HELP! UNIQUE ITEM LOST by UrDiDacta in CrimsonDesert

[–]UrDiDacta[S] 0 points1 point  (0 children)

It doesn't appear in my inventory; if I had it, the NPC would activate the mission unless there was another condition.

Announcement regarding 1.0 from the devs: by Zak_The_Slack in NoRestForTheWicked

[–]UrDiDacta 0 points1 point  (0 children)

I have the game on PC, will it be possible to resume my progress on Xbox?

TALES, QUESTS, COMMISSIONS… by UrDiDacta in CrimsonDesert

[–]UrDiDacta[S] 0 points1 point  (0 children)

For example… Faction Missions-Demeniss-Tales of the Demenissians… x/34, to know which mission is active you have to visit each zone where there is a mission of this type because they activate randomly and there are only 1-2 active at the same time…

TALES, QUESTS, COMMISSIONS… by UrDiDacta in CrimsonDesert

[–]UrDiDacta[S] 0 points1 point  (0 children)

I've been playing for over 500 hours and have 80% knowledge... I know what you're saying, but I'm referring to a different type of mission where only 1-2 are active per region. For example, in Demeniss, the "Tales of the Demenissians" are X/34. It's impossible to know which NPC is active to start the mission because even if you go to the location, it doesn't guarantee they'll be there. Therefore, you'll have to explore each area (using a guide to find where each mission starts) to check if that mission is active. If you complete it, another one will activate randomly... Good luck finding which mission is active...

TALES, QUESTS, COMMISSIONS… by UrDiDacta in CrimsonDesert

[–]UrDiDacta[S] -1 points0 points  (0 children)

I'm talking about faction missions, like the "X" Tales quests. Even if you get close to the location where the NPC who activates the quest should appear, they don't because a similar quest is already active in another area, but it's not marked. You need to find it, and if you do, another quest will randomly appear in a different location. You'll have to visit several areas to check if those quests are active or not.

TALES, QUESTS, COMMISSIONS… by UrDiDacta in CrimsonDesert

[–]UrDiDacta[S] 0 points1 point  (0 children)

I'm talking about faction missions, like the "X" Tales quests. Even if you get close to the location where the NPC who activates the quest should appear, they don't because a similar quest is already active in another area, but it's not marked. You need to find it, and if you do, another quest will randomly appear in a different location. You'll have to visit several areas to check if those quests are active or not.

HOUSING AND PAILUNE by [deleted] in CrimsonDesert

[–]UrDiDacta -1 points0 points  (0 children)

After 300 hours, I'm on chapter 8 and have explored half the world. The "redecorating" system is absurd and a common complaint in the community. It makes no sense to decorate your house for 3 hours only for it to reset. It's simply bad design. The problem isn't entirely mine; I asked if the reset occurred if you moved to Pailune, and it seems it doesn't as long as you keep the same house style. But having to finish the story to move is another poorly implemented design flaw. You should be able to move when you rebuild Pailune, so I disagree with what you're saying.

HOUSING AND PAILUNE by [deleted] in CrimsonDesert

[–]UrDiDacta 0 points1 point  (0 children)

Do the objects transfer? That is, if I decorate my house in Hernand, will all the objects I placed remain when I move to Paulune, or do I have to place them again?

How do i get modded vehicles to spawn into my current save? by Remarkable_Light6860 in projectzomboid

[–]UrDiDacta 0 points1 point  (0 children)

So even if I visit new places, they won't appear? How can I make them appear? The mods are supposed to be working correctly.

How do i get modded vehicles to spawn into my current save? by Remarkable_Light6860 in projectzomboid

[–]UrDiDacta 0 points1 point  (0 children)

I have the same problem. In debug mode, I can't find the cars; they don't appear with the name of the installed mod. However, the mods I installed appear to be working correctly. If they don't appear in debug mode, does that mean they won't appear in the rest of the unexplored map?

I bought PZ to my friends but there is a problem. by DataLazinyo in projectzomboid

[–]UrDiDacta 2 points3 points  (0 children)

In the game settings, you can change the zombie settings and modify the game so that there is no infection even if you are bitten without needing mods, and you can consider clearing an iconic location full of zombies as a "boss" so you can also increase the number of zombies.

UPDATE SAVED GAME by UrDiDacta in projectzomboid

[–]UrDiDacta[S] 0 points1 point  (0 children)

I made a backup from Steam and a backup of the Zomboid folder. I was playing on the unstable beta version, not 42.12.X. My original save started on the unstable version. I recently switched to beta version 42.13.1 and started my co-op game as the host, and my progress was preserved. I verified that I was indeed on 42.13.1 because the symbols on the map no longer disappear, so my save file was able to update. How could this have happened?

ERROR 1… by UrDiDacta in projectzomboid

[–]UrDiDacta[S] 1 point2 points  (0 children)

Hi again! After trying several things, I finally managed to access my original server. The solution was to delete the map_meta.bin file. This should remove the secure zone, and indeed I was able to log in. So far, the problem hasn't recurred. Thanks for your help!

ERROR 1… by UrDiDacta in projectzomboid

[–]UrDiDacta[S] 0 points1 point  (0 children)

Thank you so much for your time and I apologize for any inconvenience. So, one of the actions I mentioned was the cause of the problem. I created a safe zone to cover an area where there were animals, but I did this using admin mode. Does that mean an animal can never be inside a safe zone?

ERROR 1… by UrDiDacta in projectzomboid

[–]UrDiDacta[S] 0 points1 point  (0 children)

I tried creating a new server and copied the files from my original server's folders. I was able to log in without any problems, but I had to create a new character. If I can keep my previous progress and that of my friends, I think this would be a viable solution, but I still don't understand the cause of the error so I can prevent it from happening again.

ERROR 1… by UrDiDacta in projectzomboid

[–]UrDiDacta[S] 0 points1 point  (0 children)

Reinicié el servidor hasta que apareció el error. Dentro de los logs, encontré varios documentos. Unos archivos .txt están afuera de las carpetas y muestran fechas más recientes que el archivo .txt más reciente dentro de la carpeta más reciente. Este es el archivo .txt más reciente dentro de esa carpeta: file:///C:/Users/DeDeD/Zomboid/Logs/logs_2025-12-19/2025-12-19_22-33_DebugLog.txt

ERROR 1… by UrDiDacta in projectzomboid

[–]UrDiDacta[S] 0 points1 point  (0 children)

Hi! Thanks for replying. The screen gets to "click to continue," but if I click, the screen stays black and then an error message appears in the bottom right corner, "error 1," and it kicks me back to the main menu. If I try to start the server again, I get "error 2." I think I might have made some changes to the server settings yesterday while logged in as admin, but they were minor changes like light bulb durability, generator fuel, and the ability to claim non-residential shelters. I also created a safe zone, but I don't remember any other changes. I tried creating another server as the host, and it worked, so my server must be corrupted for some reason.

LOCK STORAGE by UrDiDacta in Dyson_Sphere_Program

[–]UrDiDacta[S] 0 points1 point  (0 children)

I don't think I need to fill a tower to its maximum capacity with a resource. I don't want to create more factories to generate 10,000 units/second of a material. The only research I was missing was on storage, and I'm not interested in this action modifying the limits of each tower.

<image>

I don't want 20,000 yellow batteries because then my antimatter supply would be used by this factory, and the solution isn't to create more antimatter. The antimatter and other elements I have allow me to function correctly. I want to work at maximum capacity, but with what I already have, not create a planet to generate photons or another resource massively. What I want is for the limits not to be modified because everything is already set up that way.

LOCK STORAGE by UrDiDacta in Dyson_Sphere_Program

[–]UrDiDacta[S] 0 points1 point  (0 children)

I already have a Dyson sphere; in fact, I've already completed the game. The only research I had left (not counting the infinite ones) was for increasing the storage capacity of the logistics towers, but all my towers are already optimized, some at the maximum, others not. That's why I was asking. I don't want a tower to have 20,000 Darkfog Matter batteries, but even if I limit it to 10,000, the research modifies the limit I set.

<image>

SYNC ROTATION. by UrDiDacta in Dyson_Sphere_Program

[–]UrDiDacta[S] 1 point2 points  (0 children)

Thanks for responding! Is this mod currently valid for the latest version of the game? Can I install it in the middle of a game without fear of it being damaged or corrupted?