Jump to content

Search the Community

Showing results for tags 'Condition'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • News & Announcements
    • News
  • Project Zomboid
    • PZ Updates
    • General Discussions
    • Bug Reports
    • PZ Support
    • PZ Multiplayer
    • PZ Community & Creativity
    • PZ Suggestions
  • PZ Modding
    • Tutorials & Resources
    • Mods
    • Items
    • Mapping
    • Mod Ideas and Requests
  • General Games Development
    • Indie Scene
  • Other Discussions
    • General Discussion
    • Forum Games & Activities

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Twitter


Location


Interests

Found 4 results

  1. I've already posted it on reddit, but I was in doubt if it would reach the devs there, so I'm posting it here. How I think the condition of items in primary/secondary/hotbar should appear in UI to be easy to see the condition of the items on hotbar and primary/secondary slots. Note: today (build 41) the game use a Star next to the item to represent the condition on items (I removed that on the image above). I think it's not a good way to represent that, it's not easy to see nor obvious for some players. The suggestion is to replace the "Star" with the above a "colored circle" around the item. Image of how it is today: What do you think? Remember to react/like if you would like to see it in game!
  2. Hello everyone My suggestion is rather simple in principle: I think the maintenance skill is not very good the way it works now and I think the game would benefit, if it were changed slightly. Considering this formula, it becomes apparent that very sturdy weapons benefit relatively less from good maintenance than highly fragile ones. I believe this makes little sense as it is neither realistic nor improving how fun the gameplay is. Let us consider an example: An Axe has a ConditionLowerChanceOneIn value of 30. A Nailed Baseball Bat (NBB) has a value of 15. A Pencil has 1. If we compare the effect of great maintenance (a skill level in maintenance of 10) in game with bad/no maintenance (skill level 0), we see the following: Axe(0): 1/30 -> An Axe with 0 maintenance takes condition loss about 1/30 of the time it is used. Axe(10): 1/50 -> With a skill level of 10 in maintenance, the chance of condition loss is reduced to 1/50 (-40% to Axe(0)) For a NBB we have NBB(0): 1/10 to NBB(10): 1/30, which is -67% chance. For a Pencil we have Pencil(0): 1/1 to Pencil(10): 1/21, which is -95%. Now either I am interpreting/applying the formula given wrongly, or this seems a bit off. I am sure, that NBBs can benefit from good maintenance. But I am also certain that their benefit of maintenance will relatively speaking be nowhere near that of an Axe and that a Pencil is simply too weak for combat and takes irreparable structural damage with every blow. It's still a game though and I understand that an Axe should not become an indestructible weapon because players should still be confronted with the problem of scarcity and scavenging. Here is my suggestion for a new formula: Rand.next(ConditionLowerChanceOneIn^(1+Maintenance/20)) What would it lead to? Well: Axe(0): 1/30 stays the same, while Axe(10): 1/164 benefits a lot more (-82% to Axe(0)). NBB(0): 1/10 --- NBB(10): 1/32 -> (-68%) Pencil(0): 1/1 --- Pencil(10): 1/1 -> (+/- 0%) I do not believe that my suggestion is perfect, but I think it would improve the current system. The maintenance skill would become more worthwhile and it would function in a more realistic way, because all the improvised weapons that aren't really meant for combat would remain just that, instead of becoming viable tools for combat (do remember that a Butter Knife can instakill a zombie if the attack is timed right and that with some training and tactics, the timing is not hard to get right). Even if my suggestion should be found not good enough I do hope that a change in the system will be considered and I would be interested to hear about others opinion on the topic. Of course this entire suggestion is based on my assumption that I understood the formula presented by RobertJohnson correctly and that this system is still being used. Thank you for reading my suggestion.
  3. Image created by Onkeen! Thanks! Do you like that everything you find is in mint condition? Do you think it's realistic that all pills you find are completely full? Then this mod is not for you! Everyone else, keep reading! What is Secondhand Loots? SL is a mod that randomizes the condition of weapons you find as well as the fill levels of pills, charcoal, lighters, everything with a "Remaining" bar in the tooltip! How does it do that? By hooking into the loot-generation code of the game. It also handles Lucky/Unlucky in a way that you get more items in perfect or broken condition. Cool! Where can I get this? Download it directly from github: https://github.com/blind-coder/pz-bcRandomizedItems/releases Or subscribe to it on Spiffos Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=501895986 I'm a modder and don't want my items to automerge! What do I do? To achieve this, add these lines into a .lua file in media/lua/client: if not BCGT then BCGT = {} endif not BCGT.MergeIgnore then BCGT.MergeIgnore = {} endBCGT.MergeIgnore["Module.Item"] = 1;Please make sure to include both if not lines so you don't overwrite other mods' ignore lists. Replace Module.Item with the full type of the item that you don't want auto-merged. Anything else I need to know? Yes: When you transfer items that have a fill level (pills, charcoal, etc) into a container where another one of these items is, they will be combined! That means that two half-empty packs of charcoal will become one full pack automatically. This does not apply to anything that leaves behind an "empty" version of itself like Water Bottles, Pots and the like. Anything you need help with? Yes! The mod can set lower/upper limits of condition for items. For example, an axe will always be at least 25% and a Hunting Knife 33%, no matter what. This is meant so that players don't find a rare item after days of scavenging only to find it's broken and unusable. This is where I need help: Post suggestions of lower/upper limits of condition as well as chances that an item should be broken or in perfect condition! Default chance for either is 2.5% If you have a suggestion for something, please post it here. Please make it a nice "balanced" suggestion, not a "but I want this to be perfect ALLLWWAAAYS" suggestion, thanks!
  4. Description I am new to coding and this is my first real post, i am unsure if other people have been having this issue but when ever i open the inventory panel all the things that use a Condition bar are always messed up and not aligned with the actual item, this fixes that. i hope this gets to Lemmy or one of the Devs. because it is an easy fix and they can incorporate this into the new patch, which makes it a lot easier for me because then i don't have to keep on updating the Code So here you go! [2.9.9.10] - [2.9.9.15] condition bar alignment fix.zip [2.9.9.16] condition bar alignment fix.zip [2.9.9.17] condition bar alignment fix.zip *remember this is a fix not a mod, so you install it the way you use to before you got version 2.9.9.17 PM me if you have any ideas, fixes, or updates that i should do.
×
×
  • Create New...