Project Zomboid

Project Zomboid

Dynamic Traits and Expanded Moodles [B41 & B42]
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Update: Apr 10 @ 6:48pm

Added a sandbox option to disable the development of the Nervous Wreck and Melancholic traits in-game, if disabled, those trait will only appear if picked at the beginning of the game. (they can still be obtained with the Moodle Lv4 of Bloodlust)
I will rework again those traits in the future, however this option will remain here even when that happen

Update: Mar 28 @ 6:32pm

Fixed: capped the overdose that a single fluid can provide to 85 (this means that a single thing can only raise the overdose up to the limit of the latest moodle but not more than that).
Updated: handy trait so that it has the new free recipes. It now cost 6
Updated: SkinThinned trait as it changed from lowercase to uppercase
Updated: added the missing recipes for trait Tailoring, increased it to 2 points as it has a considerable amount of free recipes now
Updated: Cook trait now has the MakeJar recipe as it before had a different recipe for each Jar type
Updated: Added the missing and new recipes to Wilderness trait
Updated: Added the missing CarveBat recipe to Baseball Player trait
Updated: Added the missing recipes for whittler trait
Updated: Added the new mason, artisan and inventive vanilla traits
Added: a sandbox option to enable/disable the overdose mechanic entirely. Will keep adding more sandbox options soon I hope

Update: Feb 16 @ 2:46pm

First: my new mod "Wash Or Rot" is out so go and check it, I need feedback. https://steamcommunity.com/sharedfiles/filedetails/?id=3428146910
Second: completely reworked Nervous Wreck and Melancholic Traits. Spent my whole Sunday on this so I hope it works on the first try, but please, let me know if something broke.
Explanation for the new behavior is too long that I doesn't enter in this text box so I will be creating a new discussion in the mod. Read it there.

Update: Jan 26 @ 10:28am

Updated: commented prints
Updated: clean up code in StudyPlants
Fixed: Small fix so that Gum reduces stressFromCigarettes to 0 and stress / 2
Balance: due to how rares are the Caffeine Pills now, increased Caffeine Pills overdose from 8 to 10. Increased fatigue reduction from -7 to -10. Decreased useDelta from 0.2 to 0.1 (doubled its usages)

Update: Jan 21 @ 1:08pm

Updated: Moodle icons back to the old ones, plus added playerNum to MoodleFramework call so that it is compatible with Splitscreen.
As far as I am aware now all my code is splitscreen compatible. Hope so. If somebody tested please let me know.
Fixed: Drinks values adjusted, the game is using decimals and I was using them as ints. Just multiplied the base value * 100. This should fix overdose, alcoholic and caffeine traits

Update: Jan 18 @ 9:10am

Traits by Body Condition changes:
- Reworked the entire code that was old to a new better, more maintainable and readable format.
- Hearty Appitite and High Thirst are no longer obtained at Stout/Fit level, only at Strong/Athletic Level.
- Slighly changed how losing Str/Fit level works.
Normal weight to Underweight: Lose 1 Str level
Underweight to Very Underweight: Lose 1 Str level
Very Underweight to Underweight: Nothing
Underweight to Normal weight: Gain 1 Str level
Normal weight to Oveweight: Lose 1 Fit level
Overweight to Obese: Lose 1 Fit level
Obese to Overweight: Nothing
Overweight to Normal weight: Gain 1 Fit level

Basically, you can always restore the level you lost while you don't reach the tier 2 bad weight Trait (Very Underweight or Obese).

Update: Jan 15 @ 5:26pm

Updated: implemented Trait and Profession changes that will come up with the next patch for B42. Note: With the new Professions, Traits and Perks, all the points will probably need to be revisited later on so if you think that a Profession requires balance, please let me know which one, which change and why. Remember that just lowering the points of a profession without a reasonable argumento won't happen, it is more likely that they increase the points than decrease. But who knows.

Update: Jan 12 @ 7:52am

Hotfix: commented print lines in DTEMaddictedToCaffeineTrait function.

Update: Jan 12 @ 6:29am

Fixed: Addicted to Caffeine trait
- Now Caffeine pills also contribute with a small amount of caffeine that the trait take into account.
- When drinking something, if the fatigue change is higher than 0, that drink counts for the caffeine trait (which means that mod drinks are included without a need of a patch).
- HotDrinks such as Coffee and Tea prepared in a Mug will increase caffeine, the more coffee and tea you add to the mug, the more it increases.
- Doubled all the thresholds for the Trait in order to adapt more to the new rhytm of the game.

Update: Jan 5 @ 3:48pm

Fixed: Lua error when running Dynamic Traits and Bandits mod. It should be fixed now.