Project Zomboid

Project Zomboid

Dynamic Traits and Expanded Moodles [B41 & B42]
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Update: Dec 31, 2024 @ 6:54am

Updated: Allergy
- Consolidated Pills Allergy and Wild Plants Allergy into a single Moodle (both traits remains as separe things, however, both increases the same Moodle).

Update: Dec 30, 2024 @ 6:33am

Fixed: Studying a Berry or Mushroom throwing a Lua error due to a typo. Oops, sorry.

Update: Dec 27, 2024 @ 1:03pm

- Fixed: calling the Pills Overdose function with the old name. Now it uses the proper name.
- Updated: massive code update across all of the B42 files to make it better for a B42 new features development. There were a lot of old things. It doesn't change functionality, it was just for me. But if something broke, please let me know.
- Fixed: Russian Translation updated to UTF-8

Update: Dec 26, 2024 @ 4:13pm

- Code Cleanup
Fixed:
- Overdose by alcoholic drinks, updated the code so that it works to the new fluid system.
- Alcoholic trait values updates when drinking alcohol using the new fluid system.

Updated:
- Slighly change to the overdose calculation now it will work based on if the drink has an alcohol level above 0 (this allows it to be compatible with every drink, even those from mods that are set with that value above 0), if above 0, then the Overdose logic runs, the calculation is:
overdoseIncrease = fluidAlcohol + (fluidHungerChange / 2) + (fluidThirstChange / 2)
Where:
fluidAlcohol is the predefined value * 100 because it is defined as a value between 0-1 and I need it to be an integer between 0 and 100.
fluidHungerChange and fluidThirstChange are the amout of Hunger and Thirst reduction the drink have.
- Alcoholic trait values changes the logic but in terms of gameplay they remain exactly the same as they were before:
alcoholicIncrease = (fluidHungerChange * 10) + (fluidThirstChange * 10) + (fluidAlcohol * 10)

Both the Alcoholic trait and the Overdose mechanic should work all good now. But please let me know.

Update: Dec 23, 2024 @ 5:48pm

Just an update to the steam labels, no files of the mod affected.

Update: Dec 23, 2024 @ 5:20pm

Hotfix: accidentally commented a line of code meant for B42 in a B41 file.

Update: Dec 23, 2024 @ 4:41pm

B42 UNSTABLE RELEASE
I updated a lot of things for a B42 Unstable release and so far, it should work most of the things, however, I'm pretty sure that it may have bugs. So use it at your own risk.
If you find something, please report it with information for me to solve it, steps to reproduce, result, logs if possible, or at least an explanation of the situation, if no information is provided, the bug won't be considered.
Worth to say that I'm backing to PZ Modding so do expect regular updates for the mod.
Happy Christmas!

Update: Jul 20, 2024 @ 4:08pm

Was tired of Moodles getting overlapped so I decided to make use of MoodleFramework mod. This mod will NOW REQUIRE THAT ONE so make sure to enable it in your games before opening it, otherwise this mod will get deactivated.

Minor trait costs adjuments. No more changes at the moment.

Update: Oct 26, 2023 @ 12:01pm

- Multiplier only applies when strength and/or fitness are Lv7 or more. For lower levels there's no multiplier.

Update: Sep 20, 2023 @ 11:30am

A) Wound sickness and stress:
- Fixed Scratches and Deep Wounds not generating sickness.
- Code improvement and clean up for stress.
- Added Bites for those that doesn't play with zombie infection. (Bites are much worse than the other wounds and triggers infection at the moment, so treat them ASAP or they will kill you.
- Code improvement and clean up for wound sickness function.

On the other side I took the decision to add a Paypal link in case anyone wants to collaborate with the development of my mods. I will try to be more active doing mods again from now on :)