Project Zomboid

Project Zomboid

Dynamic Traits and Expanded Moodles [B41 & B42]
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Update: 9 Jun, 2023 @ 12:24pm

A) Alcoholic trait: Entirely reworked the trait
- The trait now works based on EveryOneMinute instead of EveryOneHour which means is going to be checking more often which was the big failure in the old code.
- If the Drunk Moodle is not present, progress to remove the trait occurs.
- If the Drunk Moodle is present, progress to obtain the trait occurs based on the Moodle Level so at higher levels the faster it increases towards the trait.
- The effects are now progressive, in the first 24 hours after the Drunk Moodle was present the Stress, Unhappiness and Anger increases, after 48 hours the Headache and Tiredness increases, after 72 hours the sickness increases. All based on rolls so is not a guarantee it will increase.
- Drinking alcohol will now reduce progress based on: Hunger reduction, Thirst reduction and Alcohol Power of the drink (basically its stats) plus the Moodle presence as stated before.
- Drinking something (vanilla or Snake's modpack drinks, if any other mod wants to be compatible, its alcoholic drinks needs to add the "OnEat = OnEat_Alcohol" to its items) sets the counter for effects to 0 which means that the effects will stop for a period of time. Progress will be lost but maybe is required under life/death situations.
- Lucky/Unlucky keeps working the same as they can help or not with the progress.
- Doing exercise keeps helping to remove the trait.
- The threshold changed. In the old code you needed to reach up to 30 days counted in hours without drinking to remove the trait. Now is a little bit different. You you need to reach a value of 44640 to remove the trait or -44640 to obtain it. Remember that now the code now runs based on minutes instead of hours, so 44640 means 31 days.
- When creating the player, the value that decides if the trait is added or removed starts as 0 if the Alcoholic trait is not picked and as -44640 if the Alcoholic trait is picked. So if you start with the trait your progress to remove it will be from -44640 to 44640 (62 days if exercise is not done and Lucky is not present).
- The counter can stack up to -50000 or 50000.
B) Wild plants allergy:
- Allergy is now equals to the Hunger reduction of the plant instead of a static value.
C) Overdose:
- Energy drinks, Maximum Energy drinks, Tragos and Alcoholic drinks now generates overdose equals to hunger reduction + thirst reduction. (This "fixes" a little bit the problem of drinking 1/2 and 1/4 and still receiving the same overdose, now the first half/quarter will be the entire hunger + thirst reduction (can't control that) but after that as the hunger + thirst will be lower, the overdose will also be lower)
D) New trait: Addicted to caffeine (Only available if LeGourmet mod is also enabled)
- Hot Drinks with Coffee or Tea (or Coffee or Tea without the drink), CoffeBeans, Energy Drinks, Maximum Energy Drinks, Mate, Cola Drink and Soda Cola Drink affects the caffeine level on the body.
- Caffeine level that each item increases is equals to Fatigue reduction * 15.
- The caffeine level decreases 1 each in-game minute.
- While caffeine level is higher than 0, progress to obtain the trait is made in 1 per in-game minute.
- At the moment the caffeine is consumed, the progress increases once in the amount of fatigue reduction * 10
- While caffeine level is 0 and at least 24 hours passed before the last caffeine consumption, progress to remove the trait is made in 1 per in-game minute.
- Having the trait and caffeine level higher than 0 gives a positive Moodle that will decrease stress, anger and fatigue.
- Having the trait and caffeine level is 0 plus more than 24 hours passed since last caffeine will give a negative Moodle that will increase stress, anger and generate headache.
- Having the trait and being between 24 hours and 120 hours without caffeine, during the day (from 6 to 20) will increase the fatigue.
- Having the trait and being between 24 hours and 120 hours without caffeine, during the night (before 6 and after 20) will decrease the fatigue (insomne).
- Reach a value of 10080 to remove the trait. Reach a value of -10080 to obtain the trait (basically the corresponding value in minutes for 7 days)
- If the trait is not picked, the progress value starts in 0, if the trait is picked, the progress starts in -10080
- The progress value can stack up to 14400 or -14400 (10 days)

Update: 3 May, 2023 @ 2:23pm

A) Body condition:
- Light Eater and Hearty Appitite are now tied to Strength traits at normal weight. If Weak or Feeble are present, Light Eater will be present, if Stout or Strong are present, Hearty Appitite will be present.
- Low Thirst and High Thirst are now tied to Fitness traits at normal weight. If Unfit or Out of Shape are present, Low Thirst will be present, if Fit or Athletic are present, High Thirst will be present.
- If Underweight or Very Underweight and also Stout or Strong are present at the same time, no trait is added.
- If Overweight or Obese, both Hearty Appitite and High thirst will be present.
- Added Prone to Illness and Slow Healer to Overweight and Obese with the same behavior than it already was for Underweigth and Very Underweight.
- Added 2 new traits: Flabby and Brittle Knees which will works exactly the same as Flimsy and Frail but for Fitness when getting Overweight or Obese.
B) Obese and Very Underweight:
- Due to the changes related to Body Condition both traits changed from -10 to -16.
C) Wakeful:
- The trait is no longer part of the body condition system, it will now depend on mood only and will be present if Stress, Unhappiness, Boredom and Hungry Moodles are 0.
D) Bloodlust:
- Removed sounds.
- After 24 hours (48 hours with the books read) the effects starts as always, after 48 hours (72 hours with the books read) the negative effects are higher.
- The Moodle now has 4 levels, the Lv4 of the Moodle will now trigger the function for Pills Traits Development which means that if Bloodlust is not controlled, Melancholic and Nervous Wreck can be obtained.
E) Pills Traits:
- Melancholic and Nervous Wreck can now be developed after first week instead of first month
F) Removed rain mechanic that made the player to actually get wet as that is going to be part of a new mod. DT will keep its scope within Traits, Moods and professions.

Update: 1 Apr, 2023 @ 4:34pm

- Slightly decreased stress and sickness by infected wounds.
(mimimi tengo casi 7k horas pero las laceraciones me dan amsiedad mimimi <3 )

Update: 11 Mar, 2023 @ 7:42am

A) Poison function (used across several traits and moodles)
- Will now also consider Slow Healer and Fast Healer to increase/decrease the poison.
B) Allergies:
- Current allergy renamed to Food Allergy, and created a new one for Drugs Allergy (pills) that now has the Pills Allergy trait assigned to it.
- Food/Drugs Allergy will now increase more/less if Iron Gut/Weak Stomach and/or Resilient/Prone To Illness are present.
- Food/Drugs Allergy will now decrease faster/slower if Iron Gut/Weak Stomach and/or Fast Healer/Slow Healer are present.
- Food Allergy Moodle Lv4 will now also increase sickness.
- Berries now generates 15 instead of 30, Rosehips generates 20, Mushrooms generates 30 instead of 40.
- Wild Plants Allergy trait cost changed from -2 to -4.
- Added new food to the Wild Plants Allergy trait: Violets, 5 Allergy; Sunflower Seeds, 5 Allergy; Grape Leaves, 5 Allergy; Acorn, 20 Allergy; Dandelions, 5 Allergy; Nettles, 5 Allergy; Thistle, 5 Allergy.
- Drugs allergy effects: Moodle Lv1: Cough (more frequent than Food Allergy sneezes); Moodle Lv2: Cough plus Itching in certain body parts (more frequent than Food Allergy); Moodle Lv3: Itching in almost the entire body, endurance decrease and poison increase; Moodle Lv4: Moodle Lv3 effects plus itching in the missing parts, fatigue decrease, endurance decrease and health decrease.
- Pills now increases 30 drug allergy instead of 40 (now with two pills taken together the player reaches the top of Lv2 Moodle which makes it a little bit safer as deadly effects starts at Lv3). Except for Vitamins that increases only 15.
C) Fractures:
- Fractures can now only happen at Lv4 of the Overloaded Moodle.
- Removed one division the code was making that heavily increased the fracture chances based on the Moodle LvL (3 or 4), as now it only occurs at Lv4, the division no longer makes sense. So basically, the fractures are even much less often now.
D) Colds:
- Now the cold by wetness can only be triggered at Lv3 and Lv4 of Wetness only (removed Lv2)
E)
- If FWOFitnessWorkoutOverhaul module of Fitness & Workout Overhaul mod is activated, my XP multiplier code by fitness regularity won't be executed, instead that mod will take over that functionality.
- Prodigy, Sedentary and Physically Active traits will now apply their effects to the new exercises added by FWOBenchPress&Treadmill module.
F) Outdoorsman trait:
- Minor bug fix from latest update.
G) Overdoose:
- Vitamins now generate 8 overdose instead of 12 (all others pills remains in 12)
H) Prodigy trait:
- Drastically reduced the extra XP obtained by Prodigy when doing exercise. (Other bonuses as Chopping trees, fighting etc remains the same).
J) Physically Active:
- Cost changed from 5 to 6.

Update: 13 Feb, 2023 @ 6:55am

A) Passing Out mechanic:
- Slightly increased the threshold before passing out.
- Slightly decreased the rate the threshold increases every minute.
- After the threshold is reached, the player needs to stay quiet for 7 in-game minutes (about 15 seconds real life) before passing out. (Quiet means no walking, running, sprinting or aiming). This gives enough time to put a bonfire for example. Doing one of those actions is considered as being "Active" which resets the quiet counter.
- Added a new condition to when the threshold doesn't increase: having Lv3 or Lv4 of Hypothermia Moodle.
B) Cats eyes trait:
- Now it will be based on the square light levels instead of specific night hours, this means that even during the day the trait can be earned if in dark places.
- The trait can now be also removed (in the past once obtained, it was permanent).
- If light level is under 0.5 the trait makes progress to be obtained. If above 0.5 the trait decreases progress and can be even removed. If the player already has Cats Eyes when above 0.5 an extra removal progress is added.
- Security Guard, Burglar, Fire Officer and Police Officer keeps having buffs to obtain the trait as they had before.
C) Outdoorsman traits:
- Points changed from 6 to 8.
- The trait can now be also removed (in the past once obtained, it was permanent).
- The way to obtain it remains the same. To remove it the player needs to stay inside. If the trait is present and the player is inside or in a vehicle while weather conditions, it is removed faster (as the player would like to be outside). Having Pluviophile while inside and raining, removes it faster. Having Hiker while inside and snowing, removes it faster.
- If the trait is present and the player is outside and not in a vehicle while raining or snowing, the Stress, Unhappiness and Anger decreases (fog and wind not considered as most of the time there's one of them).
D) Flimsy and Frail Strength reduction:
- The mechanic before entirely removed one level and all its XP. Now the mod will store the current XP, remove the lvl and add back the XP stored. In low level this may generate that the stored XP was enough to level up so the player would end up having the same level BUT with less XP. So it is much less impactful in low levels now compared to high levels where the XP difference between levels is enough to not be able to gain it back.
E) Rain Traits:
- Code clean up.

Update: 6 Feb, 2023 @ 10:20am

Had this minor thing developed since December and never uploaded it so here it goes.

Bloodlust Moodle that has three levels
1st level: will appear when half time before being affected is reached.
2nd level: will appear once Bloodlust trait already started to affect the player moodle.
3rd level: will appear once the player starts to hear sounds.

Update: 17 Dec, 2022 @ 9:32am

A) Buffed a little bit the benefits to remove Smoker, Alcoholic and Anorexia by doing exercise.
B) Buffed/Nerfed Lucky/Unlucky modifier for Agora/Claustro traits. (If you have Lucky, it will be a buff, if you have Unlucky, it will be a debuff).
C) Physically active trait:
- Running and Sprinting will now help to obtain the trait (Chopping trees, Fighting and doing exercise are still valid ways to obtain it).
- Walking, Running and Sprinting will now apply the positive effects. (Walking being the one with the lower effect).
D) Sedentary trait:
- Running and sprinting now generates pain in the legs.
E) Prodigy Trait:
- Running and Sprinting will grant extra XP if the trait is present.
F) Overdose:
- Energy drinks overdose reduced from 35 to 30.
- Maximum energy drinks overdose reduced from 70 to 65 (Now even with Weak Stomach, the player won't fall under the latest level of the Moodle which can kill the player).

Update: 25 Nov, 2022 @ 5:17am

A) Fix for Cook trait translation.
B) Herbalist trait:
- Added BerryPoisonIvy to study defs, now all berries can be studied to get Herbalist.
- Slighly increased the threshold to obtain Herbalist.
- After finishing the study action the berry/mushroom will be unequipped. (If multiple berries/mushrooms are studied at the same time, the "unequip" action is queued multiple times too, just cancel it after the first time or wait for it).
- The player can now walk while studying.
C) Chef profession: Nutritionist trait added as a free trait.
D) Entirely redone the trait by levels system, now each trait will require different levels based on the profession picked making all professions easier to obtain certain traits but harder to obtain others.
E) Entirely reworked the fracture by heavy load system. It will now take into consideration new factors: Flimsy/Frail, Anorexia, Weak/Feeble/Stout/Strong, Lucky/Unlucky, Strongback/Metalstrongback from Snake's modpack, if the player is walking, running or sprinting.
F) Fix for recipe name "Make Wooden Box Trap".
G) Added Rosehips to the Wild Plants Allergy trait.
H) Heavily decreased the required threshold required to remove All Thumbs and Disorganized (it was very tedious to remove both of them). The positive ones remains the same.
I) Anorexia trait:
- Renamed it to Anorexia from Anorexy.
- Code improvement (Logic remains the same).
- Icon updated.
J) Angler trait and Fisherman profession now reduces negative Moodles while fishing.
K) Gum when consumed will remove the stressFromCigarettes without affecting the progress to remove Smoker trait.
L) Bloodlust trait:
- Base range to be obtained changed from 12000 to 15000.
- The system will now only consider the kills to decide if add the trait instead of kills + time survived as the other traits in the system.

Update: 1 Nov, 2022 @ 2:41pm

A) Fixed small bug to prevent Park Ranger to study the berries and mushrooms as it already has Herbalist trait.
B) Pass Out:
- Since 41.78 the Pass Out mechanic stopped working as the code to force the player to sleep is doing nothing, fixed this by using different code.
- Added a minor check for Pass Out mechanic that won't trigger the Pass Out if the player is Aiming (to avoid Pass Out while fighting without moving).

Update: 13 Oct, 2022 @ 5:27pm

A) Updated Russian Translation.
B) Reverted some exclusions to Physically Active leaving only: OVerweight and Obese (from latest update) as a hotfix until a better fix is developed for duplicated traits with Snake's modpack installed.