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Context: I play a lot of insanely rare loot runs on high pop and when I finally looked up the actual item weights, I noticed that they did not create an expected distribution that even remotely resembled what I experienced finding after 1000+ hours of play. The most apparent of which is that Book 5 is supposed to be 12x rarer than Book 1, which definitely does not feel true in my experience. I made another bug report (https://theindiestone.com/forums/index.php?/topic/72133-4178-loot-rarity-rerolls-unintuitively-makes-common-items-rare/) before I fully understood, but in that post, I demonstrated via a sample of 200 rolls in a random Muldraugh house that the resulting loot gave a much flatter distribution than expected. I didn't understand the correct reason why yet, but I think I have identified the reason now. Overall root issue: Zombie Intensity Loot Modifier (returned from getLootZombieIntensity), which I will refer to as "ZPLM" for this post, which is part of the roll to determine if an item is added to a container, is not modified by loot settings or item weight. This means that the rarity difference between two items of different weights is much smaller than their relative item weights would suggest, especially on lower loot settings. I've identified at least 4 separate problems related to this core issue: Low weight items are functionality equivalent in rarity between insanely rare and abundant loot settings. This becomes more apparent the lower the weight of the item. Item weights do not impact item rarity to the expected extent. This means that rare items cannot be made to be nearly as rare as their weights relative to common items would suggest they are. This becomes more apparent the lower the loot setting you are on. Integer RNG (random(10000), so specifically with this level of precision anyways) means the smallest weight multiple that actually impacts the outcome on insanely rare is 0.2. Even without ZPLM, any item with a weight under 0.2 would have the same 1 in 10000 chance of appearing on insanely rare, requiring a 0 on the random(10000) roll. Item weights go as low as 0.01, so this makes them all equal rarity. (e.g. HottieZ, 0.1, and Sledgehammer, 0.01, are equal rarity despite the 10x weight difference) Since item weight is less of a factor in determining rarity, rarity becomes more closely tied to how often items appear in containers than their weight, especially on lower loot settings. This explains my difficulty finding a belt that I explained in my other post. Despite having a moderately high weight (4), "Belt" does not appear in a ton of loot lists (14 hits in proceduraldistributions.lua), which makes it arguably rarer than Sledgehammer (0.01 wgt, 18 hits), despite the 400x higher item weight. Evidence Here's how I understand it to work: (based on itempicker.doRollItem & itempicker.rollItem) Zombie Intensity is loaded from save data per chunk, presumably related to population. I think it is literally the 8-bit value on a population heatmap. For simplification I will refer to it as population. The finer details don't matter too much for the overall point unless it turns out that ZPLM is very rarely relevant. If the average ZPLM turns out to be closer to 4 than 8 then the impact is still there, just less pronounced. Zombie Population Loot modifier (ZPLM) decompiled code derived formula : if rand(300) < Chunk population x 10/255, return 120, else 0.06 + Intensity x 11.94/255 Super oversimplification: Zombie Population Loot modifier (ZPLM) = 1 per 25 zombies, 1/25 chance of max modifier (8) per 25 zombies. Max possible value of 8. Sandbox Loot Modifier (SLM) = {0.05, 0.2, 0.6, 1.0, 2.0, 3.0} doRollItem simplified pseudocode (runs for every item when generating loot for a container, usually 4x): if (100 * wgt * SLM + ZPLM*10) < rand(10,000), add item to container if it does not exist yet, or if qty can be >1 For the sake of further simplification, going forward we will assume ZPLM is always 8, as it will be frequently enough to have a significant impact, especially at higher population settings. I think in practice it is almost always 8 in any moderately populated chunk, but I haven't been able to verify that since I don't know exactly what it is reading for the intensity value and how much actual zombie population (after population modifiers) comes into play. Example outcomes: Sledgehammer (0.01 wgt, or 0.01%) vs Battery (20 wgt, or 20%) drop chance Expected distribution - 1 : 2000 -------------- insanely rare (5%) ------------------ 0.01 wgt: if (0.05 + 80) < rand(10,000), or 0.8% chance 20 wgt: if (100 + 80) < rand(10,000), or 1.8% chance Actual distribution - 1 : 2.25 -------------- rare (60%) ------------------------- 0.01 wgt: if (0.6 + 80) < rand(10,000), or 0.8% chance 20 wgt: if (1200 + 80) < rand(10,000), or 12.8% chance Actual distribution - 1 : 16 -------------- abundant (300%) ------------------ 0.01 wgt: if (3 + 80) < rand(10,000), or 0.83% chance 20 wgt: if (6000 + 80) < rand(10,000), or 60.80% chance Actual distribution - 1 : 73 Put A LOT more simply, it looks like you get up to a flat +0.8% chance for every item to drop based on the zombie intensity / population in that chunk, not scaled with any other loot modifiers. This brings the rarest items almost up to the same drop chance as common items on the rarer loot settings. This also effectively sets a "minimum" drop chance of 0.8%, which is much higher than the expected drop chance of something like a Sledgehammer with a weight of 0.01, which would be 0.0005% on insanely rare, or rounded to 0.01% due to integer RNG, making it 80-1600x more common than expected based on weight. This is just speculation, but to me it feels like the max value of 8 (seems arbitrary) may have been added to address this. Additionally, a lot of the code around Zombie Intensity calculations seems to have some lines/assignments that don't appear to do anything. It's possibly an issue with my decompilation of it, but I've used the code pretty thoroughly and never seen any obvious issues with any of the other code.
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Because of how rerolls work with loot generation, common items are often times harder to find than rarer items because they are replaced on reroll. I discovered this when I started a very low loot run with a naked character, including no belt. Despite belts being mid-tier rarity, it can take upwards of months to find a belt despite them being possible in almost every wardrobe or nightstand. I'd have a pile of bats, which were supposedly ~50x rarer in wardrobes, before I found a belt. To illustrate my point, I started a save with insanely rare loot settings (otherwise apocalypse, no traits, unemployed), went to a bathroom cabinet and refreshed 200x using LootZed in debug mode. Below are the results along with the weights for each item included in the loot definition for BathroomCabinet. This should be easily replicable. This was my first attempt and I can just tell you from lots of experience that this is happening in ways more noticable than this example. If you imagine Vitamins as "Belt" and Antibiotics as "BaseballBat", this is basically what I was experiencing in my personal example when searching for a belt. 200 loot rolls: BathroomCabinet = { rolls = 4, items = { "Toothbrush", 10, : 4 "Toothpaste", 10, : 3 "Tweezers", 10, : 3 "Bandaid", 10, : 4 "Mirror", 8, : 1 "Lipstick", 6, : 2 "MakeupFoundation", 6, : 2 "MakeupEyeshadow", 6, : 2 "Bandage", 6, : 2 "Perfume", 4, : 2 "Pills", 4, : 2 "Cologne", 4, : 1 "Comb", 4, : 3 "PillsVitamins", 4, : 0 "Razor", 4, : 2 "Disinfectant", 2, : 1 "PillsAntiDep", 1, : 1 "PillsBeta", 1, : 1 "PillsSleepingTablets", 1: 1 "Antibiotics", 0.20, : 1 }, junk = { rolls = 1, items = { } } }, This is somewhere between a bug report and a suggestion because it's not technically a bug, but I think the outcome is unexpected. It might even be deliberate, but at the very least it makes deliberately planning loot tables in a balanced manner more difficult than planned. If I were designing a container and choosing weights for items, I would expect an item with weight of 10 to be selected roughly 50x as often as an item with a weight of 0.2. However, due to the roll system, toothpaste and tweezers (weight 10) were only selected 3x as often as antibiotics (0.2). Additionally, I would expect to find 20x vitamins compared to the number of antibiotics, but we have 1 antibiotics and 0 vitamins. I think it's fine to expect some bad luck protection to make rarer items more common, but the degree that it impacts the loot distribution in this system makes it very difficult to be deliberate about what items spawn in containers. If I want to make an item truly rare, I can't just give it a low weight in common containers, I am forced to only put it in only rare containers, on rare zombies, in event zombies, etc. I like the idea of making minimally consequential, but interesting and unique items as extremely rare but found in common containers. For example, a 3-point pen that lets you use all map writing functions, or a red leather jacket. Changing this is obviously going to impact loot distribution heavily, so I don't know how realistic it is to implement, but most of the ideas I have for mods depend upon making very rare items which dont currently have a great distribution method. If I were to change it, I would probably adjust the amount & scope of the rerolls. If there is a known way to easily understand and work with these loot tables in a way that gives you an understanding of the actual outcome outside of building a model, I'd appreciate some info on that for mod planning purposes.
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Hello, Before i will describe my issue, i would like you to know that i have spent days searching for an answer to my issue and i didn't find anything helpful. I would like to note on the start, that this issue seems NOT like an issue with CUSTOM MAP itself. It seems like an issue of vanilla LOOT RESPAWN system for custom maps. I'm creating a new dedicated PZ server (based on paid PZ server provider) and i have successfully added about 420 mods without any issue, just to find out that the basic, most crucial system - Loot respawning, is not working for custom maps on my server. So i have started from the beginning, reinstalled the server and installed just one mod - custom map - Lake Ivy Township. I have successfully modified server.ini file, and restarted the server. Joined in as an admin, and voila! Lake Ivy Township is in the game. So where is the issue? The whole custom map has wrong zone types, which means that there won't be any loot respawn happening. It seems, that the server successfully loads objects.lua file, where zone types are defined for exact x,y,z locations (Loading: steamapps/workshop/content/108600/2252982049/mods/li_township/media/maps/li_township/objects.lua.). And boom .. not a single place in Lake Ivy, has a correct zone type, but as you can see.. even the chunk debugger shows the zone in light blue color, which is a color for a TownZone (not DeepForest, where loot cannot spawn): I understand all the loot related parameters (HoursForLootRespawn=1 etc..) but those parameters are not the issue, as they are working well on Vanilla maps, where the zone type is showing as it should (zone type TownZone): So i was digging a bit deeper.. Vanilla zones are defined in objects.lua in a path "/media/maps/Muldraugh, KY/objects.lua, where you can see the coordinates and zonetypes settings: If i go to coordinates, where for example Like Ivy is, the zone type is corresponding to the zonetypes in Muldraugh objects.lua. = Muldrauh KY is somehow overwriting the zone types?! Well, the Muldraugh KY has to be the last map in load order, because if it wasn't, we won't be even able to see the custom maps ingame. Ok, does this happen only to Lake Ivy custom map? Lets try RavenCreek and find out! : Whoa! The RavenCreek map doesn't even show zonetypes in the right upper corner! (But it does show the blue light color meant for TownZones, on the places where loot is supposed to spawn).. How ? Because RavenCreek is outside the vanilla Muldraugh coordinates! Lake Ivy is in the middle of Vanilla coordinates! .. if we go to the edge of RavenCreek, we can see, where the zone types stop to show: Lets check a bit more towards RavenCreek: Just to give you the most informations, here are the logs: Clean Install: https://pastebin.com/Y019HZgh Adding Lake Ivy: https://pastebin.com/xCG3Psbq I will appreciate any hints, any help.. we would really like to play this amazing game to the fullest! Best Regards
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Hi guys, I searched everywhere, but I couldn't find any answers, Is there a way to create a new map without loot on the containers? I saw on the workshop a bunker map which has no loot and I tough it was a great idea. I'm trying to do the same, the objective here is to have a great base with all the storage spaces available and loot everywhere else. Thanks in advance.
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The current methods of seeing in the dark in the game aren't that effective. I mean flash lights, lighters and matches don't last very long plus they all have to be held in one hand so you can't use 2 handed weapons. They also attract zombies. What if you had a hands free solution in the form of night vision and/or thermal vision goggles? I mean you find some off of a military supply depo or some tactical civilian and now you can see in the dark! Also you wouldn't attract zombies. The goggles each have a different feel to them: the night vision ones make everything look all green and grainy and the thermal ones make everything look all rainbowy or just black and white. It's up to the player to decide which one works best for them. Also they'd require a battery. It'd be so cool seeing the 1993 Kentucky landscape through grainy green googles or rainbowy thermal vision googles! Imagine a zombie being all colorful! Also you could spot those hostile npcs and animals easier too!
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Personally speaking, pz starts to get way too easy when you hit around 500ish hours. And the sole reason for me it's the loot situation in towns. I think that the levels of loot in the first 2-5 days, should be pretty high, (due to the fact the most people would rush to the stores, thus making them infected) but afterwards it should start declining rapidly, so after a week or two, the stores would have very little loot left. House loot should decline but not in every single house but just in the houses that other survivors have already looted. Also the same things as the store situation should apply to EMS buildings (especially the police), so that EMS gear and tools could only be find on zombies. This should only apply to cities and not to isolated places!
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GENERAL SUGGESTIONS: -Show the actual trait, skill and xp percentages. -Bring back the old music options. The new options don't work for some reason. The new music is good, but I miss the old ones. -More creepy and depressing music such as: Long Ambient. (Haven't heard this in the current version.) Where Is Everyone. (The older one was creepier.) Low (Haven't heard this in the current version.) All the creepy ambients. (Never heard them in game. Can be found in the music folder.) -Player crawling. -Zombies with missing or crippled limbs. -Zombies eat animals they can catch. -Wandering hordes. A wandering horde picks a random direction to wander towards to look for food presumably. (1000-10000 tiles.) Perhaps a wandering horde could spawn the zombies once the player is close enough. The wandering hordes would be much rarer and larger than regular hordes. -Allow zombies to wander and redistribute into the "Player's square". I don't know what it is really called, but you can see it in debug mode as a white box around your survivor. (Smaller than a cell.) Currently zombies seem to stop by the edges of the player's square when meta events or redistribution happen. With a cleared area the player can safely camp in their base for months with canned food and farming. It's a bit unfair for the poor zombies. -Only chefs and burger flippers may add large amounts of extra happiness to their foods. Currently pretty much any occupation can become a master cook by just watching TV, which makes the cook occupations questionable. All non-cook occupations should have very small happiness boost for their foods. With this cooks would have a more useful role lowering unhappiness in groups. -Remove rotten food recipes. Using a month old rotten food doesn't seem realistic. -Nasty foods can make you vomit. Nasty foods could be: worms, maggots, insects, rotten food. Vomiting increases hunger and adds nauseus moodle which will fade in time. Vomiting could be prevented with a strong stomach. With a weak stomach the player will very likely vomit from any nasty food. Strong stomach could be a great pick for forest dwellers. -Rotten foods disappear or become completely ruined as time passes. -Rebalance all the negative weight traits. Currently you can get rid of very underweight in a week. If you also pick fit trait (+2 fitness), very underweight becomes free points. -Dangerous wound infections. Would make first aid and antibiotics more useful. Currently it seems infections only slow down healing. -Ability to open canned foods with knives. -Non-poisonous rain water. Perhaps add a sandbox option for this (acid rain). -Gas expires. (6-12 months.) This might work well with the rebuilding phase. -Throwable distractions: Mugs, glasses, glass bottles, jars, empty cans, bells. Cans and bells would be reusable as they don't shatter. Bells have a higher distraction effect. Bells don't have any uses currently. -Differently shaped survivors and zombies depending on traits. Average, thin, fat, fit, strong. -More candles. Perhaps add boxes of candles too. Can't remember the last time I found a candle. Currently flashlights and batteries are much more easy to find which makes scavenging for candles a questionable choise for light. -Water in pipes becomes tainted in few days after water shutoff. Currently you can potentially survive months with pipe water, making water storage useless (pots and bottles). SANDBOX OPTIONS: -Show the actual option percentages. For an example: Normal 50%, high 60%, very high 70%... Would make things much easier instead of judging and figuring options out by testing. -More hardcore options. Ever lasting winter and ever lasting summer. Extremely high and extremely low temperature options. Insanely hard farming, trapping, foraging or fishing. Impossible farming, trapping, foraging or fishing. Impossibly low food rarity. Polluted water or nature. (Most wild life will die.) -Water in pipes after water shutoff option. -Zombie evolution and degeneration option. Shamblers turn to sprinters or vice versa. -Zombie stamina option. Zombies get slow after chasing player for a long time, but can recover. Could balance sprinters. -Zombie activity option. More active zombies wander more and try to find the player. -Zombie smell option. Zombies approach nearby places where the player has spent time or is currently. -Sprinter speed option. Joggers, runners, sprinters... I know these next 3 suggestions could perhaps be counted as special infected, thought they don't have any super human powers. -Lone zombies option. Zombies that will never join a rally group while there are existing rally groups. Currently it seems all zombies will join a group eventually which leaves wide gaps between them. -Screamer zombie option. Some zombies scream while attacking which may alert other zombies. -Varying zombie % option. Adds several different zombies with varying traits. Some examples: Screaming sprinters which never join rally groups. 1 %. Joggers which sometimes join rally groups. 12 %. Shamblers which always join rally groups. 87 %. Viimeisin muokkaaja on Lodkar; 1 tunti sitten
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The problem 1. I've played 8 hours in Sandbox mode with modified options as it is shown on the screenshot (Melee weapons - Common / Ranged Weapons - Abundant / Ammo - Abundant) but I have noticed that Firearms and Ammo are NOT spawning more often than on default "Rare" settings. Melee weapons do spawn more often. 2. It is unclear what "Abundant" means. Is it 2x more often? Or 20x? Or this option affects the map generation rules and defines whether CONTAINERS that *may* contain weapons (wardrobe with two halves / nightstands) spawn in houses? Or this option is not supposed to affect the "chance" of weapon to spawn but only increases the quantity? 3. Firearms still spawn where they originally can be found. No extra "sources" of weapons. Proposed solution 1. It would be nice to introduce separate numeric multiplier options similar to how zombie multipliers work. "Ranged weapon quantity multiplier" / "Ranged weapon chance multiplier" / "Ammo quantity multiplier" / "Ammo chance multiplier". 2. Clarify the descriptions so that a user would know what to expect from this options. 3. Introduce a very small chance for "extraordinary" items (like weapons, nails, seeds, special magazines or skill books) to be found in common places - on civilian zombies and normal book shelves for example. 0.1% chance by default could work - in fact there is a slight chance that a civilian could have a holster with a gun in it or a box of ammo. The multiplier however could increase this chance (say, a 30x multiplier will turn 0.1% into 3% chance) which means that what is supposed to be "abundant" will be "abundant" not only in special looting locations but overall on the whole map. Description Initially I wanted to benchmark all weapons in the game on runner zombies. I increased zombie stats and make them always run. I set spawn rates of weapons/ammo to "abundant" and expected that I will find a lot in the houses all over the map because I knew that there is a decent chance to find a gun case with weapons in a normal house in a double wardrobe. I picked a "lucky" trait on my character to increase the chances of finding weapons even further. However, after playing and looting a couple of houses I realized that not only I can't find "all types of weapon in the game" - but I can't find ANY firearms at all... I was killed numerous times because even a small group of 2-3 runner zombies with increased stats is almost unbeatable in melee. I tried with "lucky" trait and without it. In 8 hours I managed to find 1 rifle, 2 pistols and numerous shotguns however it's not super rare to find pistols and shotguns in just normal houses with two floors and wardrobes even on "rare" setting so I didn't notice the difference... and weapons are by far not "abundant". Because Abundant is supposed to mean that there are a lot, right? Or at least this is what a user expects. This just doesn't feel right. It may be that "lucky" trait overrides the modifiers of the loot spawn that I chose in the sandbox menu. It may be that weapon rarity modifiers do not affect GUN CASES containing weapons, but only affect the spawn chances of weapons themselves... which are not the main source of weapons because in civilian houses GUN CASES are seen more often. It may be that the difference is just not significant enough to be recognized. Like, if the default chances are 1% per wardrobe and "abundant" increases it to 4% per wardrobe it still means you will spend weeks trying to find what you look for.
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In Project Zomboid if you don't dump the loot and clothing a corpse (zombie or regular dead human) has before the time they rot away, it'll rot away with them. This makes it incredibly inconvenient to have to go to every corpse and dump the clothes and loot so you don't have to constantly check the body to see what it has on it. The body disappearing but everything it had on it remaining is what should happen. It'd be so much more convenient for the player as well as being more realistic.
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I'm trying to make a simple mod to add car windows to the loot pools for mechanics / car supply stores. I have a file called CarWindowProceduralDistributions.lua under media>lua>server>items here and CarWindowDistributions.lua, also under media>lua>server>items But none of the items are appearing in-game. I don't see any obvious syntax errors, and no errors are being logged. All loots settings on the world are set to abundant so I would assume at least one roll would land. Any help would be appreciated. Thanks!
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In the loot rarity section in sandbox settings, I would like to see "none" as an option to make certain kinds of loot not spawn at all. Useful when you want to make a world with zero food so you have to forage, fish and farm everything.
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I added my item to the zombie loot and it worked fine. This is the function I use, referring to other people's modules: table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, "TWI.PillsHWJGreenOil"); table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, 0.1); table.insert(SuburbsDistributions["all"]["inventorymale"].items, "TWI.PillsHWJGreenOil"); table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0.1); However, when I try to spawn my items from paperbag, I get the error in debug mode. Here is my function: table.insert(SuburbsDistributions["all"]["Paperbag_Jays"].items, "TWI.BobaStraw"); table.insert(SuburbsDistributions["all"]["Paperbag_Jays"].items, 50); table.insert(SuburbsDistributions["all"]["Paperbag_Spiffos"].items, "TWI.BobaStraw"); table.insert(SuburbsDistributions["all"]["Paperbag_Spiffos"].items, 50); I don't understand. They are all in the same format, why do I get error in paperbag? And how do I fix it?
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41.65 SP/MP No mods Watched a handful of Home VHSes early in my save, and every new tape I found after that (survived for 9 months) had no data assigned to them. This seems like a generation issue instead of it being unusable on purpose, as there are 3 types of them: VHS (VHS), VHS_Home (VHS - Home), and VHS_Retail (VHS - Retail).
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You can often find bags in cars, but they're always empty, same with garbage bags. Would make sense for garbage bags to spawn with rotten food and stuff, shop bags - with groceries/books/etc...
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I've been having a pretty regular issue while playing the game as of late. During sorting from my inventory to a container, or vica versa, the game will freeze and the screen will go black. The program becomes unresponsive, and I'm forced to open the task manager to regain control of my system. The status in task manager is still "Running", however if I try to go back into the game, it strobes between an image of my desktop and a black screen. I've left the program both before and after opening task manager to see if the game would work itself out, but it either stays on the blacks screen or the strobing screen. The only way to close the program is to kill it with the task manager. Upon reopening the game, It will have saved at the point of freezing, or within the previous five real time minutes before. Computer Specs in photo included.
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World: Is the loot respawn and zombie respawn real life days or in game days? Cause if its in game days don't think its working correctly. Been several months and no loot has respawned. And i have it set per week. Thanks,
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it seems that the shoes found on zombies are never bloody or dirty, which is odd, epsecially at the rate characters wearing them makes them dirty.
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[DISCLAIMER] I didn't play with Hydrocraft (far way too many things in it for my taste), so some ideas may be alrdy existing in this mod.[/DISCLAIMER] Some suggestions to help this skill to get more lüv. Frankly, i'm not sure that any of these suggestions isn't more of bug report or highlighting some broken/unfinished business. If that's the case, fixes could sincerely be welcomed and appreciated 1) Experience on ALL recipes tied to Electricity (at least in the craft menu) So far, only dismantle (mainly radio, talkie, TV and some others) and making radio/talkie give exp. Noise maker don't ; Remote (trigger and controler) don't ; Timer don't ; creating a handmade battery support for lamp don't. It's pretty disappointing and sad... Patch 40+ => Many electicals things could now be dismantle now and really help your skill up. Not sure on the creation side, but it's now far more decent 2) Slighty up the loot ratio of TV remote & Home Alarm TV Remote are really too rare*. Unfortunatelly, this is a key component for a part of recipes (all the remote controlers). Patch 39.67.5 => Increased the spawn rate of remote control. (Ty Devs) ; still need to play on that patch to see the difference. Home alarm (the item, not the noise event) can't be found anywere. I'm still not sure if it's implemented/actually in game or not (never found one...), but it could be really good to make them more noticeable in houses where they're supposed to be (said : houses with alarm). Unfortunately, this is a key component for motion sensors (which you still can find time to time...). 3a) Directly get battery from dismantled Radio/Talkie. So far, we had to put them in the world, click them and manually remove the battery OR equip them in main hand and manually remove the battery... It's tedious. And basically, that also say the battery just disappeared when you dismantle the damn object. Solved since 38.26 IWBUMS. (Ty devs) 3b) Give us a "remove battery" for radio/talkie in inventory Basicaly, same stuff and line of command as we actually have for flashlight. Right click on radio/talkie, to get the command line "remove battery 1 / All". Solved since 38.26 IWBUMS. (Ty devs) 4) Electrician profession Mention in the occupation description (at character creation), it also give you most of the electrical recipes. 5) Additionnal item Add item "Wiring tools" in the game 6) Alternative connection to house powergrid Allow us to connect a moved lampost/lamp to a house powergrid Recipe => Need Wiring tools & Screwdriver [Equiped in main and secondary hands] + electric_wire (2 units) / Aluminium (2 units) / Electronic Scrap (1 unit) / Adhesive tape OR Glue (1 unit) Electricity Lvl Required 5 (to be in range with the Elec lvl required for batconnector). New connected lamps will be lighted if/when the house is powered (before electricity shutdown and in a house powered by a generator). It's an alternate method (for BatteryConnector thing) to bring light to your safehouse. But you can't light it off (but see point 8 below). 7) New Take/Place/Rotate option Allows us to Take Switch (using screwdriver) in houses and get "Switch" item (Base.Switch) from it. Electricy lvl 1-2 (?) maybe required. 8) Additionnal recipe Allows us to connect "Switch" to a (eventually moved) lamp-post. Recipe => Need Wiring tools + Screwdriver [Equiped in main and secondary hands] + Electric_wire (1 unit) + Aluminium (1 unit) + Electric_Scrap (1 unit) / Adhesive tape OR Glue (1 unit) Electricity Lvl Required 4 This will basically allows the Context_Command Light on/off for the said lamppost. 10) Add little Electricity XP when you repair a generator (suggested by JayM) 11) Fix the Screwdriver priority Small QoL modification ; Build 39.XX => Game still take a new Screwdriver (if one is available) in your backpack when you disassemble/assemble something tied to Elec. 12a) Ability to reload Battery (not car's one) 12b) Ability to craft a hand-made battery reloader (i'm not Electrician myself, so it's maybe not really possible to do that). Elec. lvl required ofc. 13) Option to Attach a noise-maker (using Duct Tape) to other launched bombs (Pire, Incendiary, etc.) ; i undrstd this feel very L4D, but why not ? 14) Recipe to craft a hand-made Car's Battery reloader (still not Electrician myself, so it's maybe not really possible to do that). Elec. lvl required ofc. 15) Up the loot ratio of Watches For a game set in 1993, the loot ratio of watches is really toooo low. 16) Ability to attach A remote Trigger (using duct-tape, as usual) to a lamp/lamp post/Lamp on pillar to be able to light it on/off from range (the said lamp must be connected to some source of power [ie : power grid (usual or generator's one) or some connected Battery) with the usual adequate remote controler (V1 to V3). 17a) Ability/Recipe to make a Timer V2 (using watches or cloak) and "program" it to be active from Time A to Time B (in Hour/Min). Elec lvl required ofc. 17b) Ability to attach said Timer V2 (using duct-tape, as usual) to a lamp/lamp post/Lamp on pillar. Said Lamp will be lighted from Time A to Time B (as long as it have access to power). 17c) Same could occur with Fridge. => Good way to manage your power (limited) supply.
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with the help of @Fenris_Wolf I've made a little mod that further customizes the way loot is spawned. I made that for the gameserver project-zomboid.de, but of course everyone can use it. Right now it's pretty much in the testing phase and I therefore could use your help. You can Download the mod from github: https://github.com/DrCox1911/CoxisLootSpawn The way this works: With the mod there ships a "CoxisDistribution.ini", where you can define loot modifiers for categories and for special items. If you don't define a loot modifier for a category the one set with the normal sandbox options will be used. This mod needs the CoxisUtil mod, which you can download from github here: https://github.com/DrCox1911/coxisutil Steam Workshop
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(Note that I already made this suggestion on mod ideas section) It's simple. Characters would spawn in with job-specific items. By example, if your character is a police officer, it's most likely that he would spawn in with a pistol, or have one in his household, and along with the keys for the police station's gun storage. Of course, many jobs would need some serious nerfing (Woodcutter), but it would be sensible to have them spawn in with something that fits their job.
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This is something that's been on my mind since the first radio and TV stories showed up in the IWBUMS. How about adding small lore elements as random loot to be found around the map? (Just like with the upcoming Annotated Maps) By ''Lore Bits'', I mean random bits of information scattered across the game world. Notes found on dead Zed that maybe give some clues as how did they end up as such or inside containers all over the map. (like some dude saying he was about to try and kill some Zeds with a shotgun he found, or a journal from someone with a certain level of medical knowledge taking notes on the advance of his own infection), hospital reports on unusual events (like an unusual increase in the number of new patients with bite wounds, or that strange banging sound coming from the morgue.... probably just the ventilation, right?) and maybe once tape recorders and cassettes are added, Police recordings of 911 calls (a woman complaining that there's a bloodied man banging her door with its head, or an unusually pale and shambling ''bum'' hanging around their garden, maybe even someone reporting they found a wounded person and are trying to tend his wounds until suddenly-GYAUGH!! Followed by moans and flesh-chewing sounds....). This would not only allow players to piece the PZ story bit by bit (kinda like in Dark Souls) but could motivate certain players to explore places they wouldn't usually go to (like a Bank or an office building), but would also create a sense of ''real'' world progression; the Zed didn't just drop from the sky and ate everybody, there were phases to the infection and not everybody realized what was going on until it was too late. I believe this could be a great addition to PZ's storytelling system as a whole.
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Hello, I want insert maps like california or phoenix on my server, but people speak about NO LOOT generates by these maps, is it true? Can we do somethings for these maps for generate loot? Thanks for help and have a nice day!
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Ok so first off I'm not sure if anyone has suggested this idea or a similar idea before. If any such posts exist please point me in that direction so that I may link them here. I kind of find it hard to believe that no one else has thought of this idea in the past but I could not find anything on the subject. So we all know how loot respawn works in sandbox games, you set the loot respawn interval and the loot rarity of specific types of loot. Here is a refresher image if anyone has forgotten what all of the default options are. We also are all probably familiar with the way utility shutoff works in sandbox games, you set the option to adjust the amount of time the utilities stay active. Here is another refresher image if anyone needs to familiarize themselves again. Now for the suggestion, what if we mixed those two mechanics? You would set your 'Starting Loot Rarity' as normal and you would set your 'Loot Respawn' interval as you currently do, except there would be a couple of new options. I propose that we add a 'Loot Rarity Interval' option to change the loot rarity of the world after a certain amount of time has passed (similar to how the utility shutoff works). For example, you would set it to '0-30 Days' and after that amount of time has passed the loot would tick from 'Normal' down to 'Rare'. Obviously you would need to have loot respawn enabled to refresh the world and make this work (so you would have the new rarity interval options greyed-out if loot respawn was disabled). I would also suggest that a checkbox option be added to allow loot respawn drop to 'None' as a final tick after the 'Extremely Rare' loot tick. Here is a picture of what something like this would look like in the sandbox options (mini-suggestion, stick all of these options on a separate tab labelled 'Loot'). Basically options like these would allow you to simulate active looting over time. What do you guys think?
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- loot rarity
- loot respawn
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I just finished filling my first few crates with the same type of canned good and I came to the realisation that a crate has not enough capacity. I understand that when throwing different type of items in a crate, there will be significant loss of space. But for some reason I like to keep my containers with a single type of item in them. Now making some very rough assumptions that a crate is 3 feet x 3 feet x 3 feet, and that a can is 3 inches in diameter, there should be place for 144 of them in a single row. Assuming the cans are 5 inches in height (to be generous), there should be space for 7 rows or 1 008 cans. What I get, even with organized, is 92 (0,7) cans or 81 (0,8) cans. What I'm suggesting is a weight reduction for same type item or general type of items, because as stated above, I understand that jamming a crate (or any containers for that matter) with different type of items involve a substantial loss of space. No need to over do it so I suggest a 80% weight reduction (covering about half the difference of the math above) if the items are of a compatible size (all cans of the same dimensions) or a reduction of 25% for items of a same general type (all cans). Same thing hold for other items too. For exemple, I beleive that it's possible to place more then 32 handguns in a 3'x3'x3' crate. Conter argument and items that should not follow this On the other end, some items should not be placeable in crates (or any other containers except maybe shelves and racks). Those would be any items measuring more then 3 feet in length (possibly riffles, sledge hammer and/or shotgun). Very low weight unit may also be excluded (0,01). After all, I'm not sure if it's possible to put 32 500 socks (16 250 pairs) in a crate.
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A new mod, remind me a idea : I saw empty bleach bottle and broken doors, but more items on ground seems more "apocalyptic". Useless items for ambiance, but usefull items (rare). Some Houses could be "tagged" devastated with many objects on the floor (rush move, Z's attack). some parts of neighborwoods could undergo the same destiny. This could be related with broken windows/doors, empty container place, barricaded houses, etc.. We could find : On streets: knife (close to broke), bag, cloth, paper, hygiene items. In woods : log, twig Houses : knife, cloth, paper, all house objects. Special building : with their related objects (usefull or not). And certainly many others, are you inspired ? What do you think about that ?