Project Zomboid

Project Zomboid

Restore Utilities
Showing 11-20 of 24 entries
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Update: Apr 22, 2024 @ 2:18am

1.1.1

- Fixed bug where T2 spare parts fuse had the functionality of the tier 1 fuse, and vice versa (This was causing clicking "repair" to not do anything if you had 20-29 scrap while trying to repair with the default sandbox settings, similarly it let you repair with only 20 scrap when using a T1 spare parts.)

Update: Apr 22, 2024 @ 1:38am

Re-uploaded update 1.1, reports seem to be a false alarm.
Of course if the new update brings any issues you haven't noticed before feel free to comment on the mod page, I'll be more than happy to take a look! :)

Update: Apr 21, 2024 @ 2:25pm

Sandbox options were adding reports of some weird issues. Reverting while I investigate

Update: Apr 20, 2024 @ 6:00am

1.1

- Added some sandbox options that allow you to edit the balance of the mod to your liking:
- Minimum electrical skill level needed to repair
- Amount of electrical scrap needed per repair attempt
- Fail chance
- Injury chance
- XP earned

I tried to give these new sandbox options pretty descriptive tooltips so you know exactly what it is you're changing. (Especially recommended to give them a read if you're editing the minimum electrical skill!)

Update: Apr 3, 2024 @ 9:09pm

1.0.2

- Fixed broken recipe for the rubber wires T1 and T2 fuse, now requires 2 electrical wire each (instead of 2 units, which didn't work because electrical wire isn't a drainable item!) - thanks again Deathstar for the report :)

Update: Apr 1, 2024 @ 6:31pm

1.0.1

- Fixed recipe to upgrade Inverter fuse from T1 to T2, now correctly needs a T1 inverter fuse instead of a T2 (thanks Deathstar for reporting this!)
- Standardised all T2 fuse upgrade recipes to need 2 advanced electronic scraps, some needed 1 and others needed 2. (Some T1 fuse recipes still also need 2)
- Removed screwdriver from T1 and T2 notes fuse crafting... Because why do you need a screwdriver to write on paper?

Update: Mar 22, 2024 @ 8:41pm

1.0 - Full release

Yup, this mod is finally unlisted. Thanks to everyone who somehow found this mod and played it while it was unlisted, you've given me the vote of confidence I need to finally publish it, knowing that this mod isn't horrifically save breaking. :D

All this update does is de-couple the map mod from the main mod, so it is now completely optional (though if you don't set up your own repair zones, it is required for the mod to actually do anything!)

Update: Jan 23, 2024 @ 8:27pm

0.6 - The server owner's update

- Admins (or players in debug mode in singleplayer) can now designate tiles where you can repair either the power or the water by right-clicking the tile
- Made repairs possible in places other than the designated "RU_Elec" or "RU_Water" rooms, though these must be set manually - but you could now set somewhere outdoors which was previously impossible
- Added some missing translation lines for the right-click context menu buttons

Update: Aug 2, 2023 @ 5:35pm

0.5.1

- Updated repair text box text for requiring generator knowledge, now much shorter and concise and without buggy connected text

Update: Aug 1, 2023 @ 11:28pm

0.5 - The Fuses Update

- Split map additions and main mod into 2 separate submods (the main mod requires the map mod to function!)
- Added new advanced scrap item, used to craft fuses. Can be looted from containers or zombies, can be downgraded to 10 electronic scrap
- Added recipe to upgrade 15 electronic scrap to advanced scrap (requires level 6 electric skill)
- Added 6 different fuses with 2 tiers each, they all come with unique buffs so collect them all!
- Added sandbox settings for fuse spawn rates
- Removed cost reduction from having level 8+ in electric skill
- Lowered cost to repair from 100 electronic scrap -> 40 electronic scrap
- Lowered electric skill level required to repair either utility to level 2
- Added generator knowledge as a requirement to repair a utility
- Added injury chance when repairing, can cause lacerations, deep wounds or burns on your arms or upper torso and will be applied regardless of success
- Reworked repair fail chance, now possible to fail on both utilities (previously only power) and now possible even at level 10
- Added "sound pulse" when successfully repairing that will draw in zombies to the area from far away! Have an escape plan ready!
- Added unique sound effects when starting up both utilities, these are different from the sound pulse and will not draw in zombies. Although players nearby can hear it!
- Repair requirements are now always visible regardless of if the utility can be repaired right now or not
- Upped repair time slightly 4000 -> 5000
- High elec skill no longer increases repair speed
- Added varied lines for success/failed repairs
- Fixed MP, for real this time.