Project Zomboid

Project Zomboid

Item Remover
23 Comments
Rokko 8 Oct, 2024 @ 8:46am 
*not working in multiplayer*
i died when i saw this :(

im so tried of setting everything to extremely rare and mess around with loot table mods and then try a new run and after looting 6 buildings i have so much stuff that i could rebuild rome
Raz ζ 19 Mar, 2023 @ 10:25am 
does this work ok on new saves ? or will it damage my own containers in my safe houses ? even ones that I have in other towns over ?
P_menta 17 Aug, 2022 @ 11:28pm 
I can confirm what @Inflectus says, this mod should not be used in MP, cause makes items on trailers and trunks disappear (especially if the trailer is attached)
EveryTenMinutes in-game, 60% of the items were removed from the client perspective (not really removed), they come back after relogging, opening up the possibility of dupes.
Katenn 30 Jul, 2022 @ 5:01am 
@Champygnakx Well thank's for your answer ! Have a good day :steamthumbsup:
Champy  [author] 30 Jul, 2022 @ 5:00am 
@Katenn It is fully compatible.
Katenn 30 Jul, 2022 @ 4:55am 
@Champygnakx Hey mate ! Thank's for the mod he's really awesome ! Do you know if it's a imcopability with "Safehouse loot" ? This mod inreased the loot from survivor hous. Thank's for reading me :)
Champy  [author] 27 Jul, 2022 @ 5:28am 
@Anserk You can remove attached weapons with More Loot Settings : go to the tab "Zombie Loot" and set the option "global chance of attached/lodged weapons in zombies" to 0.
Andserk 26 Jul, 2022 @ 2:05pm 
Can you add an option to remove attached weapons? (stuck knives, katanas) or is it too difficult to mod?. Also is it possible to remove items that spawn placed in the world, like the pots on the stoves, or the chips and beer in some houses tables/counters?
Love the mod, keep up the good work! :spiffo:
UdderlyEvelyn 20 Jul, 2022 @ 11:31am 
Yeah I realized after running Time Decreases Loot that it sufficed as a replacement entirely. The only difference in the math that I posted is you could make it so that less-removed containers are less common but more full, instead of just entirely variant. It does a pretty decent job as it is, just an idea - ya don't have to take it of course, mod is fantastic either way!
Champy  [author] 19 Jul, 2022 @ 11:49am 
@UdderlyEvelyn As for your idea : there is already quite a bit of variance from container to container. The way it works now is: for each container a random chance is generated with the average still being the chance chosen (for example if you choose the 60% mod, it will draw a random chance between 20% and 100% chance, for that container.) Then for each item in that container, it will check that random chance to remove it. So some containers will have a lot more loot than others, but the average is still the same desired number overall.
Champy  [author] 19 Jul, 2022 @ 11:48am 
@UdderlyEvelyn If I wanted to add sandbox options I wouldn't have released essentially the same mod 6 times in the same workshop item, would I ? Adding customizable options increases the chances of bugs, especially in multiplayer where I've witnessed sandbox values getting reset for no reason.
Anyway, Time Decreases loot should suffice for your needs, does it not? I don't think it's necessary to release a customizable Item Remover. What could it do that Time Decreases Loot can't do already ?
UdderlyEvelyn 19 Jul, 2022 @ 10:52am 
Idea: How about adding a setting that rolls some variance into each container's chance to remove items, 0-N where N is a percentage like 40, for instance. You could also have a setting that works like this:

chanceToRemove = maxChance * (1 - randomFloat^curveExponent)

randomFloat should be a decimal from 0-1, curveExponent makes it rarer the higher it is that you get a larger value from the equation (which is then inverted to a lower value, e.g., more loot). When I did math like this for something once I used 3.5.

Giving the settings for maxChance (like above) as well as the curveExponent would let users of your mod configure how rare a less-removed container would be.
Champy  [author] 17 Jul, 2022 @ 10:31am 
@Inflectus You're all good man, thanks for reporting the issues.

That being said, you could check out my other mod that I released just now, "Time Decreases Loot" which does the same thing as this mod but lets you manipulate the item removal chance, AND most importantly it lets you disable vehicle triggers, which is what you're having issues with.
Bussy Butcher 17 Jul, 2022 @ 10:29am 
Of course. Sorry to cause any distress lol, hopefully it all works out in time! I love the concept of this mod and think it would help a lot with long term or slower-paced Zomboid multiplayer. :)
Champy  [author] 17 Jul, 2022 @ 10:26am 
@Inflectus Yes the item remover triggers on vehicle parts, but it should only do so once. It might be that this specific event happens client side and it doesn't send the info to the server... which if that's the case I don't know how to fix that yet. I only play singleplayer and can't test things on a multiplayer server because my PC is too trash.

Looks like this mod will be only singleplayer for now. Thanks for reporting that
Bussy Butcher 17 Jul, 2022 @ 9:32am 
I added this mod alongside Automechanics, Simple Inventory Pages and Easy Spare Magazine Reloading, and ever since then we've had a bug on our server.

Users are reporting (even after I removed Automechanics and Simple Inventory Pages) that they're noticing their trailers and car inventory containers (glovebox, seats, trunk, etc.) vanishing most of their contents. However, when someone adds or removes an item from those containers, and relogs or reloads the area, it seems to make most of those items visible again, but not all.

I have a hunch that the mod is treating trunks and trailers as containers for the sake of item removal even for player-inserted items, since trailers and containers also act as procedural loot containers. Can you check if that's the case? If I'm correct and it is Item Remover (at this point it's either that or Easy Spare Magazine Reloading, and that sounds silly), this would make the most useless for most servers, since everyone uses vehicles.
Champy  [author] 16 Jul, 2022 @ 4:35am 
@Kras No this affects all items
Kras 15 Jul, 2022 @ 6:22pm 
Can I for example just apply this for Fresh Food but not for Canned food?
Champy  [author] 15 Jul, 2022 @ 6:46am 
@Zlobenia More loot variance and random item counts are two benefits Like being able to find a random number of cigarettes instead of in stacks of 20. And being able to remove items from containers without having other items replace them, which means some containers can have many items whereas others can have 0 items inside, which just isn't the case with mods like "Ridiculously Rare" or "75% less loot" that tend to spawn only 1 or 2 items per container, without much variance.

And also a big plus is the possibility to manipulate the item removal chance according to other factors such as erosion, traits(in SP) or special events for exemple. This mod is basically a test run for my next one "Time Decreases loot" anyway.
Zlobenia 15 Jul, 2022 @ 6:26am 
Feel like I don't yet understand the benefits of doing it this way vs. turning down the multiplier rarity ion your other mod. What are the difference in outcomes like?
Nobody 14 Jul, 2022 @ 1:14pm 
Wow. I'm genuinely impressed!
PAИJICO 10 Jul, 2022 @ 3:16am 
Man, I guess I'm ordering a hotel for both of us, great job, I'm going to test it now! :D
Dapper Pan Man 10 Jul, 2022 @ 2:55am 
This solution seems so much better than reducing rolls to 1. Way more varied and as scarce as one might want. Rolls at defaults with 80% version of this mod looks great. Can't wait for this to be integrated in your More Loot Settings!