Project Zomboid

Project Zomboid

More Loot Settings v1.3.6 [41.78]
 This topic has been pinned, so it's probably important
Champy  [developer] 27 Nov, 2023 @ 5:15am
Bug Reports
Report bugs here.
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Showing 1-9 of 9 comments
weesnaw2112 16 Dec, 2023 @ 8:41pm 
I love this mod, first of all. Unfortunately I have to add that I have been having a consistent struggle with getting anything but the generic loot table to spawn for every type of zombie, regardless of what I put into the other categories. I can go into LootZed and it will display each item I listed for the respective zombie type accurately. Even further, if I spawn a specific type of zombie it will actually drop the correct loot associated with that zombie type, but then I will go to a zombie that spawned naturally into the world and it will not drop anything but the generic loot table. I've been testing this on a server I hosted from my computer with only this mod. Restarting the server does nothing to fix the issue. Thanks for reading, I appreciate your work and hope you can explain what's going on. Thanks!
Spenglerian 24 Jan, 2024 @ 1:26am 
I am having the same problem as @weesnaw2112. I am also running this in multiplayer.

This seems to be a problem with loot tables for specific zombie types.

for example:
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "CDCRR.Viazom")
table.insert(SuburbsDistributions["all"]["inventorymale"].items, (25))

yields seemingly correct behavior.

However:
table.insert(SuburbsDistributions["all"]["Outfit_Doctor"].items, "CDCRR.Viazom")
table.insert(SuburbsDistributions["all"]["Outfit_Doctor"].items, (25))

does not work unless I MANUALLY spawn the Outfit_Doctor zombies. Naturally-spawning doctors use only the "inventorymale/inventoryfemale" tables

(I have also tested it without any other mods)
Last edited by Spenglerian; 24 Jan, 2024 @ 2:20am
Spenglerian 24 Jan, 2024 @ 2:15am 
It seems to only apply to multiplayer - the items spawn correctly for specific zombie outfits when playing in singleplayer.
Last edited by Spenglerian; 24 Jan, 2024 @ 2:19am
Champy  [developer] 24 Jan, 2024 @ 10:14am 
I'm not sure this bug comes from More Loot Settings or from the vanilla game... More Loot Settings manipulates the loot tables before they are commited into the game's Item Picker, and it does so correctly since it works in singleplayer, and LootZed displays it properly. But if the game actually doesn't spawn the items correctly in multiplayer, it's not really my fault. Isn't that a bug that also occurs in the vanilla game ?
Spenglerian 24 Jan, 2024 @ 11:17am 
Hmm, it's looking to be an unreported vanilla game bug, since the same problem appears in the CDC Rapid Response settings mod ( LootZed displays "correct" loot tables for specific outfits/zombies, but spawns items clearly from the "inventorymale" and "inventoryfemale" loot tables, *EDIT* but only in multiplayer - in single player, things work just as expected).

I don't have a TIS forums account so I guess I'll have to make one and submit a bug report :)
Last edited by Spenglerian; 24 Jan, 2024 @ 12:55pm
Scroobles McDoodle 20 Apr, 2024 @ 10:06pm 
Hey Champy. I'm doing some testing at the moment and I've encountered an issue - I have a modlist of about 200, and there's some kind of conflict going on.

Having MLS enabled makes it so that I'm unable to access the LootZed menu for containers in specific room definitions, the two I've noticed thus far are the silver cabinets in garagestorage and wardrobes in livingroom. Disabling the mod allows me to access LootZed with no issues, but when I enable it, the containers can still spawn items fine but it pops up with an error pointing back to the vanilla files.

Running the mod on its own, there's no issue, so it's not a problem with your mod itself, it's more likely that it's a conflict with another mod. I've been trying to track down the culprit and find the conflict myself but I'm having a bit of trouble as I'm not entirely sure how your mod works specifically.
Horsekoch 3 May, 2024 @ 12:24pm 
I believe there is a typo in code. File 'multiplyDistributions.lua', line 518.

"Cartegrophy"
Thorium 16 May, 2024 @ 4:19pm 
If you cause an exception with a typo or just an improper input in Specific Item Multipliers or Exceptions List inputs and then hit Save, it clears all of the lower half sandbox settings for the server. It would be nice if this had some form of validation, and also consistency in the documentation.

You have two forms of syntax in your documentation (screenshot, mod menu ingame, tooltip ingame, and workshop page). One uses colons, the other equals signs:

Base.Sledgehammer:5;Base.Sledgehammer2:5;Base.Saw:0.5;Base.NailsBox:2;farming.HandShovel:0.1;camping.CampingTentKit:0.1

Base.Sledgehammer=5;Base.Sledgehammer2=5;

Which is actually correct?

EDIT: It's colons
Last edited by Thorium; 13 Sep, 2024 @ 3:05pm
shooptoast 15 Nov, 2024 @ 11:07pm 
Hi Champy. I'm trying to disable all perishable foods using the specific item multipliers list in your mod's sandbox settings. It's all worked great except for the produce sacks. For example, putting Base.SackProduce_Cabbage:0 in the item multipliers does not remove the cabbage sacks, and I can find them easily. Same goes for every other produce sack. I first noticed this in my modded save, but upon testing only using this mod, Vanilla Loot Tables Fixed [41.78], and Mod Manager, the issue persists. I know it's a minor issue but it still bugs me nonetheless, if you could shed some light on this I'd be grateful.
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