Project Zomboid

Project Zomboid

[B42/B41]Loot Luck Equalizer
30 Comments
AnimeTiddyFan  [author] 21 May @ 9:55pm 
Oh thanks! I didn't realise it didn't have the b42 tag.
Metropunk2033 21 May @ 8:53pm 
this is a fantastic mod, but could you add the b42 tag?
AnimeTiddyFan  [author] 28 Apr @ 5:22am 
Finally tested my mods in both b41 and b42. Sorry if they were causing issues before!
AnimeTiddyFan  [author] 26 Apr @ 8:34pm 
This mod is all well and updated. Should work well for 42 and 41.
AnimeTiddyFan  [author] 26 Apr @ 1:42am 
@esteban88
Sorry for the long time off! I'm updating now :)
esteban88 12 Jan @ 1:31pm 
pls updating for b42 you mod is great and phenomenal
suzinistherealjuno 13 Nov, 2024 @ 5:52pm 
dope!
AnimeTiddyFan  [author] 13 Nov, 2024 @ 4:54pm 
Done! The mod now uses the game's own container filling function rather than a hard-coded list of items.
Now this mod should be compatible with every mod that changes the loot in containers! :)
Zanthyn 7 Nov, 2024 @ 4:47pm 
I'm interested in this mod but I need it to be a dynamic list not hard coded. In the thread and your last comment you used the transposed function. It should be ItemPickerJava rather than ItemJavaPicker.
AnimeTiddyFan  [author] 22 Jun, 2024 @ 4:17pm 
Oh! I forgot I had a post on the Indie Stone forums. I replied there now. Unfortunately my game/debugger thinks ItemJavaPicker is null apparently so I'm not able to use ItemJavaPicker.fillContainer(container, player); as you suggested.


Did you manage to test this function by spawning in a bunch of items in a container? If so, I wonder why I'm not able to use ItemJavaPicker.
angelgirlsutures 21 Jun, 2024 @ 8:04pm 
Actually, I replied to your forum thread. You shouldn't have to hardcode any items anymoooore~
I tested the edit locally and it seemed to work!
AnimeTiddyFan  [author] 21 Jun, 2024 @ 7:34pm 
Yea, I can update it to work with some of the most popular ones. I need to get rid of no longer usable items like vehicle "boot" anyway.
Which mod(s) did you most want to see supported?
angelgirlsutures 21 Jun, 2024 @ 5:55am 
Hey, it's a bit late, but I replied to your thread. Hoping this mod can get updated to work with modded items!
Panopticon 6 Mar, 2023 @ 4:59pm 
@JC Denton
Sounds good. I would avoid Mod Options and use the Sandbox Options instead. They are easy to create and access.

for fillContainer(), I found a global method sendItemsInContainer(), perhaps it does something similar?
AnimeTiddyFan  [author] 6 Mar, 2023 @ 4:13pm 
@Panopticon
I wish I could simply call the fillContainer function but I'm not sure if it's possible. I created 2 threads about it on the indie stone forum with no response yet.
If you find any way to call the function, I'd 100% appreciate it.
Also, if anyone wants to extend or re-create this mod entirely, I'd be OK with that too.
Once I get the time (probably within a few weeks), I'll try to incorporate the item lists from as many mods as possible, starting with updates for the most popular mods.

I also think that maybe containers could do with a few more bullets being found, but I'm not enough of an expert in the game to know that for sure. (materials like metal sheets are a bit easier to find with this mod).
I also want to make mod options for this in the future to let people decide how often different types of loot are found e.g. bullets, materials, clothes, food etc.
Panopticon 6 Mar, 2023 @ 3:43am 
@JC Denton
It stinks that this only works with vanilla items.
Do you think you could make a version that re-rolls the entire loot table of a container if it is empty or underfilled? I'd be interested in helping you create the logic.
This is great mod nonetheless, it is unique from the other loot mods.
Sunshine 25 Feb, 2023 @ 1:30pm 
"I'll need to make an update where the re-roll chance is higher or lower depending on the loot setting or a manual mod option setting."
Yes please!
Until then, I unfortunately have to deactivate it, it defeats the purpose of playing with extremely low loot settings for now, but the general idea is great and I did find things I never even saw before, so that's good.

"This mod doesn't effect zombie loot at all."
Might very well have been a case of confirmation bias then!
AnimeTiddyFan  [author] 25 Feb, 2023 @ 1:23pm 
Yea, Ultra rare is rarer than extremely rare. Even when it comes to extremely rare, this mod is pushing it because it'll increase loot enough to be noticeable in pretty much every game, but I imagine ultra rare will have a huge boost to loot since so many containers in ultra rare are probably empty or have very few items.

I'll need to make an update where the re-roll chance is higher or lower depending on the loot setting or a manual mod option setting.

This mod doesn't effect zombie loot at all. It doesn't even effect every container e.g. outdoor containers like mailboxes because I had to manually decide which room types and container types have a chance of being re-rolled.
Sunshine 25 Feb, 2023 @ 8:22am 
"3) The mod is tested and tuned for the loot rate of both "rare" (default) and "extremely rare" (CDDA challenge). This mod may make loot more common overall, but it mainly effects games where you would have been finding very little loot so it moreso balances runs / sessions out rather than just make the game easier."

This is not the case for me.

3 Months into my save game. Almost everything on ultra rare settings. Never managed to find that damn cooking magazine II and also figured the loot table becomes boring.
Found your mod, rejoiced.

Drove to an area where I have not been, now Zombies very often have melee weapons stuck in them and 2 warehouses I looted where absolutely full to bursting with tools, including wood axes and small axes. I looted 5 small axes alone in that one.

My point is, loot is severely increased overall, contrary to your description. Very unfortunate...
Squigee 23 Feb, 2023 @ 6:48pm 
would be suuuper helpful for britas, as you tend to open a box with nothing but one bullet in it sometimes.
AnimeTiddyFan  [author] 23 Feb, 2023 @ 6:46pm 
Both mods will work but this mod won't spawn any items from other mods.
I can look into making it more compatible with other mods with an update.
Whyellothere 23 Feb, 2023 @ 6:32pm 
Is this compatible with Brita's weapons and armor pack?
AnimeTiddyFan  [author] 21 Feb, 2023 @ 2:49pm 
Done. Please see the change log to see which items spawn in what types of containers/rooms. Keep in mind though, I'm not making them track the base game 100% identically because it would require updating the mod too often and it's cool to have surprise items appear from time to time (though it shouldn't be too surprising).

(In my defence, I think I did see machete spawn in a kitchen cabinet before but it might have been survivor's houses, but it doesn't make sense that I had it in the kitchen list but not garage list so I changed it now).
AnimeTiddyFan  [author] 21 Feb, 2023 @ 2:36pm 
Good point, I'll remove it from the kitchen list and add it to the garage list.
At the same time, I'll remove "belt" from the lists because it's not wearable when added by this mod for some reason.
Also, looks like the changelogs aren't long enough for me to fit all the item lists this mod uses so updating this mod will allow me to post all the item tables.
Zer0 21 Feb, 2023 @ 2:19pm 
Cool mod, but why does machete spawn in kitchen counters? I thought it belongs to garage
AnimeTiddyFan  [author] 21 Feb, 2023 @ 1:37pm 
Thanks :)
Amox 21 Feb, 2023 @ 7:45am 
nice idea
AnimeTiddyFan  [author] 20 Feb, 2023 @ 11:08pm 
Glad you like it! Thanks :D
a three-colored carp 20 Feb, 2023 @ 11:07pm 
cool concept thanks for making!