Project Zomboid

Project Zomboid

Not enough ratings
Sensible Balance: Player Stats and Timed Actions
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
150.097 KB
Aug 9, 2024 @ 3:43am
Aug 14, 2024 @ 3:03am
2 Change Notes ( view )

Subscribe to download
Sensible Balance: Player Stats and Timed Actions

In 2 collections by unlockk
Vanilla Plus Plus Plus
210 items
Sensible Mods
10 items
Description
December 2024 Note: This is created and tested for Build 41 only, the Build 42 update will come in the future! The mod may still work fine with Build 42 - but use at your own risk!

Consists of two optional mods that:
1. Balance the rate of player stats (hunger, thirst, boredom, unhappiness).
2. Balance the speed of the majority of player timed actions and a few movement actions.

Player Stats:
-Running uses a bit more endurance vs vanilla (+20-25%).
-Thirst rate +25% general, and 50% of new rate when asleep (vanilla: 25% of vanilla rate when asleep).
-Hunger rate increased when sleeping (33% of vanilla hunger awake rate). Vanilla sleeping rate: 10.5% of awake rate.
-Fatigue increase rate lowered (vanilla is 11% higher than new rate).
-Boredom increase rate: 80% of vanilla.
-Unhappiness increase: 80% of vanilla.

The hunger and thirst mechanics were majorly balanced in my Sensible Balance: Food and Drink, Nutrition, and Water Weight mod.

Timed Actions:
Select examples:

Barricade Action: x4 time, 'Handy' trait benefit and vanilla reduction from carpentry skill scaled (-50% time at level 10 still).
Building: x12 time, greater scaling with carpentry skill and Handy.
Car Hood/Mechanics Window: Way, way quicker.
Cigarettes: x3 time to smoke, and can run whilst smoking. If you cancel the action 1/3rd of the way through or later, you will still consume the cigarette but avoid the long animation.
Crafting: 2.5x time.
Cooking Evolved Recipes (right click + add ingredient): Vanilla time, but bonus speed for cooking skill (25% vanilla --> 50% modded at 10 cooking, because I hate waiting to click through these menus).
Cutting Hair: 3x time.
Digging Furrows: 3x, speed is now affected by farming skill. Additional chance of finding worms, scaling with farming and fishing skills.
Digging Graves: Digging x12, filling x6 base time: (honestly digging one takes about 6 hours for a single person in real life. As a "construction" it benefits from carpenting skill, hardcoded behaviour).
Drinking and Eating: Slower and now directly scales with the size/hunger reduction of the item or remaining portion eaten.
Dyeing Hair: x3 time.
First Aid: Bandaging, disinfecting wounds, stitching, etc.: Typically x2 time, vanilla time benefit of first aid skill scaled + slight bonus added.
Mechanics Actions: (e.g. installing/uninstalling parts, fixing parts) 3-5x with larger scaling to mechanics skill. Engine repair even slower.
Harvesting Plants: 2x, now factors in farming skill for speed.
Hotwiring Vehicles: 3x, but significantly faster as mechanical and electrical skills increase.
Painting and Plastering: x4, new reduction from Handy.
Plumbing a Water Source: x8 time, reduced by handy trait.
Removing Bushes: x4 base time at 5 strength and 0 farming, but is greatly reduced by increasing strength and the farming skill.
Removing Grass: x3 base time, greatly reduced by farming skill and somewhat by strength.
Repairing Generator: x6 time, but better scaling with electrical skill, additional scaling with mechanics skill added.
Shoveling Ground (for sandbags, gravel, etc): x3 time.
Sledgehammer Destruction: 10x but with greater scaling to strength.
Tailoring a patch/repairing clothing: 4x time, but large reductions from tailoring proficiency (at level 10: up to as fast as vanilla at level 10).
Unbarricade Action: x2 time, 'Handy' trait benefit and vanilla reduction from carpentry skill scaled (-50% time at level 10 still).
Washing Blood Off of Walls/Floor: x3 time.

As a big fan of the game The Long Dark, I wanted Project Zomboid to give more importance to the resource of time. At the very least, relative safety must be ensured before a lot of the actions can realistically be performed. The majority of timed actions were far too fast, and a select few too slow and tedious. I have considered balancing them with the multiplayer gameplay in mind, so no time increases are "realistic" per se - it does not take days to construct a whole building, but it does not take in-game minutes either.

Player Movement:
I wanted the world to feel less 'paper thin' and I thought the relative speed with which the character is able to traverse fences (run/sprinting over) and climbing walls was too fast. The speed of these actions/animations was decreased by about 20%. It looks really good.

Future Plans:
-Update the mod for Build 42 when the time comes.
-Further change the speeds of First Aid actions, as the animation cuts off if it is too long. No first aid actions have been made longer than 2.5x though I really wanted to (e.g. stitching a wound).
-If you were holding a two-handed weapon and run whilst smoking it is kinda obvious the running animation is from a two-handed weapon and the cigarette can be seen slightly floating above the hand. If anyone knows how to edit animations/'blend' them together please let me know.

Extra Notes & Compatibility:

Mod was coded to the principles outlined in this guide by star to ensure vanilla functions are not overridden, maintaining compatibility with other mods.

Permissions:
Please do not mod-pack or reupload this mod anywhere else, just share the link to this page.
I hope you enjoy this mod.

Workshop ID: 3305666335
Mod ID: sensiblebalancetimedactionsstats
Mod ID: sensiblebalancetimedactionstimed
16 Comments
Sir Doggy Jvla Aug 24, 2024 @ 7:47am 
Man I just checked how you define the stats, and you could soooo easily make sandbox options for that it's actually insane lmao
unlockk  [author] Aug 23, 2024 @ 3:22pm 
@filipeiroar I am afraid I will not be taking commissions, sorry.
filipeiroar Aug 20, 2024 @ 10:48am 
Can you make a mod to modify the work part of captain kitchen medicine etc and have the option to modify the values? can I pay to do it
unlockk  [author] Aug 16, 2024 @ 1:47am 
@tonyzhur it does not. the game treats the hunger stat and nutrition completely separately.
Sir Doggy Jvla Aug 14, 2024 @ 10:14am 
Basically for every values, add some sandbox option to set each values. I understand it could take a while, but it's really not that hard to do. The longest part would simply writing the sandbox options themselves and what they do exactly

Utilizing the values would simply be about replacing the values you've yourself set in your code to increase the time for example and simply replace them with a reference to the sandbox option
unlockk  [author] Aug 14, 2024 @ 9:50am 
@Sir Doggy Jvla
Thanks for your comment. What sort of sandbox options would you like to see? The issue with this is, it takes a long time to do them and I already have spent way more time modding the game, debugging, etc. and making these mods than playing the game in the past month of uploading all of these. One day, perhaps, I shall make these. Might wait and see what Build 42 brings first. Most of my mods are at the very least modular to some extent and I try and describe in detail exactly what you'll be getting. I initially was never going to make a single mod before Build 42, but it is clear it will not come any time soon (maybe end of year/holidays period at best). In any case, the more feedback from anyone who uses my mods, the better I can try and make them.
unlockk  [author] Aug 14, 2024 @ 9:50am 
@Sir Doggy Jvla
I personally play with a 2 hour day, I tend to balance everything for that. I don't think the game scales many actions against the timescale, maybe only the stats decay, but I am not so sure, I haven't player on a 1hr day for longer than the first ~30-50 hours I played this game in vanilla, and I sure wasn't building any structures or getting more than a few days of survival at a time.
Sir Doggy Jvla Aug 14, 2024 @ 9:19am 
Hey I really love all your concepts of rebalancing the game but I feel like these would extremely benefit from Sandbox options. It's nice rebalancing but it's even better giving the choice to players to fully flesh out their experience

There's a fuck ton of aspects I love in your mods but might not end up using them simply because there is no sandbox options for some of these changes that I do not agree with. Sandbox options would make your mods 10 times better in their concept, if it's a problem of not knowing how to make sandbox settings, don't hesitate to ask on the modding Discord or even the official PZ discord in the modding channel (tho I really feel like you do know how to those since you've managed to make decorations)

Also I usually play with a day lasting longer in PZ, which scales timed actions too but I'm curious how it works with the time delta changing
Karl XII Aug 14, 2024 @ 3:23am 
@unlockk
Thank you very much for the response. I did not know this mechanic and in that case I will definitely be trying it out! (I always take high thirst so I hope I don't die of thirst lol)
unlockk  [author] Aug 14, 2024 @ 3:21am 
1.1 Update

-Changed crafting time multiplier x3.0 to x2.5 as some actions became a bit too long.

-Cancelling a cigarette after going through a third of the smoking consumes it and gives you the usual effects. This way you can skip the long animation if you are short for time.

-Fixed some of the food and drink duration script logic that was there in vanilla. E.g. if you ate 3/4ths of an item, but then selected "Eat All", in vanilla you would take as long to eat as the entire full item would have taken. Now it will accurately scale the "Eat All" time to the proportion of the food/drink item remaining.