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Damntry

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  1. Like
    Damntry got a reaction from BoogieMan in Infection chance details and mechanics. Looking deep into the code's eyes.   
    So I ve been trying to find definitive answers to a few infection questions, but I only found quotes and sayings with no 100% certainty, so I started digging through the Project Zomboid code and here are my findings.
     
    All of the game mechanics in this thread are true as of version 39.67.5 (No changes from 38.30)
     
    Spoilers here to avoid huge wall of text. Read the TL;DR if you dont care about details:
     
     

    TL;DR
    By default: Bites are 100% deadly. Scratches are 25% deadly. Both Thick skin and Blunt Guard skills (Blade Guard if wielding a blade weapon) adds in avoiding bites and scratches, and Thick skin further reduces the probability of a deadly scratch. Thin skin worsens everything.
     
     
    More game mechanics:
     
    Traits Lucky/Unlucky Prone to Illness/Resilient General Panic Sleep and related effects Melee damage mechanics  

    If someone has suggestions, questions about parts of code and such, or found any errors/things I might have overlooked, feel free to post or msg me about it and I ll do my best to check.
  2. Pie
    Damntry got a reaction from NorthRoad in Infection chance details and mechanics. Looking deep into the code's eyes.   
    There is a whole lot of calculations going on when you hit, but I ll try to condense it a bit. Im not going to get into ranged weapons because thats another clusterfuck of mechanics, and there are things about line of sight and multiple hits that I cant really understand without spending too much time.
     
     
    Big boring outline of the logic inside the spoilers. Unless you want to take a peek inside the code flow and exact numbers, ignore this.
     
     
    TL;DR
     
    Basically, damage is the only thing that matters, and targets die when they reach zero health (either standing or knocked down), but there are plenty of modifiers and also crit damage that makes a big impact.
     
    I ve made a list of the importance on each effect. Its mostly approximations and averages, so in some cases it only serves as a rough outline, but its mostly reliable.
    Apart from that there are a couple of unknowns that Im not completely sure how they work. I ve marked them with an asterisk.
     
    - Huge effect on damage:
        Current endurance (stamina). Being exhausted makes you hit like a wet noddle.
        Pain on Hands, Forearms, and Upperarms (Bleed, infections and such)
    - Big effect:
        Average weapon damage
        Weapon Crit chance
        Emaciated/Very underweight traits
        Blunt/Blade accuracy
        Using a 2 handed weapon in 1 hand
        *¿Melee range from enemy (Most damage at max range)?
    - Medium effect:
        Strength
        Underweight traits
        *¿Angle from the enemy?
    - Variable effect (Usually a small effect, unless using a low damage weapon):
        Panic
        Stress

    Apart from guns and instakill knifes, the Axe is the weapon with the best average damage. The sledgehammer loses because it has no crit chance.
     
    I wont do percentage tables this time though, there are too many skills and traits that heavily influence the outcome, and any single example wouldnt be helpful for most people. Not to mention the couple unknowns.
     
     
    Man, Im really not looking forward to the vehicle build going live and me having to soft check everything.
  3. Like
    Damntry got a reaction from Fenris_Wolf in Infection chance details and mechanics. Looking deep into the code's eyes.   
    There is a whole lot of calculations going on when you hit, but I ll try to condense it a bit. Im not going to get into ranged weapons because thats another clusterfuck of mechanics, and there are things about line of sight and multiple hits that I cant really understand without spending too much time.
     
     
    Big boring outline of the logic inside the spoilers. Unless you want to take a peek inside the code flow and exact numbers, ignore this.
     
     
    TL;DR
     
    Basically, damage is the only thing that matters, and targets die when they reach zero health (either standing or knocked down), but there are plenty of modifiers and also crit damage that makes a big impact.
     
    I ve made a list of the importance on each effect. Its mostly approximations and averages, so in some cases it only serves as a rough outline, but its mostly reliable.
    Apart from that there are a couple of unknowns that Im not completely sure how they work. I ve marked them with an asterisk.
     
    - Huge effect on damage:
        Current endurance (stamina). Being exhausted makes you hit like a wet noddle.
        Pain on Hands, Forearms, and Upperarms (Bleed, infections and such)
    - Big effect:
        Average weapon damage
        Weapon Crit chance
        Emaciated/Very underweight traits
        Blunt/Blade accuracy
        Using a 2 handed weapon in 1 hand
        *¿Melee range from enemy (Most damage at max range)?
    - Medium effect:
        Strength
        Underweight traits
        *¿Angle from the enemy?
    - Variable effect (Usually a small effect, unless using a low damage weapon):
        Panic
        Stress

    Apart from guns and instakill knifes, the Axe is the weapon with the best average damage. The sledgehammer loses because it has no crit chance.
     
    I wont do percentage tables this time though, there are too many skills and traits that heavily influence the outcome, and any single example wouldnt be helpful for most people. Not to mention the couple unknowns.
     
     
    Man, Im really not looking forward to the vehicle build going live and me having to soft check everything.
  4. Like
    Damntry got a reaction from agreubill in Infection chance details and mechanics. Looking deep into the code's eyes.   
    There is a whole lot of calculations going on when you hit, but I ll try to condense it a bit. Im not going to get into ranged weapons because thats another clusterfuck of mechanics, and there are things about line of sight and multiple hits that I cant really understand without spending too much time.
     
     
    Big boring outline of the logic inside the spoilers. Unless you want to take a peek inside the code flow and exact numbers, ignore this.
     
     
    TL;DR
     
    Basically, damage is the only thing that matters, and targets die when they reach zero health (either standing or knocked down), but there are plenty of modifiers and also crit damage that makes a big impact.
     
    I ve made a list of the importance on each effect. Its mostly approximations and averages, so in some cases it only serves as a rough outline, but its mostly reliable.
    Apart from that there are a couple of unknowns that Im not completely sure how they work. I ve marked them with an asterisk.
     
    - Huge effect on damage:
        Current endurance (stamina). Being exhausted makes you hit like a wet noddle.
        Pain on Hands, Forearms, and Upperarms (Bleed, infections and such)
    - Big effect:
        Average weapon damage
        Weapon Crit chance
        Emaciated/Very underweight traits
        Blunt/Blade accuracy
        Using a 2 handed weapon in 1 hand
        *¿Melee range from enemy (Most damage at max range)?
    - Medium effect:
        Strength
        Underweight traits
        *¿Angle from the enemy?
    - Variable effect (Usually a small effect, unless using a low damage weapon):
        Panic
        Stress

    Apart from guns and instakill knifes, the Axe is the weapon with the best average damage. The sledgehammer loses because it has no crit chance.
     
    I wont do percentage tables this time though, there are too many skills and traits that heavily influence the outcome, and any single example wouldnt be helpful for most people. Not to mention the couple unknowns.
     
     
    Man, Im really not looking forward to the vehicle build going live and me having to soft check everything.
  5. Like
    Damntry got a reaction from halkaze in Infection chance details and mechanics. Looking deep into the code's eyes.   
    So I ve been trying to find definitive answers to a few infection questions, but I only found quotes and sayings with no 100% certainty, so I started digging through the Project Zomboid code and here are my findings.
     
    All of the game mechanics in this thread are true as of version 39.67.5 (No changes from 38.30)
     
    Spoilers here to avoid huge wall of text. Read the TL;DR if you dont care about details:
     
     

    TL;DR
    By default: Bites are 100% deadly. Scratches are 25% deadly. Both Thick skin and Blunt Guard skills (Blade Guard if wielding a blade weapon) adds in avoiding bites and scratches, and Thick skin further reduces the probability of a deadly scratch. Thin skin worsens everything.
     
     
    More game mechanics:
     
    Traits Lucky/Unlucky Prone to Illness/Resilient General Panic Sleep and related effects Melee damage mechanics  

    If someone has suggestions, questions about parts of code and such, or found any errors/things I might have overlooked, feel free to post or msg me about it and I ll do my best to check.
  6. Like
    Damntry got a reaction from Randomorph in Infection chance details and mechanics. Looking deep into the code's eyes.   
    More random gibberish and factlets. This one is going to be a lot uglier and unnecesarily complex but thats how I roll:
     
    Sleep and related effects Mechanics
    Recovers endurance (Exhaustion effect) and reduces fatigue (tiredness). First level of tiredness moodlet appears at 60% of fatigue, then 70%, 80%, and lastly 90%. This means that even when you dont have the tiredness moodlet, there is a lot more to recover. Sleeping while your fatige is less than 30% is a bit over 3 times slower. Maximum sleep time is based on current fatigue (with some added randomness) and type of bed. Restless sleeper trait halves the result. Ranges from 3 to 14 (7 with Insomniac) hours. Restless sleeper trait also halves fatigue recovery while sleeping. While awake, fatigue gain is respectively increased/decreased by Sleepyhead/Wakeful, by 30%. Strictly speaking there is no real need to sleep, in the sense that you wont lose health from just staying awake at 100% tiredness, though obviously its very inefficient in the long run. Reasons on why you cant sleep: Fatigue less than 30%. Outside in the rain. At least pain level 2, but only with less than 85% fatigue. Ignored with Sleeping pills. Having some level of panic. Ignored with Sleeping pills. Having slept less than 1 hour ago. Ignored with Sleeping pills. Three kind of beds, "goodBed", "badBed", and another one unnamed that it could be considered neutral (No idea where to find this property on objects yet so I cant make a list of each). Waking up has a small effect depending on kind of bed: Good bed: Very small extra fatigue reduction. Neutral bed: 10% chance of receiving pain and between 3 and 12 damage in the neck. Bad bed: Small increase in fatigue. 20% chance of receiving pain and between 5 and 15 damage in the neck. When you start sleeping, there is a delay before you get any actual fatigue reduction benefits, ranging from 0 to 2 hours. This delay is precalculated from the previous waking up, with the following factors: Increased by: Pain, Stress, sleeping on a bad bed, and the Restless sleeper trait. Decreased by: Sleeping on a good bed, and recently having taken a Sleeping tablet before going to sleep. Sleeping tablets boosts fatigue gains, so you get tired and able to sleep faster. After the first tablet, each sucesive one while the effect is still active will increase this fatigue boost, but only by ~10%. Booze has the same outcome, but only up to 20% of the effect of a Sleeping tablet. Starting to sleep immediately removes the effects of Sleeping tablets and Beta blockers. Sources of wake up: Normal player input or alarm clock. Reaching the maximum sleep time. Nightmares: They have a 5% chance of ocurring after sleeping for at least 3 hours. Each level of stress increase those chances by 10%.  
    Also, dont take as traits both Restless sleeper and Sleepy head. You will have a bad time.
  7. Like
    Damntry got a reaction from Randomorph in Infection chance details and mechanics. Looking deep into the code's eyes.   
    Panic mechanics I checked for a friend, I dont have specific numbers this time though. I pulled a bit more data:
     
    Effects of Panic:
     
    Panic ranges from 0 (No panic) to 4 (Max panic). Cant sleep. Increases reload time. Reduces a bit of visibility at max panic. Reduces hit damage by a small amount. Only noticiable on weapons with low damage, since the reduced value is not % based. Reduces melee damage for each level of Panic (from 2 to 4), cumulative for each level. Reduces ranged damage for each level of Panic (from 3 to 4), cumulative for each level. Only affects players with Aiming skill under level 6. Increases knockdown chance on weapon hit, by at least 13% for each panic level. Increases the heartbeat sound (Can be lowered in settings). Eliminates boredom when you reach any panic level (guess it makes sense). Panic increases based on the number of zombies around. Cowardly doubles this, Brave reduces it by 70%, Desensitized (Veteran) eliminates it. There are more causes of panic that those perks do not cover though, like invasions and sleeper zombies, but zombie numbers is the main one. (Needs testing Tested by TheLeonBM, seems its not happening) When you open a window, at high levels of panic it smashes it instead.
    Panic goes away faster based on the amount of months you survive, up to 5.
  8. Like
    Damntry got a reaction from Randomorph in Infection chance details and mechanics. Looking deep into the code's eyes.   
    That is true, good point. Im still pretty new to the game so most of my knowledge just comes from what I observe from the code.
     
     
    Lucky:
    Decreases by 5% the chances of failing a repair. Each type of container has a predetermined table of a number of items, with its rarity. When the game fills a container, Lucky adds a ~10% probability for each item to spawn in it. So not only it increases the probability of getting more rare loot, it also increases loot quantity. The opposite is true for unlucky.
  9. Like
    Damntry got a reaction from Randomorph in Infection chance details and mechanics. Looking deep into the code's eyes.   
    So I ve been trying to find definitive answers to a few infection questions, but I only found quotes and sayings with no 100% certainty, so I started digging through the Project Zomboid code and here are my findings.
     
    All of the game mechanics in this thread are true as of version 39.67.5 (No changes from 38.30)
     
    Spoilers here to avoid huge wall of text. Read the TL;DR if you dont care about details:
     
     

    TL;DR
    By default: Bites are 100% deadly. Scratches are 25% deadly. Both Thick skin and Blunt Guard skills (Blade Guard if wielding a blade weapon) adds in avoiding bites and scratches, and Thick skin further reduces the probability of a deadly scratch. Thin skin worsens everything.
     
     
    More game mechanics:
     
    Traits Lucky/Unlucky Prone to Illness/Resilient General Panic Sleep and related effects Melee damage mechanics  

    If someone has suggestions, questions about parts of code and such, or found any errors/things I might have overlooked, feel free to post or msg me about it and I ll do my best to check.
  10. Like
    Damntry got a reaction from agreubill in Infection chance details and mechanics. Looking deep into the code's eyes.   
    We are starting from the point of already being damaged by a zombie, regardless of the outcome of all the pseudocode I wrote, but I excluded that and focused on the bite/scratch parts. I ll clarify that on the main post.
     
    The default 29% chance is meant to check if you are also going to get bitten/scratched, and if you fail that check, then its 24% chance of bite and 76% of scratch.
     
     
     
     
    Yes but on the other hand, if you live on a preexisting building that you barricaded and built crates, etc.., you still get invaded until, for example, you replace a floor piece. I get that their idea was mainly to avoiding intrusions in player made houses though.
  11. Like
    Damntry reacted to blindcoder in [ 05/01 - Build 23/26 - SP & MP ] - Drip irrigation farming   
    Fsck it... I left debug code in that won't work without my personal debug lib.
    Please use this cleaned up version. The earlier version will NOT work correctly.
    Alternatively, remove all lines containing BCGT.
     
    waterPipes_build31_v2.zip
  12. Like
  13. Like
    Damntry got a reaction from agreubill in Infection chance details and mechanics. Looking deep into the code's eyes.   
    This gave me an idea and now I get why I never saw this invasion. If you have constructed in your current zone, whatever that is, any stairs, door frames, floors or walls, it removes the intrusion mechanic. What an oddly specific list of objects.
     
     
    Sure. This is all I ve found, and they dont do much:
     
    - It increases/reduces your probability of catching a cold and its recovery speed. Ambient temperature has no effect on getting a cold, only wetness.
    - The non-zombie infection is unaffected by both traits. Semi relevant for the next point: there are levels of infection (just numbers from 0 to 100, directly linked to the sickness moodlet) that vary depending on your current well-being, and when it reaches 0 it removes your non zombie infection.
    - For the zombie infection, a separate infection level exists too and the traits do influence its grow rate (it never decays), but currently this doesn't really do anything. The game only looks if you have some level of zombie infection. Probably some leftover code or something they might plan for the future.

    Incidentally, this means that Prone To Illness only disadvantage are colds, which can be avoided with Outdoorsman. So you can pick both to get immunity to colds and 2 extra points with zero downsides.
  14. Like
    Damntry got a reaction from RealHumanBeing in Infection chance details and mechanics. Looking deep into the code's eyes.   
    I wouldnt say you absolutely need it but you get a bit more and better loot for just 4 points, in a game about looting. Maybe not a gamechanger but it adds up, especially if you play at higher difficulties where you are short of everything. 
  15. Like
    Damntry reacted to agreubill in Infection chance details and mechanics. Looking deep into the code's eyes.   
    After reading this passage (btw, really interesting job on your part with all the RNG stuff deep in code), i can produce a full video of what you describe, happening durint the game. The video is not mine ; it's from the Let's Play of Jackplay (also user of this forum), and it's in French, but i provide the link anyway ; start looking by the 25mins marks (the intrusion is by 30mins, but all the situation is interesting).
     
     
     
  16. Like
    Damntry got a reaction from agreubill in Infection chance details and mechanics. Looking deep into the code's eyes.   
    More random gibberish and factlets. This one is going to be a lot uglier and unnecesarily complex but thats how I roll:
     
    Sleep and related effects Mechanics
    Recovers endurance (Exhaustion effect) and reduces fatigue (tiredness). First level of tiredness moodlet appears at 60% of fatigue, then 70%, 80%, and lastly 90%. This means that even when you dont have the tiredness moodlet, there is a lot more to recover. Sleeping while your fatige is less than 30% is a bit over 3 times slower. Maximum sleep time is based on current fatigue (with some added randomness) and type of bed. Restless sleeper trait halves the result. Ranges from 3 to 14 (7 with Insomniac) hours. Restless sleeper trait also halves fatigue recovery while sleeping. While awake, fatigue gain is respectively increased/decreased by Sleepyhead/Wakeful, by 30%. Strictly speaking there is no real need to sleep, in the sense that you wont lose health from just staying awake at 100% tiredness, though obviously its very inefficient in the long run. Reasons on why you cant sleep: Fatigue less than 30%. Outside in the rain. At least pain level 2, but only with less than 85% fatigue. Ignored with Sleeping pills. Having some level of panic. Ignored with Sleeping pills. Having slept less than 1 hour ago. Ignored with Sleeping pills. Three kind of beds, "goodBed", "badBed", and another one unnamed that it could be considered neutral (No idea where to find this property on objects yet so I cant make a list of each). Waking up has a small effect depending on kind of bed: Good bed: Very small extra fatigue reduction. Neutral bed: 10% chance of receiving pain and between 3 and 12 damage in the neck. Bad bed: Small increase in fatigue. 20% chance of receiving pain and between 5 and 15 damage in the neck. When you start sleeping, there is a delay before you get any actual fatigue reduction benefits, ranging from 0 to 2 hours. This delay is precalculated from the previous waking up, with the following factors: Increased by: Pain, Stress, sleeping on a bad bed, and the Restless sleeper trait. Decreased by: Sleeping on a good bed, and recently having taken a Sleeping tablet before going to sleep. Sleeping tablets boosts fatigue gains, so you get tired and able to sleep faster. After the first tablet, each sucesive one while the effect is still active will increase this fatigue boost, but only by ~10%. Booze has the same outcome, but only up to 20% of the effect of a Sleeping tablet. Starting to sleep immediately removes the effects of Sleeping tablets and Beta blockers. Sources of wake up: Normal player input or alarm clock. Reaching the maximum sleep time. Nightmares: They have a 5% chance of ocurring after sleeping for at least 3 hours. Each level of stress increase those chances by 10%.  
    Also, dont take as traits both Restless sleeper and Sleepy head. You will have a bad time.
  17. Like
    Damntry got a reaction from agreubill in Infection chance details and mechanics. Looking deep into the code's eyes.   
    Panic mechanics I checked for a friend, I dont have specific numbers this time though. I pulled a bit more data:
     
    Effects of Panic:
     
    Panic ranges from 0 (No panic) to 4 (Max panic). Cant sleep. Increases reload time. Reduces a bit of visibility at max panic. Reduces hit damage by a small amount. Only noticiable on weapons with low damage, since the reduced value is not % based. Reduces melee damage for each level of Panic (from 2 to 4), cumulative for each level. Reduces ranged damage for each level of Panic (from 3 to 4), cumulative for each level. Only affects players with Aiming skill under level 6. Increases knockdown chance on weapon hit, by at least 13% for each panic level. Increases the heartbeat sound (Can be lowered in settings). Eliminates boredom when you reach any panic level (guess it makes sense). Panic increases based on the number of zombies around. Cowardly doubles this, Brave reduces it by 70%, Desensitized (Veteran) eliminates it. There are more causes of panic that those perks do not cover though, like invasions and sleeper zombies, but zombie numbers is the main one. (Needs testing Tested by TheLeonBM, seems its not happening) When you open a window, at high levels of panic it smashes it instead.
    Panic goes away faster based on the amount of months you survive, up to 5.
  18. Like
    Damntry got a reaction from agreubill in Infection chance details and mechanics. Looking deep into the code's eyes.   
    It would mean that once you get infected with the zombie variant, you can cure yourself somehow. Im going to check if there is something about removing the bite effect. 
     
    Did you have to stay with the infection for a very, very long time?
  19. Like
    Damntry got a reaction from agreubill in Infection chance details and mechanics. Looking deep into the code's eyes.   
    That is true, good point. Im still pretty new to the game so most of my knowledge just comes from what I observe from the code.
     
     
    Lucky:
    Decreases by 5% the chances of failing a repair. Each type of container has a predetermined table of a number of items, with its rarity. When the game fills a container, Lucky adds a ~10% probability for each item to spawn in it. So not only it increases the probability of getting more rare loot, it also increases loot quantity. The opposite is true for unlucky.
  20. pillow
    Damntry got a reaction from lucy the axe in Infection chance details and mechanics. Looking deep into the code's eyes.   
    More random gibberish and factlets. This one is going to be a lot uglier and unnecesarily complex but thats how I roll:
     
    Sleep and related effects Mechanics
    Recovers endurance (Exhaustion effect) and reduces fatigue (tiredness). First level of tiredness moodlet appears at 60% of fatigue, then 70%, 80%, and lastly 90%. This means that even when you dont have the tiredness moodlet, there is a lot more to recover. Sleeping while your fatige is less than 30% is a bit over 3 times slower. Maximum sleep time is based on current fatigue (with some added randomness) and type of bed. Restless sleeper trait halves the result. Ranges from 3 to 14 (7 with Insomniac) hours. Restless sleeper trait also halves fatigue recovery while sleeping. While awake, fatigue gain is respectively increased/decreased by Sleepyhead/Wakeful, by 30%. Strictly speaking there is no real need to sleep, in the sense that you wont lose health from just staying awake at 100% tiredness, though obviously its very inefficient in the long run. Reasons on why you cant sleep: Fatigue less than 30%. Outside in the rain. At least pain level 2, but only with less than 85% fatigue. Ignored with Sleeping pills. Having some level of panic. Ignored with Sleeping pills. Having slept less than 1 hour ago. Ignored with Sleeping pills. Three kind of beds, "goodBed", "badBed", and another one unnamed that it could be considered neutral (No idea where to find this property on objects yet so I cant make a list of each). Waking up has a small effect depending on kind of bed: Good bed: Very small extra fatigue reduction. Neutral bed: 10% chance of receiving pain and between 3 and 12 damage in the neck. Bad bed: Small increase in fatigue. 20% chance of receiving pain and between 5 and 15 damage in the neck. When you start sleeping, there is a delay before you get any actual fatigue reduction benefits, ranging from 0 to 2 hours. This delay is precalculated from the previous waking up, with the following factors: Increased by: Pain, Stress, sleeping on a bad bed, and the Restless sleeper trait. Decreased by: Sleeping on a good bed, and recently having taken a Sleeping tablet before going to sleep. Sleeping tablets boosts fatigue gains, so you get tired and able to sleep faster. After the first tablet, each sucesive one while the effect is still active will increase this fatigue boost, but only by ~10%. Booze has the same outcome, but only up to 20% of the effect of a Sleeping tablet. Starting to sleep immediately removes the effects of Sleeping tablets and Beta blockers. Sources of wake up: Normal player input or alarm clock. Reaching the maximum sleep time. Nightmares: They have a 5% chance of ocurring after sleeping for at least 3 hours. Each level of stress increase those chances by 10%.  
    Also, dont take as traits both Restless sleeper and Sleepy head. You will have a bad time.
  21. Like
    Damntry got a reaction from Jason132 in Infection chance details and mechanics. Looking deep into the code's eyes.   
    Panic mechanics I checked for a friend, I dont have specific numbers this time though. I pulled a bit more data:
     
    Effects of Panic:
     
    Panic ranges from 0 (No panic) to 4 (Max panic). Cant sleep. Increases reload time. Reduces a bit of visibility at max panic. Reduces hit damage by a small amount. Only noticiable on weapons with low damage, since the reduced value is not % based. Reduces melee damage for each level of Panic (from 2 to 4), cumulative for each level. Reduces ranged damage for each level of Panic (from 3 to 4), cumulative for each level. Only affects players with Aiming skill under level 6. Increases knockdown chance on weapon hit, by at least 13% for each panic level. Increases the heartbeat sound (Can be lowered in settings). Eliminates boredom when you reach any panic level (guess it makes sense). Panic increases based on the number of zombies around. Cowardly doubles this, Brave reduces it by 70%, Desensitized (Veteran) eliminates it. There are more causes of panic that those perks do not cover though, like invasions and sleeper zombies, but zombie numbers is the main one. (Needs testing Tested by TheLeonBM, seems its not happening) When you open a window, at high levels of panic it smashes it instead.
    Panic goes away faster based on the amount of months you survive, up to 5.
  22. Like
    Damntry reacted to Sparrow in Monthly Item Spawns   
    So I've got this idea that I'd like to have seasonal item spawns in the world. Using Nolan's awesome Items Spawn of the Ground mod, I want to make a few items that will only appear during certain seasons.
     
    For example: In spring months, flowers spawn in meadows. Maybe insects are easier to find. In the deep woods, some seasonal herbs may be easier to find. Etc. In the fall you could have mushrooms to find in the woods, acorns, walnuts and other seasonal produce. And in winter you can't find anything.  I think aesthetically it would be cool to see these things, and give more incentive to explore the woods and rural map.
     
    The issue is I think I know how to make seasonal item spawns using the code in the hunting mod, which does a season check. I'm trying to brainstorm some ideas, however, to make those items disappear once the season is over.
     
    Modders, any ideas?
  23. Like
    Damntry got a reaction from Geras in Infection chance details and mechanics. Looking deep into the code's eyes.   
    Panic mechanics I checked for a friend, I dont have specific numbers this time though. I pulled a bit more data:
     
    Effects of Panic:
     
    Panic ranges from 0 (No panic) to 4 (Max panic). Cant sleep. Increases reload time. Reduces a bit of visibility at max panic. Reduces hit damage by a small amount. Only noticiable on weapons with low damage, since the reduced value is not % based. Reduces melee damage for each level of Panic (from 2 to 4), cumulative for each level. Reduces ranged damage for each level of Panic (from 3 to 4), cumulative for each level. Only affects players with Aiming skill under level 6. Increases knockdown chance on weapon hit, by at least 13% for each panic level. Increases the heartbeat sound (Can be lowered in settings). Eliminates boredom when you reach any panic level (guess it makes sense). Panic increases based on the number of zombies around. Cowardly doubles this, Brave reduces it by 70%, Desensitized (Veteran) eliminates it. There are more causes of panic that those perks do not cover though, like invasions and sleeper zombies, but zombie numbers is the main one. (Needs testing Tested by TheLeonBM, seems its not happening) When you open a window, at high levels of panic it smashes it instead.
    Panic goes away faster based on the amount of months you survive, up to 5.
  24. Like
    Damntry got a reaction from RealHumanBeing in Infection chance details and mechanics. Looking deep into the code's eyes.   
    Panic mechanics I checked for a friend, I dont have specific numbers this time though. I pulled a bit more data:
     
    Effects of Panic:
     
    Panic ranges from 0 (No panic) to 4 (Max panic). Cant sleep. Increases reload time. Reduces a bit of visibility at max panic. Reduces hit damage by a small amount. Only noticiable on weapons with low damage, since the reduced value is not % based. Reduces melee damage for each level of Panic (from 2 to 4), cumulative for each level. Reduces ranged damage for each level of Panic (from 3 to 4), cumulative for each level. Only affects players with Aiming skill under level 6. Increases knockdown chance on weapon hit, by at least 13% for each panic level. Increases the heartbeat sound (Can be lowered in settings). Eliminates boredom when you reach any panic level (guess it makes sense). Panic increases based on the number of zombies around. Cowardly doubles this, Brave reduces it by 70%, Desensitized (Veteran) eliminates it. There are more causes of panic that those perks do not cover though, like invasions and sleeper zombies, but zombie numbers is the main one. (Needs testing Tested by TheLeonBM, seems its not happening) When you open a window, at high levels of panic it smashes it instead.
    Panic goes away faster based on the amount of months you survive, up to 5.
  25. Like
    Damntry got a reaction from agreubill in Infection chance details and mechanics. Looking deep into the code's eyes.   
    An interesting find though, there is a variable called BiteTime (and ScratchTime). While BiteTime > 0, you take extra health damage and the wound gets more infected. 
    BiteTime starts decreasing very slowly while the part is bandaged, until it reaches 0.

    Having zero BiteTime eventually removes the Bite and infection from the body part, though the zombie infection is still in your body. This zombie infection keeps sapping your life away, forever.
     
    No idea on how long to reach zero BiteTime though, but having Fast Healer decreases the time needed. I tried making a very rough and dirty calculation and got, at best, around 15 minutes real time, but Im sure that must be completely wrong. Maybe I ll try getting a good number later but that requires far more time than Im willing to commit.
     
     
    Another thing I found. The setting "Infection Mortality" doesnt seem to change anything unless you set it to "1-2 weeks" (reduces infection damage by a huge quantity) or "Never".
    Theoretically, there is no fixed limit and you could live with a zombie infection beyond 3 days by overeating. Can anyone confirm this in practice?
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