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If taking a similar code from it, changing to affect zombie infection instead of general wound infections, and changing this value to 100 (which I assume it's 100% reduction), would then be an stale on the infection.
I'm blindly talking tho, just brainstorming a bit with my shallow experiences. From all mods we are currently using, this is the one we liked the most, but felt that could be a lot more in potential. I'm looking forward for more updates
I agree RNG should be added, but softly, nothing too crazy. The mod already has mechanics to fail if the infection is already too advanced in the player body, depending on which serum you're using.
I also have some lore planned partly to serve as in-game guide for the player on where to search/explore. However, this will have to wait till after the update.
The update will be released as a new mod. I'll post it here and in the mod comments when its ready. Art assets are done, working on debugging the code now.
Also, if you need code references, there's this mod called Antibodies that works that way, helping the character/player slowly healing it, instead of just insta-heal
That's the mod in question: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2392676812
The code might give you some light on how to manage the original or the new fake infection.
Still chugging away at it.
1. The test tubes are used when making a antiserum/cure, why not return a used/dirty test tube you need to sterilise to use again?
2. Test tubes are very hard to find, even medical facilities are not stocking many, meaning if you use anti-serum to stay alive whilst working on the cure, you run out of test tube quickly and can't find more. Solution: add an option to use broken glass in the foundry to make new test tubes? Use cement and a test tube to make a test tube mould to use in the process maybe.
3. Chemicals are a limited resource, I understand they might be finite, but a method to brew new chemicals would be great. Use mundane items and put them through a process to extract chemicals that can be used to assemble a chemical pack.
4. Injectors return a 'Used Injector' item, have then be able to be sterilised so they can be re-used also.
All in all a great mod, but with single/limited use items and a grind to get the skill and ingredients needed, the speed at which the infection grows out matches the ability to create a cure. Some balancing needed.
About everything you said are related to looting chances in "Others" and "Medicals" in your server settings. If they are set to rare (on default), they will be rare to find. And even so, if I remember correctly, I was used to finding test tubes and injectors in bulk, so once you find it, you will have hundreds of them to use. Clinics have better chances to find these, but I'm pretty sure you can find on Hospitals, specially bigger ones like in Louiseville.
Now chemicals were a more scarce resource, but even so, I never really got myself into running out of it.
I would say your server has a scarcity looting mod affecting it, or your server is tweaked to be scarcer than "rare".