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Sorry for the long time off! I'm updating now :)
Now this mod should be compatible with every mod that changes the loot in containers! :)
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.
I tested the edit locally and it seemed to work!
Which mod(s) did you most want to see supported?
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?
https://theindiestone.com/forums/index.php?/topic/63661-help-making-a-mod-with-lua-can-i-use-fillcontainer-function-how-can-i-use-functions-not-listed-in-zombielualuamanagerglobalobject/
https://theindiestone.com/forums/index.php?/topic/63593-making-a-mod-to-make-loot-rates-a-bit-more-consistent/
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.
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.
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!
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.
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...
I can look into making it more compatible with other mods with an update.
(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).
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.