Project Zomboid

Project Zomboid

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Gyde's Trait Magazines
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4.325 MB
Oct 3, 2024 @ 3:49am
Mar 27 @ 6:08am
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Gyde's Trait Magazines

Description
Thank you for 100k+!
Project crunch is over. This mod has been updated finally.

About
Find and learn traits through trait magazines! All with unique and vanilla-friendly name and designs.

This mod is very customizable with sandbox settings, start a game in "Custom Sandbox" or use Change Sandbox Options mod to change settings mid-game for a singleplayer game.

By default, if the player starts with a negative trait counterpart of a trait (like Disorganized vs Organized), reading the magazine will not give the positive trait but instead remove the negative trait. (*)
(*) This can be changed in sandbox settings to both remove and award the positive trait.

Other sandbox settings include the option to choose which magazines spawn, toggling of a trait by rereading a magazine (for those who want to toggle Speed Demon), and an option to change the spawn rate of all magazines.

Available Trait Magazines
- Nutritionist
- Outdoorsman
- Handy
- Axe Man
- Burglar
Traits with negatives (in brackets):
- Speed Demon (Sunday Driver)
- Organized (Disorganized)
- Fast Learner (Slow Learner)
- Fast Reader (Slow Reader)
- Inconspicuous (Conspicuous)
- Graceful (Clumsy)
- Dexterous (All Thumbs)
- Keen Hearing (Deaf / Hard of Hearing) (*)
(*) Reading the Keen Hearing magazine with deaf will not do anything.

Finding Magazines
All trait magazines can be found in common magazine locations like magazine racks and libraries. Some magazines have unique spawns where they have a higher spawn rate. For example, "Fast Learner" can be found more commonly in schools and "Burglar" more commonly in police/evidence lockers.

The spawn rates for magazines will differ in rarity depending on the value of the trait.

By default, the cheaper trait magazines are roughly as common as Skill Vol. 1 & 2 books. The more expensive trait magazines are roughly as rare as/rarer than "How to Use A Generator" magazines.

Changing the sandbox spawn settings will multiply spawn rates accordingly: Very Low (0.1x), Low (0.5x), Default (1x), High (2x), Very High (3x)

Supported Languages
Please report any translation errors or improvements in the discussion thread.
- English (EN)
- Traditional Chinese (CN)
- Spanish (ES) by @Trapito222
- Portuguese Brazil (PTBR) by @Rafakes
- Russian (RU) by @Revil
- Korean (KO) by @MUKI
- Polish (PL) by @Nacho Juarez
- Turkish (TR) by @kazoo
- Japanese (JP) by @sync01
- Italian (IT) by @Art Tippet
- Indonesian (ID) by @Shieru
- French (FR) by @Bobitec
- German (DE) by @Beathoven

Extra Notes
I mainly made this mod because I wanted a way to learn Nutritionist, figured why not design and add magazines for other traits as well.

Also, this is my first time delving into Zomboid mod making so I'd highly appreciate suggestions or bug reports in the comments, thanks!

FAQ
Q: Does this work in multiplayer?
A: Yes!

Q: Can I add this mod mid-save / ongoing world?
A: Yes, but the magazines will only spawn in unexplored chunks. If you're adding this mod on a late save, I'd recommend resetting chunks outside of your base or in previously looted towns.

Q: Does reading magazines also give XP/level for skills? (E.g. Handy's +1 Carpentry & +1 Maintenance)
A: No, reading magazines will only give the associated trait.

Q: Can you add support for X mod's traits?
A: Unfortunately there are too many trait mods to create magazine designs for, so I'm sticking with vanilla traits only. Though if you would like to expand or create an add-on for the mod, you have my full permission to look through the code and attempt it yourself!

Q: Is this compatible with Evolving Traits World or mods that add or remove traits dynamically?
A: Functionally, this mod simply looks through the traits you have and if it matches the vanilla trait, it will add or remove it. If the mod changes the name for traits, this mod will not work. With dynamic trait mods, adding/removing traits may also be undone depending on how and when they check for conditions.

Known Issues
- Some languages are missing translation for consumable magazine option in sandbox. (WIP, waiting for translators)

Workshop ID: 3342191739
Mod ID: GydeTraitMags
Popular Discussions View All (4)
31
Jun 24 @ 5:54am
PINNED: Bug Reports
Gyde
24
May 31 @ 5:27am
PINNED: Translations
Gyde
2
May 24 @ 12:59pm
Trait Mag Not Functioning/Compatible
gNecrOz
308 Comments
Klokinator Aug 6 @ 9:48pm 
I actually like Lucas's idea a lot. Making them consumable but usable multiple times would be a good change. Specifically as a toggle though, not as default behavior.
ladyteruki Aug 4 @ 11:39am 
Such a great mod ! It makes me think differently about some traits, and sometimes make the risky bet of picking a bad vanilla trait in hopes of finding the magazine ! It has really changed the kind of traits I pick and allowed me to switch things up more. Does anyone know whether someone actually made a spin-off mod of magazines for modded traits ? I can't seem to find any but maybe I'm not using the right search words. Links would be appreciated, if there are any.
lukAs Aug 4 @ 6:02am 
@Gyde

Oh understood. In my playthrough I made the spawn rate very low and the magazines to be consumable, so in my mind it would make sense to gain the positive trait if I found the same magazine a second time given that's a very low chance of happening, not necessarily just free points.

Maybe this could be a setting?
Gyde  [author] Aug 3 @ 11:24pm 
@lukAs This was actually intentional as I wanted to give people an option to cure negative traits but be unable to gain the positive trait if they started with the negative one so there's still some reason to not pick a negative trait at the start for free points.

The option to replace is for those who want to cure it and gain a positive trait as well. :spiffo:
lukAs Aug 3 @ 10:18am 
There's an issue if you start with a negative trait and use the magazine to gain the positive counterpart (not using the sandbox setting to replace). When you read the magazine you lose the negative just fine, but if you read it again you're not gaining the positive.

Found that this is due to an inverted condition on code in GydeTraitMagazines.lua line 83

if not modData["StartedWith" .. traitData.negative] or sBvars.ReplaceTraits then
traits:add(traitData.positive)

Should be

if modData["StartedWith" .. traitData.negative] or sBvars.ReplaceTraits then
traits:add(traitData.positive)
Sideroht Jul 16 @ 2:58pm 
just some to read when I walk and one that changes the icons on books
LionelCG Jul 16 @ 1:03pm 
@Sideroht interesting. I changed the setting even after reading the book and directly jumped from bad to good trait. Maybe you have some other mods manipulating books?Just a wild guess.
SwaggyBadger Jul 15 @ 9:02pm 
sandbox settings did not appear for me
Sideroht Jul 15 @ 7:10pm 
@LionelCG Yes, I did it, that’s why it feels strange to me.
LionelCG Jul 15 @ 2:24pm 
@Sideroht there is a setting for that. Check for sandbox settings in the mod description.