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I also have ideas on other mods, like one to make characters more bored the more you eat the same thing (take THAT cabbage lovers) and a mode to make clothing dry slower if it's layered. Appreciate everyone's patience!
We host a high-zed population server, and this mod seems cool - was requested by one of our players - but i'm worried that it will be too easy to find these. After killing 100 zombies (As in your example screenshots) getting that much skill from notes/books seems incredibly too easy. Can we adjust the drop rate as a server admin?
local WP_HIGHEST = 0.4;
local WP_HIGH = 0.25;
local WP_MEDIUM = 0.125;
local WP_LOW = 0.08;
local WP_LOWEST = 0,025;
to
local WP_HIGHEST = 0.1;
local WP_HIGH = 0.0625;
local WP_MEDIUM = 0.03125;
local WP_LOW = 0.02;
local WP_LOWEST = 0,00625;
Killed some zombies and after about 15 kills only got 1 so it seems to work
File is at
C:\Program Files (x86)\Steam\steamapps\workshop\content\108600\2892090512\mods\W Patricks Skill Literature\media\lua\server\Items\WPSkillLiterature_ZombieDistributions.lua
Thumbs Down, basically Unplayable!
Maybe does nothing idk.
C:\Program Files (x86)\Steam\steamapps\workshop\content\108600\2892090512\mods\W Patricks Skill Literature\media\lua\server\Items
there is WPSkillLiterature_ZombieDistributions.lua
after opened with notepad i found this setting:
local WP_HIGHEST = 0.2;
local WP_HIGH = 0.15;
local WP_MEDIUM = 0.085;
local WP_LOW = 0.04;
local WP_LOWEST = 0.015;
The numbers where the double before
client and server files need to match
C:\Program Files (x86)\Steam\steamapps\workshop\content\108600\2892090512\mods\W Patricks Skill Literature\media\lua\server\Items
C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\steamapps\workshop\content\108600\2892090512\mods\W Patricks Skill Literature\media\lua\server\Items
I just tested a few minutes and looks like there is less drop but if someone does try the change would be cool if can share results since any try requires a lot of load times and shit , thanks!
Startup configuration for lecture inside zombies doesn't work.
I can't even set no spawn lecture inside them.
Didn't checked loot inside containers
I see some people are concerned with drop rates and...it's a bit complicated. I set drop rate to 0.1 from containers and zombies both (idk if Lucky trait affects drops much) and I'm getting like 20+ magazines for 50 zombies on average. It looks like too much, but each magazine gives little XP, so it's actually nice and balanced.
What I'm suggesting is that maybe it's worth it to reduce drop rates, but proportionally increase XP from each magazine? It will make finding notes or magazines more impactful and remove the uneasiness from finding the whole stack of 3 magazines in every fourth zombie. Oh and it will reduce clutter, hauling 5 kilos of notes to your base after every loot trip is...not very fun.
Maybe could ask some other mod authors that have a bit of experience with spawnrates. That might be hard to do, but just a suggestion. Off the top of my head Undead Survivors has custom spawn rates for their special infected. They Knew has spawnrates for their custom hazmat zombie and configurable settings for the cure being on them.
Also Music for the end of the world, a submod of True Music lets you set custom spawnrates and modifiers for the cassettes/tapes. Hope any of this info is useful.
I think the issue is that if I only had one kind of magazine, one kind of book, etc. it would show up as rare as it needs to. But given the sheer number of items (33) they show up a ton regardless.. I'm coming up with solutions, sorry it's bad haha, I'm still new at all this.
I can't keep using the mod in it's current state. Despite enjoying the idea they simply spawn too much and take over the game. I can't go 30 seconds without seeing multiple copies.
Good luck with the mod!
that was from only 2 classrooms, a row of lockers and the library in the small rosewood elementary school.
I love the mod but they spawn way too much. will turning literature spawns down help? Currently on rare.
One thing I believe I see is that the weights are integers, not floats.
Also, I believe the weights are relative to each other, not a percentage. That means that within whatever category the game is rolling (e.g. ClassroomDesk, CrateTools etc), it gets all the table entries that are in that category, sums up their weights, generates a random number from 1 to the total weight, and then works out which item's weight range that random number falls into. So if you had 3 items with weights of 1, 2 and 3, it would generate a number from 1 to 6; a result of 1 would be the first item, 2-3 would be the second item, and 4-6 would be the third.