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Found 2 results

  1. Sleeping Overhaul Did you ever want to hole up in the Pile 'o Crepes or Spiffo's Burger Joint but couldn't because there was no place to sleep? Then this mod is exactly what you are looking for. It allows you to sleep virtually anywhere (in beds, on sofas, in tents, in armchairs, on chairs, on benches, on the floor, and more...) and every object has its own comfortability levels which affect the recuperation process. You too can sleep in the lovely smell of crêpe. But this mod does more than adding more sleeping possibilites to the game. It changes the whole sleeping system. The player won't sleep for a fixed amount of time anymore but instead only until he is fully recuperated ... or awakened by a nightmare. You now can also sleep whenever you want - No more "you aren't tired enough to sleep" modals. Take a nap and be happy! Church is closed... but open for napping. There is also a chance to pass out when too tired now, so try to sleep regularly. If it happens, your character will drop to the floor and stay unconscious for a few hours. Of course this has a few repercussions so try to avoid it ... not to speak of the zombies who might munch on your brain while you are dreaming of better days. Who wouldn't sleep in a fast food joint!? The recuperation system is more realistic than with the vanilla sleeping mechanics. With this mod a healthy character who's very exhausted sleeps about 6 hours to be fully rested. But there are other factors that influence the recuperation time. For example being stressed will make the player sleep longer to regain fatigue, because who could sleep deeply during a zombie apocalypse anyway? At the moment the most important factor for the sleeping time is the comfort level of the furniture (from best to worst):Level 0: BedsLevel 1: CouchesLevel 2: Armchairs, Tents*Level 3: Chairs**, Benches, Treatment TablesLevel 4: BathtubLevel 5: Toilet, StoolsLevel 6: Floor* Park Rangers have the "Camping Enthusiast"-Trait which makes tents as comfortable as beds for them. ** Security Guards have the "Chair Man"-Trait which makes chairs as comfortable as sofas for them. Sleeping in a bed will of course offer the best recuperation, but I tried to keep the values balanced so even sleeping on the floor (without any other effects) won't be too bad. Of course I know that there are some people out there who'd prefer sleeping on the floor. For those people the values are easily changeable in the Sleeping_Config.lua file. Some of the new modal dialogues. As of version 1.1.0 there are two new traits for the Park Ranger and the Security Guard which affect the sleeping behaviour for those characters. The custom icons were made by the one and only Thuztor! Finally sleeping is affected by a multitude of factors (stats, comfortability, etc...) and there is even more stuff to come in the future! For a complete list of the current features check out the changelog below. As always crits && comments are appreciated. If you find any bugs or places where the sleeping overhaul doesn't work please report them here! Also the stats and different values aren't carved into stone. If there are issues with the balancing I'm totally open to change it. Download for Updated Sleeping Overhaul (Build 27) updated by Pravus The mod in action: (ENG) Awesome showcase by Rancorist: (GER) Great let's play by totu: Known Bugs: - Player starts sleeping before walking to the object (Fixed in v1.1.0) - Fatigue is reset right after sleeping (Fixed in v1.1.0) - Nightmares happening even when negative stats are zerored (Fixed in v.1.1.2) Special Thanks: EreWeGo: for all the testing and feedback! Thuztor: for helping with the tile sheets && creating the trait-icons! RobertJohnson: for his work and help with modding! aricane: for pz-mods and being a nice guy! 7roses: for helping me figure out the overriding stuff! ... and finally all the people I forgot Changelog
  2. (Yes, I realize the pass out thing isn't implemented yet.) Okay, so here's my suggestion. I just mentioned this in another thread and made me really want to post this to get some devs comments. You know how in the tiredness moodle it says 'in danger of passing out' right? Well I suggest with the new implementation of exhaustion we instead move that to exhaustion and the side effect from lack of sleep can instead be hallucinations. I see two main purposes for this. 1st. Realism. Honestly, I've never passed out from being too tired. But what I have passed out from is heat and exhaustion. But never from being too tired. 2nd, Avoidance of unnecessary and more importantly immersion breaking annoyance. Think about it, you're tired and so you pass out in the street while running from a horde? Even if you aren't exhausted? I could see you being extremely exhausted and you just pass out there but from being tired? ~Alternatives if the above is not to your liking~ Now here's an alternative if my suggestion seems a bit too radical. How about we tie in the 'pass out' chances directly to the exhaustion. In other words, even if you're completely dead tired, you won't have any chance of passing out until you do become exhausted. The more exhausted the higher the chances. Just to keep from breaking the immersion. I really really really really hope to get some feedback on this. Do you think we should tie tiredness and exhaustion into each other some way? Or just move the pass out chances directly over to exhaustion instead and instead replace the pass out with tiredness with some form or multiple forms of hallucinations?
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