Project Zomboid

Project Zomboid

Evolving Traits World (ETW) [B41/B42] - alternative to "Dynamic Traits"
 This topic has been pinned, so it's probably important
MusicManiac  [developer] 9 Jan, 2023 @ 1:58pm
Suggestions
I'd prefer you report it on Discord[discord.com], it's much easier to communicate there.

You can also find there a list of planned features and my priority of their implementation.
Last edited by MusicManiac; 16 Jan, 2023 @ 12:11am
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Showing 1-15 of 34 comments
Lance Patchwork 9 Jan, 2023 @ 6:31pm 
Went on discord and i still cannot write anything, so ill write it here, in-game poster of SpiffoChad and one for my desktop wallpaper :D
MusicManiac  [developer] 9 Jan, 2023 @ 6:33pm 
'Cuz you have to react with the emote as to agree to that you've read the rules :)

Might have been some permission issue, try again
Last edited by MusicManiac; 9 Jan, 2023 @ 6:34pm
Burkanx 10 Jan, 2023 @ 11:41am 
Would you be able to check Compatibility with the Schizophrenia trait mod? My go-to negative trait to use. Hopefully ETW wouldn't convert a mental illness into a positive trait lol.. who knows?!
MusicManiac  [developer] 10 Jan, 2023 @ 11:44am 
It should work together, and all traits that are made dynamic are listed in goolge sheets, link on front page.
PrinceCahil 13 Jan, 2023 @ 11:11am 
Have you thought about a system for slow reader/fast reader?
MusicManiac  [developer] 13 Jan, 2023 @ 11:29am 
I talked with albion, she said she's planning to add it in Literacy mod, so I decided to not add it.
BOBcat 13 Jan, 2023 @ 1:29pm 
You mentioned the Outdoorsman skill is based on an internal counter and granting it via admin/debug doesn't increase it. I assume this is the case for some of the other skills as well.

I believe this is limiting the functionality of the base game.
Can a check be added to the code so that granting skills via admin/debug works?
If there is no way to distinguish whether a skill was achieved normally or granted by admin/debug, maybe the pseudocode below can be added.

...
.mod's logic for adding a skill
...
IF(internal counter greater than or equal to threshold)
(do nothing)
ELSE
set internal counter to threshold value

So, I'm suggesting that the mod should be able to adapt to the changes made by the admin/debug.
Last edited by BOBcat; 13 Jan, 2023 @ 1:35pm
MusicManiac  [developer] 13 Jan, 2023 @ 1:39pm 
If you want to add perks via admin mode you might as well set extra perk points in sandbox settings and start with them. I'll look into it but it's on low priority.
Last edited by MusicManiac; 13 Jan, 2023 @ 1:39pm
Idk if it needs but can u make it compatible with jigga's Green Fire? ty
MusicManiac  [developer] 9 Mar, 2023 @ 3:15am 
If you tell me what doesn't work, probably.
8hoursofsleep 1 May, 2023 @ 1:50pm 
Would you be able to add an optional part where you can't pick any profession/trait so everything you become is 100% dynamic due to actions you take?
MusicManiac  [developer] 1 May, 2023 @ 2:37pm 
That would require similar submod as Evolving Traits World (ETW) - Disable Selected Traits, so I might do it in the future.
sussyslurp 4 Oct, 2023 @ 3:45pm 
so i know more simple traits is compatabile but more simple traits - mini ( part of mod) ) is not, could you add compatability
MusicManiac  [developer] 4 Oct, 2023 @ 4:47pm 
Originally posted by ompa lompa:
so i know more simple traits is compatabile but more simple traits - mini ( part of mod) ) is not, could you add compatability
What exactly is incompatible?
Last edited by MusicManiac; 4 Oct, 2023 @ 4:53pm
sussyslurp 7 Oct, 2023 @ 9:28pm 
Originally posted by MusicManiac:
That would require similar submod as Evolving Traits World (ETW) - Disable Selected Traits, so I might do it in the future.
also ability to gain nutritionalist through cooking would be cool! props to the best pz mod in my list.
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