Project Zomboid

Project Zomboid

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Generator Sound and Power Range
   
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23 Aug @ 4:01am
23 Aug @ 5:38pm
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Generator Sound and Power Range

Description
Change the sound and power range of generators mid-game.

Check out the discussion on how to lower generator sound and remove power range caps.

Other QoL mods here: https://gtm.steamproxy.vip/profiles/76561198045899180/myworkshopfiles/?appid=108600

Workshop ID: 3554362225
Mod ID: GeneratorSoundPowerRange
Popular Discussions View All (1)
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23 Aug @ 4:17am
PINNED: How to lower generator sound and remove power range caps
ribs
25 Comments
LordOfLimes 8 hours ago 
@ribs awesome, thanks!

To clarify, by no means am I suggesting that you should nerf the effects of CO poisoning - once it reaches a certain concentration, it can kill in under 5mins irl, so if anything the vanilla mechanic is generous!

What bugs me about the vanilla CO mechanic is that if fails to account for the volume of the space and the speed at which poisoning sets in.
ribs  [author] 3 Sep @ 3:14pm 
@LordOfLimes

I’ve also done a deep dive into the "indoor generator" topic. The internet strongly advises against using generators inside and it’s true in about 99% of cases. The gas is highly toxic and can fill a room quickly. However, in the remaining 1%, a well-ventilated generator can run inside without issue but it requires a very good ventilation system.

To simplify gameplay, I made the generator "safe" if you place it near an open window or door. I’ll also make the range of the door customizable but it has to be in the same room.
ribs  [author] 3 Sep @ 3:14pm 
@LordOfLimes

Thank you! I’ve already tested all the variables and the only one that isn’t working for me is the Well-Fed and Stuffed moodles. The rest of the code is working fine. I’m not sure why the moodle isn’t being applied.

I’m mostly just keeping you busy while I work on this one, haha. I was trying to find a mod that does what changing the thresholds for years does. It’s a game changer for me because I really dislike the "light" moodles, like hunger. I’d prefer to just have one big meal a day rather than eating every 2 hours because the mods set the thresholds like that. The same goes for Heavy Lifting. A man at the pinnacle of strength (level 10) shouldn’t be encumbered to lift just a fraction of his own weight. Thirst is another one and basically, every aspect of the character’s needs is something you can rebalance now.
LordOfLimes 3 Sep @ 1:46pm 
@ribs sounds like a plan!

I will definitely check out your Custom Moodles Threshold mod, but it might take me a little longer to get to as work has picked up lately. On the bright side, once I actually get to it, it shouldn't take very long to test! Is there any sandbox option/moodle threshold you want me to focus on testing?
(Also, because I realize we're getting off topic in this thread, I have subscribed to the other one, so feel free to respond there.)
ribs  [author] 2 Sep @ 12:12pm 
@LordOfLimes I just finished the last mod I wanted to make before starting the refactorings. It is called Custom Moodle Thresholds, and I invite you to test it:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3560934901

You and @FCF are making strong points. I think this mod is doing too much at once. It might be better to split it: keep this mod only for changing the vertical and horizontal range in the sandbox settings and the zombie attraction sound, and create another one for the skyscraper fix and silent generator (since both use the same file). With the new modding knowledge, we can make this happen now and test each part separately.
LordOfLimes 29 Aug @ 7:39pm 
@ribs Of course! I am excited to see all these mods you are putting out; they seem real promising! Let me know when/if you need more testing done on this or any of your other mods. Keep up the good work - it is definitely appreciated! (:
ribs  [author] 29 Aug @ 6:32pm 
@LordOfLimes
Thank you for your response. I will look into it as soon as I can. I am still collecting more code to improve this mod, but I am getting close to reviewing it. I made three more mods, and there are two left. I plan to finish one today, another tomorrow, and then return here. The changes I make to those mods will also be applied here, which is why I am doing them first.

Yes, generators are very dangerous indoors, but I think having an open door or window might reduce the risk. I will check into it.

@Tatsuya
That is true. Carbon monoxide poisoning is no joke, though the way it is handled in vanilla seems exaggerated.
Tatsuya 29 Aug @ 4:31am 
>inside the building
You are flooding the entire building with invisible, possible odorless, toxic fumes. That's intended vanilla behavior and you should never do this in real life either.
LordOfLimes 28 Aug @ 8:34pm 
Possible Bug / Mechanic Issue:
When I turn the generator on inside the building, all 26 floors instantly become toxic (max severity Toxic Fumes moodle). I'm not sure if this is a bug or just a vanilla mechanic that needs reworking, but it makes indoor generators nearly unusable. If it's not a bug, could there be a temporary fix to help balance this?
LordOfLimes 28 Aug @ 8:34pm 
@ribs after some further testing, I figured out what was wrong... but encountered another problem in the process.

The generator sandbox settings for both tests were as follows:
- 100 Tile horizontal range
- 30 Layer vertical range
- Exterior Generators = True

First Test:
I tried placing the generator on the exterior of the building, but close enough to connect
(Coordinates: X 12760 Y 1528 Z 26). The top few floors of the building were powered (I forgot to count how many exactly... but definitely less than 30).

Second Test:
I placed the generator inside the building (Coordinates: X 12769 Y 1529 Z 26), which powered all 26 floors of the building successfully! :D