Project Zomboid

Project Zomboid

Efficiency Skill Simplified
14 Comments
TheIceCatto 19 May @ 8:12pm 
Could you try excluding the option of Cutting hunted animals from Gourmet revolution in Snake's mod pack? It messed it up quite a bit...
Kayedon 7 Apr @ 9:59pm 
Cooooould be causing an error when placing mouse traps (other traps untested), pops up a 'lil error box and is mentioned in the stacktrace, still hanging out on B41.

Callframe at: error
function: stateFromIsoObject -- file: SGlobalObject.lua line # 24 | Vanilla
function: loadIsoObject -- file: SGlobalObjectSystem.lua line # 145 | Vanilla
function: OnObjectAdded -- file: SGlobalObjectSystem.lua line # 166 | Vanilla
function: OnObjectAdded -- file: SGlobalObjectSystem.lua line # 218 | Vanilla
function: Add -- file: SGlobalObjectSystem.lua line # 261 | Vanilla
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@c9dfda16
function: create -- file: TrapBO.lua line # 40 | Vanilla
function: perform -- file: ISBuildAction.lua line # 159 | Vanilla
function: perform -- file: TimedActionXP.lua line # 7 | MOD: Efficiency Skill Simplified
Kayedon 24 Mar @ 12:02pm 
Love the simplified version, would be nice to see "move to:" gaining XP be disabled! Also, does not seem to trigger on actions performed via crafting menu, but does via right-click for those same actions.
Bleeks 27 Dec, 2024 @ 5:57pm 
Hey, so I figured it out! It seems all of the “Specialization:” traits from the mod More Traits is what was causing the xp to deplete instead of go up. When I went into debug and removed the trait do gain went back to normal.
Arlocke  [author] 27 Dec, 2024 @ 5:06pm 
I tested on 2 different mod collections I play with, one of them has 430+ mods and I'm lv.5 working toward 6, and I don't see the XP reducing. Seems to be okay. But if you find the cause for the issue, do let us know!
Arlocke  [author] 27 Dec, 2024 @ 4:47pm 
@Bleeks Thanks for reporting this! I'll test for this bug and see if it happens for me too.
Bleeks 27 Dec, 2024 @ 3:09pm 
Howdy! I’m not sure what could be causing this as I have a large load order, but around level 5 going towards level 6 I noticed that upon completing actions my xp gain has started moving backwards. Again I’m not sure if this is a bug or a simple load order conflict.
Arlocke  [author] 21 Dec, 2024 @ 10:31am 
I'll work on a B42 update this weekend!
eScape 16 Dec, 2024 @ 12:51am 
FYI, the queue actions need better implementation. I updated it, again.
Flamingers 14 Dec, 2024 @ 3:45pm 
Haven't tested if this applies to this mod but figured I'd throw it in here just in case.

With the Reduce Action Time mod, you have to add an exclusion in the sandbox settings for Tchernobill's Jump, Climb Wall, Roll and Strike From Above, and haven't checked this one but i would assume their Crawl mod too.

It may just be if the action time gets to a certain speed that it breaks, so the 60% limit of this mod may not have the same effect, but setting the reduction to 90% in Reduce Action Time, Tchernobill's animations break, and the exclusion is necessary.

Again, have not tested if this mod will also need that exclusion, but may be something to check if people have issues in the future. :)
Balance 11 Dec, 2024 @ 8:36pm 
Thanks for update! Gonna give it a run :)
Arlocke  [author] 11 Dec, 2024 @ 6:01pm 
Updated this mod to support queued actions. Now the speed effect will apply to every action you do, not just the first one (such as when you pick up multiple items in a row).

Also excluded Lifestyles timed actions from being affected by Efficiency so it won't mess with Lifestyle gameplay.

Thanks to Toxic Palace's uploads for both of these improvements :lunar2020contentgoat:
Arlocke  [author] 10 Dec, 2024 @ 10:13pm 
@Balance Thanks for the feedback! I'll look into fixing this up for Lifestyles tomorrow :spiffo:
Balance 10 Dec, 2024 @ 8:12pm 
Moved here as it seems more fitting, that would be awesome if you were able to implement the same fix for the Lifestyles mod. Made the switch to your version of Efficiency mod as I really like the way you've tweaked the balancing, however the drawback being some funky interactions. It is mostly just the awkwardness of having the timed actions end early on actions you don't really want to end early as the xp gain and audio are based on duration. Cheers regardless on looking into it, much appreciated!