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The new B41/B42 submod will no longer automatically create them. You can manually add them by right clicking the world map and defining them yourself.
@Vasher
Probably not, as my understanding is Bandits code will conflict with this particular zombie code for sprinter/cognition/hearing/health.
@Leksandrov
I will look into it, thanks for letting me know on discord as well.
This mod will be overhauled to allow for user definition of zones via the world map and will allow definition of zombie sprinter/hearing/cognition/health in each zone. A custom weapon mod and weapon modification mod will also be released around the same time and was developed in conjunction with scaling zone difficulty.
If you're on admin/debug, you can open up the debug/admin panel and view the list of items. From there you can search for what you want. Add it to your inventory then right click to edit it, it should show what the Module.Type of the item is. In the Katana's case, it is Base.Katana, because it is a Base game item (hence Base module) and Katana is the name in the item script (also called type).
You delimit the string with semicolon, so it'd look like Base.Katana;Base.Machete;Base.KitchenKnife
I am reworking the mod to allow for custom zoning. But I am quite busy at the moment with other development and the holiday season looming. It will be added in the future.
This mod's concept is golden! I find it very cool and adds a layer of difficulty that the game truly needs.
It would be really cool if we have a way to predefine which zones should be harder or not ourselves, this way we could add all the other maps that aren't supported or whatnot.
It supports a lot of maps already which is fantastic, but it does not support some of the ones I want to play with very badly. Thank you for your great and hard work!
@BullFrog - Sorry, I cannot support that mod. I will however be releasing a weapon enchantment/modifier mod that will work with Zones in the future.
find me on Sunday Drivers discord or the PZ Modding discord.
You'll need to talk to me on discord. It sounds like a more serious problem related to your mod.
@mrcoolize sandbox to adjust tier debuff yes. Zombie heat map is controlled by the map maker. It is not something I can adjust.
@minami26 this does not do what you ask. That is not really possible unless you're using custom maps with unique definitions for room and container distribution, but at that point you wouldn't need another mod to control the loot anyway. Zombie drops are zone based and you can adjust the loot rarity via zombie kills. Future submods will enable zone specific loot caches but that is not something that will be ready for some time.
Say I'd like a LV zone to have High loot, while the outside areas not in a zone has the base game setting loot rarity at insanely rare?
just wanted to ask if anybody knows of a mod like that.
This mod is packaged so that people can use it with minimal input since it covers a lot of maps that people might potentially use right off the bat. Presumably, if you are running a server then adding the zones should be easy if you understand the input:
["ZoneName"] = {x1, y1, x2, y2, zonetier[#]},
you can overwrite Zone, NestedZone, and just blank out the Predefined Zone list altogether (since you're curating your own zones list).
I don't read an external file, it's too complicated for a public mod that is intended to be a download-and-run style of mod. It's intended for the masses. If you want it custom, I'm more than happy to help you set it up. You can find me on discord. I'm also on Chuck's modding discord.
Of course, all the hooks for the OnInitGlobalModData and OnReceiveGlobalModData events need to be added on both the client and server sides for communication (it would also be really powerful to manage live loading, without need to server restart, the table through a JSON file. I've already done it in some of my mods. If you'd like to collaborate, look me up on Discord at Vorshim92).
https://steamcommunity.com/sharedfiles/filedetails/?id=2968702010
@Vorshim I'll look into it and push during a standard reset time.
@dbzloverjam the ranged weapon penalty has a bit of math to it. At 0.9 it's about a 15% aimtike and crit debuff in tier 4. At 1.1 it's about 35%. At 1.5 it's something like 60%. It's based on aiming perk level, and the traits you have such as short sighted, coward, brave, desens, eagle eyed. I'll do a small explanation in the mod page as this is a worthy question to answer. Thanks for bringing it up.
Zombie Loot Items has a weird chance of Despawning when picked up by a Player
This does not change any item distributions and will not have any conflicts with any mods that alter loot rarity. The items that drop off of zombies is an independent system that has nothing to do with the base game loot rarity. You just alter it via sandbox.
Added checkZoneAtXY(x,y) function that can be called by server-side code.
There's really nothing to update to this mod. If you're familiar with Lua you will find it's easy to insert your own zones and/or overwrite the existing ones without modpacking or modifying this mod.