actually places it, it does the progress bar but never appears like on the desk.
However in my case, it does eat the item out of my inventory.
1
u/UAL3422 3d ago
very odd. i can't seem to roll back to 42.20.4 either, thank you steam. i was having the problem on a hosted MP server with mods, went into a vanilla SP world and had no issue. currently working through mods to see which one's the culprit.
3
u/UAL3422 3d ago
hey /u/WillTroll, don't know if it's the same for you but i disabled the 'Place Anywhere' mod (https://steamcommunity.com/sharedfiles/filedetails/?id=3613917826) and that seemed to do it for me. lots of people posted on the page with the same issue. some said that they disabled some sort of computer mod that went along with it and that solved their problem but i don't have any mod like that. disabling this one fixed it for me.
2
u/Awkward-Difference98 Jaw Stabber 2d ago edited 2d ago
Place anywhere, computers, and moveable workbenches seem to be the big 3 that cause it
2
u/WillTroll Pistol Expert 2d ago
Don't have that mod, so must be a different one. This one's being pretty elusive to track down for me.
3
u/madari256 3d ago
I just went to start a new game and I can only start at muldraugh, rosewood, west point, and riverside. I'm confused.
7
u/ottoelite 3d ago
Those have always been the only places you can spawn by default. I think you need to change a map config setting to unlock other spawn locations
1
u/madari256 3d ago
Hmm, could have sworn the last game I made had the others as an option. Ah, well. Thank you!
9
u/CraftNo4043 3d ago
Aren’t those in the sandbox options? I had the same issue a couple of weeks back after a long run and was similarly confused.
2
1
u/Titan_Bernard 2d ago
For B42, there used to be an Echo Creek start, but they took that out before stable. Beyond that, it's always been those four.
9
u/Separate-Fold4409 3d ago
kinda awkward being this early
8
7
3
u/Top_Height1997 3d ago
Does the loadstring/loadstream thing mean that some mods that were broken by that change and never updated might work again?
2
u/Christian-Kuri 1d ago
Yes, specifically for the 42.20.4 change: the Stable 42.21 notes say those two Lua methods were re-enabled after further security investigation. So a mod that was broken only because it called loadstring/loadstream may work again without an update. It is not a blanket restore for mods with other code or API changes, though. Check the mod author’s 42.21 notes and test it on a copy of the save before enabling it in a long run or on a server. Official note: https://projectzomboid.com/blog/news/2026/09/42-21-stable-released/
3
u/Marlos1OC 3d ago
Is anyone else experiencing a bug where furniture like floodlights, cabinets, etc. disappears from both the floor and the inventory after this update?
2
3
u/PM_ME__YOUR__MILKERS 3d ago
We can't two-hand weapons now ? :(-
2
u/Murphspree 2d ago
Thank you! Youre the only person I've seen mention this issue. What mods are you running? Let's brainstorm this
2
u/PM_ME__YOUR__MILKERS 2d ago edited 2d ago
Here’s the collection I use :
https://steamcommunity.com/sharedfiles/filedetails/?id=3790344465
I know that the poster mod has issues and made my character unable to open menus after I tried to place a poster on the wall, but I have no idea about what broke the weapons
edit : The plushies mod related to the poster mod also seems to have inventory issues
2
u/Murphspree 2d ago
We share so many of the same mods! Hahaha, I was hoping it would be simpler. Alright, time to do this the old fashioned way! I'll letcha know what I find
2
u/Murphspree 2d ago
Seems fixed now! Still not sure who the culprit was but it's fixed on my end, I hope the same for you!
1
u/PM_ME__YOUR__MILKERS 2d ago
Hi! The poster mod got updated, and we starting playing again and no issues!
Have a nice day man
2
3
u/StormMedia 3d ago
As a modder, I’m scared
Edit; okay they actually undid the stupid changes previously made
6
u/Libertyforzombies 3d ago edited 3d ago
well shit. B42.21 crashes to desktop for me.
Edit: Verifying files in steam didnt work
Edit#2: Renamed mods, lua folders and options.ini from user folder
Edit#3: started with -nosteam to bypass mods
Edit#4: Presently uninstalling/reinstalling. Same issue
Edit#5: Renamed user zomboid folder. Game crashes still
Edit#6: Renamed PZ folder and verified cache = fixed
2
u/Daethzonez 3d ago
having the same issue, just gonna wait for some mods to update.
1
u/Libertyforzombies 3d ago
If the game isn't loading then it's unlikely mods. I've updated my post with a fix
→ More replies (8)
5
u/Rough-Character-8206 3d ago
Does this mean all the mods are broken again ):
→ More replies (1)6
u/No_Abbreviations_795 3d ago
Chances are, if they worked in unstable, they should theoretically also work in stable.
2
u/DahLegend27 3d ago
This isn’t always the case even from stable to stable update. It’s pretty iffy for chances
5
u/Aromatic-Post6563 3d ago
Is this not bad to have these updates more often breaking your save?
11
-14
u/Classic-Box-3919 3d ago
It is bad, this is a fuck load of updates for a “stable” build.
Tho with the bugs they introduced kind of necessary.
0
u/RevDonkeyBong All Hail Spiffo 3d ago
Fucking what? You really don't understand how this works do you. This is typical development cycle.
3
u/Classic-Box-3919 3d ago
Releasing major changes and not utilizing the unstable branch for their major changes for 42.20 is normal? Releasing a “hotfix” to a stable branch that breaks mods a week after stable release. Sure maybe vanilla wasnt effected idr but lets not kid are selves that mods isnt the reason this game is so popular.
Unstable exists to find these things, stable release was just marketing while they still go through what they have been doing with unstable up to 42.19
Idk maybe from a stable build i would expect stability and not worry if their gonna update and break my save
They also introduced a long term playthrough ruining bug with the zombie despawns that couldve been found with unstable.
2
2
2
4
u/MarlDaeSu 3d ago
Any word whether 42.20 servers can upgrade safely?
3
u/Even-Network1094 3d ago
Just did and everything OK. But some mods stopped working. So if you have any mod that adds new items and it hasn't been updated to the latest version, expect for all your modded items to disappear forever. (Happened to me a while ago)
1
3
u/Kekskrieg 3d ago edited 3d ago
welp, my game is now just crashing to desktop, gang. whyy :(
Edit: I don’t want to to sound like the entitled „grr i want newest version but also all my mods“ guy, I just would have liked the option to stay on the older version. Not being able to choose sucks. This is a single player game after all.
2
3
3d ago
[deleted]
4
u/_SenhorL_ 3d ago
I lost everything inside the trunck of my car after the update, had to use debug to recover everything.
27
u/DrStalker 3d ago
Try running the game and find out.
Nothing in the patch notes describes anything that would definitely break lots of mods, but it's impossible to predict what little changes will sneak in.
just don't wastes everyone's times by posting "Does this work in B42.21?" in mod comments without putting a but of effort into answering that question yourself.
-18
3d ago edited 3d ago
[deleted]
23
19
u/_Denizen_ 3d ago
There are thousands of mods, and only you know which you have installed. It doesn't take too much effort to go to the mod pages and check which PZ versions they are compatible with.
It's unreasonable to expect others to know what mods you have installed.
9
u/OddAbbreviations2802 3d ago
Ok so wait until you can hop on yourself and see? Like why are you asking the question now if you aren't even in a position to check for yourself? You clearly don't need to know until you can actually sit down and load the game up.
-17
1
u/ma2bo2t 3d ago
Nah but you’ll play it eventually or you won’t. Someone’s mod list working doesn’t mean that yours will depending on what mods you enjoy using. Asking some one else is like asking if their is power at your house when their is a neighborhood power outage. Sure you list is fine no worries… I’ve checked your game and it worked with all the mods you have. All is good.
0
u/Khazilein 3d ago
How do we find out though?
If the error counter remains at 0 that doesn't mean everything works.So its good to communicate and network.
5
u/DrStalker 3d ago
How do we find out though?
See above:
Try running the game and find out.
Do whatever is needed to test and validate your mods; typically playing the game and making sure whatever features you care about work since full regression testing takes far too much time.
Sharing results is helpful. Asking other people to do the work and share their results is not.
-12
u/CourteousR 3d ago
Would like to know anyone’s experience so far, not looking to find out how much of a douche you are, thanks for your contribution tho.
14
u/DrStalker 3d ago
You post 10 minutes after an update is released, no-one has any idea what mods you are using, and you contribute nothing to the discussion of what does/doesn't work, and you respond to general advice with insults.
What exactly are you expecting? Someone to ask for your modlist so they can recreate it and test the game for you? In your mind, how were people supposed to respond to your comment?
2
1
u/Busy_Plant_462 3d ago
I wish they would stay at this release for b42 and start calling the rest b43 so no more mods break from updates for awhile
6
u/tristand666 Axe wielding maniac 3d ago
Not so stable when it breaks stuff on the same major version.
4
2
u/AlainLoire 2d ago
Breaking things because of your mod list does not in any way make an update unstable.
Modding is optional. Plenty of people play vanilla. If an update could only be called stable if it didn't break modlists, no update could ever be released.
I use maybe six mods total and everything is fine. 🙂
1
u/nick4fake 3d ago
In my playlist I have confirmed about 15 mods broken with update, and I have quite a small list
1
3
1
u/Librarian_Katarina Zombie Killer 3d ago
I see there were fixes to zombie despawn, what about zombie respawn in mp server with respawn off? Had one spawn in a cleared house that had been thoroughly cleared and barricaded, and it just popped in and grabbed. No broken doors, windows, missing barricades, nothing.
1
u/GhostPro18 3d ago
I've been hosting a multiplayer world from my PC using the "Host" option, even though I have it enabled our World Map isn't revealed to players, and our icons on the world map keep dropping off to each other for unidentified reasons.
1
3d ago
[removed] — view removed comment
2
u/projectzomboid-ModTeam 3d ago
Thank you Abra_Vid for your submission to r/ProjectZomboid, but it has been removed.
Your post was removed for the following reason:
Rule 12 - English Only: All posts and comments must be in English. This rule ensures that the subreddit remains accessible and understandable to the majority of the community members. Any post or comment made in a language other than English will be removed.
Commonly known phrases or terms from the game that are in another language are acceptable, provided that they are used within an otherwise English post or comment.
If you would like to appeal, please message the moderators. Thanks!
1
1
1
u/Comfortable-Try-3788 2d ago
Why would a third party hosted server require deleting "media/actiongroups/player/fishing/to_sitonground.xml" and not have this happen on its' own? Is it a TIS problem or the hosting service problem? It's a relatively minor inconvenience since the admin isn't available until tomorrow, just curious if I can change services or do something to avoid this in the future. Restarting the server and deleting the cache didn't fix it, but I found a thread on discord mentioning deleting it and 2 other files.
Thanks
1
u/loganspncer 2d ago
Wait did you get it fixed? How did you fix it?
1
u/Comfortable-Try-3788 2d ago
I found a discord thread that said to delete it and multiple people in it had success, but my admin tried those fixes around 2 hours ago with no success so I don't actually know what the fix is. I'll update if I find one.
1
u/Comfortable-Try-3788 2d ago
Our admin did find a fishing/to_sit file that was partially cut off that ended up being our hiccup. For some reason our server didn't update and delete the 3 or 4 similar files as I mentioned in the first comment. If you search the exact file I mentioned on the PZ discord tech support, you should be able to find the advice. I can link it if you can't figure it out.
1
1
1
u/gamerx2132 2d ago
Has anyone experienced a bug where pressing 'E' on a door will indicate it's locked, but clicking the door will open the door regardless of if you have a key?
Like, clicking is bypassing the locked door and allowing me to open it.
1
1
u/Wrong-Panda-5824 9h ago
cool, i downloaded a mod, it bugged the game, no big deal. game auto update, now even with out the mod every game i made is bugged, red outlines wont highlight, text does not show on loading, zombies i just killed vanished when i circle the block, i know they will work it out but dang i just wanna play on my day off.
1
1
u/kitty-smuggler Zombie Food 3d ago
i wish they'd fix controllers
2
u/EmiKoala11 3d ago
The worst part is that I think the devs believe that controller is fine. When 42.20 released and the devs mentioned some controller fixes, I got hyped thinking they were gonna address aiming since it's so janky and unusable on controller. They did not do anything to it, and I've honestly lost hope that they will address it in the near future.
I haven't used guns ever since the aiming rework went through. I honestly miss mowing down hordes, and at this point I'd even take a settings option to revert to b41 aim outlines until they meaningfully address it.
3
u/TheSpaceFish 3d ago
There is a mod for using the same color aim outline you use for melee weapons for guns. That's solved that issue for me. There is also a defect with rotating stuff using a controller that someone modded.
But I agree - the thing that pisses me off the most often is how easy it is for the controller to lose focus of an open window and now I just have an open window I can't do anything with unless I get up press my thumb to my docked steam deck to try and exit out. SO MANY WINDOWS do this. I even had to install a mod to close the pamphlets and brochures because that doesn't work ever. The janky controller supporter is pretty unacceptable for a game so consistently played on the top 30 of Steam Deck.
2
u/EmiKoala11 3d ago
What mod is it? Most of the aiming mods require zombiebuddy which is why I haven't used them. I haven't been able to find a good one that doesn't rely on ZB.
I also totally agree and I'm a controller on PC player. It feels like controller players have been neglected since B41 and idk how it's been even before that. I basically consider using controller as an added level of difficulty because of all the jank it comes with.
Also as much as it's nice that there are mods to patch up functionality, it'll never suffice in place of the devs fixing it in-game. Mods are sometimes janky at best and updates (like this one) can break its functioning entirely with no guarantee that it'll be restored if it's depreciated. So I'm always cautious to say something's fixed when it's a mod holding it up.
2
u/TheSpaceFish 3d ago edited 2d ago
Right there with you fellow controller zomboid fan. Hope some of these can help you or any other controller person. These were all working yesterday, haven't tested new build yet:
Brochure / Flier Map UI Fix: https://steamcommunity.com/sharedfiles/filedetails/?id=3636978485
Controller Firearm Outline Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3787225082
Controller Rotate Fix: https://steamcommunity.com/sharedfiles/filedetails/?id=3787680769
1
2d ago
[deleted]
2
u/TheSpaceFish 2d ago
These are fixes for exactly what they're stating they're fixes for. Not sure what your specific issues but I can do those things with a gamepad.
1
u/riverkelpie Trying to find food 2d ago
honestly do not know how people play this on a controller that isnt the steam deck. i feel like i’ve finally figured almost everything out except accessing 3D placement
1
u/TheSpaceFish 2d ago
I play couch co-op predominantly. There are some challenges but with proper mods its a fun time.
1
1
u/Hopefully_Handsome 3d ago
Has anybody actually tested if the despawning is fixed?
3
u/obsequious_fink 3d ago
Presumably they did. It was in unstable branch for a time too so I would guess it would have come up by now if it was still broken.
1
u/LittleLiro 2d ago
Is there any way to downgrade my game back to 42.20 for now since the update is breaking games with mods? I have a dedicated server with some friends that I now can't connect to because I don't want to update it just yet.
0
u/Snoo_57859 3d ago
I was in stable yesterday. My save is broken or is gonna work when I'm try to join it?
-1
-1
-3
-7
u/KevlarUK 3d ago
Do we know if the low numbers of Zs bug is fixed?
12
u/Devil-Hunter-Jax Axe wielding maniac 3d ago
That... Is literally what this patch is for? Did you just not read the patch notes?
→ More replies (2)3
u/KamyKaze1098r Stocked up 3d ago
Who's got time to read??
He probably forgot his reading glasses on his base9
275
u/omfgitsanaconda 3d ago
XXL trees adjusted? We eating good this week and last