Project Zomboid

Project Zomboid

Tools of The Trade
Greb  [developer] Oct 8, 2022 @ 10:51pm
Bugs & Feedback / Suggestions
Please post any bugs, feedback or even suggestions you have here, thanks!

If you think a weapon needs adjusting for whatever reason, maybe it's overpowered or underpowered or you find issues with it while using it or whatever, let me know!
Last edited by Greb; Feb 15, 2023 @ 5:11pm
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Showing 1-15 of 84 comments
Smoker Oct 9, 2022 @ 3:46pm 
Looks awesome but the spaces in the mod folder name breaks it on linux/debian. ;(
Last edited by Smoker; Oct 9, 2022 @ 3:46pm
Greb  [developer] Oct 9, 2022 @ 10:42pm 
Sounds interesting, definitely something I wasn't aware of. So, it needs to become ToolsOfTheTrade/media/modstuff/etc instead?

Didn't even know that was a thing :winter2019surprisedsnowman: but it explains why other mods I used never have spaces in the folder name though. I'll change it when I update the mod next, sorry about that! Thanks for bringing it to my attention, too!
Smoker Oct 10, 2022 @ 8:08pm 
Yes it's kind of crazy it does that, thanks!! _ and - can do it too it seems.
Last edited by Smoker; Oct 10, 2022 @ 8:08pm
Greb  [developer] Oct 10, 2022 @ 9:30pm 
I'll definitely change that when I get around to updating it. Been working on some new stuff for this mod, but sadly working slow because lack of free time.
Greb  [developer] Oct 13, 2022 @ 1:02pm 
I think I've made it Linux friendly now! I hope so, anyway. Hopefully it didn't break anything in the process either. :steamsad:

In any case, changed the folder "Tools Of The Trade" to "ToolsofTheTrade" so hopefully it'll be readable and such now. Also did the same for my other mod.

Sorry again, I had no idea!
Vex Oct 15, 2022 @ 9:10pm 
I think there is enough room to have a wide spread of weapon rarities. It makes sense for crazier weapons like the shaolin spade to be as rare of not even rarer than a katana, but I'd like for some other weapons to be more common in places where you'd expect to find them. For example, breaching hammers in police stations, halligan bars in fire stations, scythes in barns and on farms, etc. Some other weapons could be slightly more common in genral too like cast iron skillets and crutches.

One of the problems with making weapons too rare is not necessarily that they are too hard to find, is that it makes them harder to use once you actually do find them. Because you don't wanna waste your rare weapon that you just got.
Greb  [developer] Oct 16, 2022 @ 4:59am 
I can look into increasing the spawn chance of things like the Halligan bar because they only spawn in Fire Stations which are pretty uncommon across the map, sure. I just want to be careful not to entirely replace vanilla loot or end up causing people to be drowned in the weapons. Like Crutches are half as common as antibiotics in various places you can find medical stuff, I wouldn't want those replacing more common, useful things like bandages or disinfectant. Maybe I'll increase them to being as rare as antibiotics instead of half as rare.

It's hard to really judge stuff because I did a test run with some friends on Extremely Rare loot rarity and we found a fair amount of stuff, but that could just be RNG being kind to us. Like the Spiff Army Knife - it's supposed to be as rare as a Big Spiffo, yet we found one in a random shelf that generated with toys on it in a big apartment building in Louisville, which was also the place we were turning into our base, so it was acquired almost immediately. Stuff like that makes stuff hard to balance.

Need to find the right balance between the weapon being something you're happy to find, while also being feasible to obtain. In the next update I'll tweak a few of the rarities a bit, maybe double their spawn chance and see how that goes...I'll also be updating it so the weapons will be capable of being repaired, so that'll make keeping hold of them a little better I hope.

Thanks for your input, also! :steamthumbsup:
Smoker Oct 24, 2022 @ 10:05pm 
I spoke too soon, something hammer time crashes the game ;_;
Greb  [developer] Oct 25, 2022 @ 12:14am 
Hammer time? What's that?

Can you perhaps send me your crash log?
Greb  [developer] Oct 26, 2022 @ 1:52am 
Okay Hammer Time refers to the Switch Stance ability of the Defiler / Despoiler weapon, that helps narrow it down, definitely this mod then, won't be able to analyse the problem without a crash log though. Switch Stance and stuff is working fine for me when I test it, so it could be a mod conflict, or something else.
Rampage :3 Dec 1, 2022 @ 7:19am 
Stun gun should be repairable with batteries, if that's possible
Greb  [developer] Dec 1, 2022 @ 11:11am 
That should be possible, I designed it that way :winter2019surprisedsnowman: did I mess up the repair option? It should be able to be repaired using two batteries, which should give it back anywhere from 1-5 uses, randomly.

Sorry for any confusion if you thought it only needed ONE (1) battery, as it requires TWO (2) batteries to repair it, like a typical electronic device especially from the 90s. Also made it need two instead of one so it was a little bit more balanced.

Let me know if that works or not, and I'll take a look at it, thanks!
Last edited by Greb; Dec 1, 2022 @ 12:00pm
Veloquix Dec 15, 2022 @ 1:55pm 
It would seem the Spiffo army knife is not registering as a screw driver, Using Vehicle repair overhaul and driving KiS's military HMV
Greb  [developer] Dec 15, 2022 @ 11:09pm 
Hmm, it definitely has the tag. It seems to work okay at dismantling radios and things, maybe it's a mod compatibility issue? Is it completely disabling all screwdriver functions I.E for applying weapon attachments or dismantling stuff, or is it just for vehicle related stuff from that mod?

If you come across it, could you let me know if you can use the Jackknife or Multitool for performing tasks specific to that mod? Or just in general?

It's possible their recipes are set to simply only require the screwdriver item itself, and not just anything that has a screwdriver tag - which would be an easy mistake to make since vanilla only has the one screwdriver in it, I think. Not 100% sure though.
Veloquix Dec 16, 2022 @ 4:21pm 
Originally posted by Greb:
Hmm, it definitely has the tag. It seems to work okay at dismantling radios and things, maybe it's a mod compatibility issue? Is it completely disabling all screwdriver functions I.E for applying weapon attachments or dismantling stuff, or is it just for vehicle related stuff from that mod?

If you come across it, could you let me know if you can use the Jackknife or Multitool for performing tasks specific to that mod? Or just in general?

It's possible their recipes are set to simply only require the screwdriver item itself, and not just anything that has a screwdriver tag - which would be an easy mistake to make since vanilla only has the one screwdriver in it, I think. Not 100% sure though.
As far as i can tell it has only been the vehicle parts, i am able to dismantle radios and craft with the Army knife, but do chage a battery for example i need a physical screwdriver on my person since the army knife does not seem to pick up the screwdriver function
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