Project Zomboid

Project Zomboid

334 ratings
Time Decreases Loot
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
100.803 KB
17 Jul, 2022 @ 10:04am
22 Feb, 2023 @ 1:17am
3 Change Notes ( view )

Subscribe to download
Time Decreases Loot

Description


Update 22/02/2023
- Added Literature chance modifier.
- Added Melee Weapons chance modifier.
- Added Ranged Weapons chance modifier.
- Added Ammo chance modifier.
- Added checkbox to enable triggering the Item Remover on Randomized House Stories.




This mod removes items from containers according to a "chance" that will increase with the world's age, according to sandbox parameters.

Containers affected are ones that the player has never interacted with (UNLESS you've added this mod to an ongoing game. Do that at your own risk. See warning at the bottom of the description.).

This is based on the same concept as my previous mod "Item Remover".

The sandbox settings:
  • Start Day : The day the loot will start decreasing. Before that day, the start chance is applied.
  • Peak Day : The day the loot will stop decreasing. After that day, the peak chance is applied.
  • Start Chance : The starting chance to remove items.
  • Peak Chance : The peak chance to remove items.
  • Food Chance Modifier : The number that will be flatly added to the chance to remove items, for food items only.
  • Enhanced Loot Variance : Enabled by default. When enabled, the loot variance from container to container varies a lot more, while still retaining the current chance as average.
  • Trigger Item Remover on vehicles : Enabled by default. When enabled, the item remover will trigger on vehicles (gloveboxes, seats, trunks...) DO NOT ENABLE THIS OPTION IN MULTIPLAYER.
  • Trigger Item Remover on dead bodies : DISABLED by default. When enabled, the item remover will trigger on dead bodies, but will ignore attached/lodged weapons and worn clothes and accessories. WARNING: this will trigger on the dead bodies of players or NPCs, too ! DO NOT ENABLE THIS OPTION IN MULTIPLAYER.
  • Trigger Item Remover on proximity : DISABLED by default. When enabled, the item remover will trigger when the player comes close to containers, instead of when the map cells load. Pro: does not trigger the item remover for all the containers of loaded chunks before you explore them (so if you explore them 2 weeks later, the chance of two weeks later will apply, as opposed to the chance of day one).Con: However, some containers will appear to have items (shelves with books on them) but when you get close will have their items removed and could actually become empty. DO NOT ENABLE THIS OPTION IN MULTIPLAYER.

Between Start Day and Peak Day the chance to remove items will proportionally increase until it reaches Peak Day.

Note: The world age starts at 0 even on six months later. So when you first spawn on six months later, it is day 0, not day 180. So your start day and peak day can be the same as standard apocalypse.

By default the settings are:
Start Day = 2
Peak Day = 30
Start Chance = 0%
Peak Chance = 75%
Food Chance Modifier = 20 (so by default, before start day the chance to remove food is 20%, and after peak day it is 95% (75+20))
Enhanced Loot Variance is enabled.
Trigger on vehicles is enabled. (don't forget to DISABLE THIS OPTION IN MULTIPLAYER)
Trigger on dead bodies and on proximity is disabled. (LEAVE THESE DISABLED IN MULTIPLAYER)



In multiplayer you MUST disable vehicle triggers, dead bodies triggers and proximity triggers. You souldn't have issues if you do that, but I can't be 100% sure since I have not tested this on a server.

Fellow modders, if any of you knows how to send modified modData of vehicle parts to the server, please leave a comment, cause I don't know how to do it ! If I knew how to do that, the triggers listed above would probably become usable in multiplayer.

Important! Read this: About Ongoing Worlds :
Right now, if you add this to an ongoing game, it may also remove your items from your containers in your base !
On new worlds you will not have this problem since the Item Remover triggers only once when you load the containers and never again after.
Update: I have added checks on whether the container "has been looted" or "explored" before triggering the Item Remover, but I'm not sure it covers all cases. To be safe, I would recommend not adding this to an ongoing world.



Compatible with Ridiculously Rare, 75% less loot, More Loot Settings...

Time Decreases Loot will be coming to More Loot Settings in its next update.

Workshop ID: 2836575002
Mod ID: DecreasingLoot
Popular Discussions View All (3)
0
30 Aug, 2024 @ 3:36pm
Suggestions
Billitø.exe
0
2 Mar, 2024 @ 5:40am
Does this mod properly tag loot containers viewed with Proximity Inventory?
Revion
88 Comments
yO 12 Jun @ 4:59pm 
and yes, i've check all the settings and understand what start day and peak days are.
yO 12 Jun @ 4:58pm 
be carefull, this mod somehow works, but percentages of items removed do not correspond to the sandbox settings. According to the chances, it's about 5% atm, but in rusult it's more like 75% of loot is removed. Tripple checked it with backups and removing and re-installing the mod.
aaaaaaaaaawdssss 5 Apr @ 12:29pm 
make a time wears out zombie clothing mod
aaaaaaaaaawdssss 4 Apr @ 4:43pm 
does this mod affect your storage? like lets say you own a car and everything is stored in the car trunk, does that affect this?
Древний Чак 27 Mar @ 5:39am 
b42 now has this mod setting as a new feature.:csgostar:
Champy  [author] 4 Jan @ 2:49am 
@SkullEmoji I haven't had much time to experience b42 for myself, so I have no idea
SkullEmoji 3 Jan @ 5:15am 
Yeah I was messing around with the new setting and thought of your mod. I always thought this was a great idea and glad it made its way to the game.

Do you suggest any settings for it for a balanced long game?
Champy  [author] 24 Dec, 2024 @ 1:15am 
@Deception With the new sandbox setting "looted building chance" in b42, Time Decreases Loot becomes low priority. Eventually I'll update it, but don't expect it soon.
Deception 23 Dec, 2024 @ 3:15pm 
b42?
cosmokramer 11 Nov, 2024 @ 12:41pm 
I’m testing a way to use the mod on an already running server. Do you know if, with the base loot on the ground, there’s a risk of it disappearing?