Project Zomboid

Project Zomboid

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Generator Tweaks - Core
   
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175.017 KB
9 Sep @ 2:16pm
16 Sep @ 9:35am
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Generator Tweaks - Core

Description
How to install
1. Subscribe to the mod
2. Open the mod location
SteamLibrary\steamapps\workshop\content\108600\3565376571\mods\GeneratorTweaksCore
3. Copy the zombie folder from the mod
4. Go to
SteamLibrary\steamapps\common\ProjectZomboid
5. Paste the zombie folder there. Overwrite the files.
6. Launch the game

Generator Tweaks Modules
These are the modules that expand the Core mod with customizable generator features.

Generator Tweaks - Condition
Control generator degradation, backfires, catastrophic failures, and repair options.
Link: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3565384224

Generator Tweaks - Fuel
Adjust fuel consumption rates, appliance usage, low-fuel alarms, and max fuel capacity.
Link: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3565386560

Generator Tweaks - Indoors
Allow generators indoors with customizable ventilation checks and safety rules.
Link: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3565390473

Generator Tweaks - Power
Set horizontal and vertical ranges for how far generators can supply power.
Link: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3565393936

Generator Tweaks - Sound
Customize generator sound volume, sound files, and zombie attraction ranges.
Link: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3565395489

Check out more QoL mods:
https://gtm.steamproxy.vip/profiles/76561198045899180/myworkshopfiles/?appid=108600

If you enjoy the mod, consider giving it a star on GitHub:
https://github.com/ribas89/project-zomboid-ribs-mods

Workshop ID: 3565376571
Mod ID: GeneratorTweaksCore
10 Comments
Rhinehart666 8 Oct @ 9:47pm 
Really interested in this mod, hope it gets updated :)
Sophia (Sophel) 30 Sep @ 6:13pm 
It doesn't crash for me, but it doesn't work at all. There are no options to take the generator, run, or connect it, and when I try to view the information, I just see a glitched "Generator Info" line with no background
7.0 SeT.sErO 28 Sep @ 6:49pm 
it indeed dont work anymore, it crashes after a minute or two, so all of generator tweaks mod series dont work anymore
Meesteq 28 Sep @ 3:00am 
The last game patch broke this mod, if i am to copy paste the zombie folder as said in description the generators ingame no longer function properly, the description of it is bugged and soon after a crash will occur, I recommend do a back up to everyone who wants to use this
ribs  [author] 17 Sep @ 3:31pm 
@varken

I made some changes on my generator weights. The blue one is very light, so I use it for expeditions. The yellow one stays at home.

Your power and wattage limit idea is interesting, but it would need mechanics the game doesn’t have yet. If that were added, wire capacity should matter too, since real households have limits on how much current can run through a given size. Something like Oxygen Not Included electric system would be amazing.

Imagine fuel generators, coal generators, solar panels, and transformers all feeding into the same grid. Add in alcohol plants from sugarcane for renewable energy. It would be great, but since this is a zombie survival game, I doubt TIS will go into that direction.
varken 17 Sep @ 11:50am 
@ribs,

Thank you very much for your time and detailed explanation. I didn't realised how much work it would take, I understand your point of view and appriciate you work.

Only one explanation for my way of thinking... You wrote "Once you already have the best generator, what real difference would all the extra options make?" - and this is current game approach. If you have yellow one you don't need any other. I would take more balanced approach: you can have old, big, heavy, loud generator but with a lot of power range and high fuel capacity or something totally oposite - small, lightweight and quiet but with small power radius and low fuel capacity. Or something between those two :) But you have always a choice to make and simply - the best overall generator doesn't exist :).

Maybe some day developers make this happen :) Have a nice day!
ribs  [author] 17 Sep @ 11:13am 
Your idea makes sense, different generators should have different parameters. I actually experimented with something similar in my previous mod here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3554362225

Back then I changed the zombie attraction radius by modifying the item:
[code]
ScriptManager.instance:getItem(itemKey):DoParam("SoundRadius = " .. getValue(optionKey))
[/code]

Then the Java side would grab the item and radius:
[code]
// get the item
var1 = ScriptManager.instance.getItem(var2);

// get the sound volume
var11 = var1.getSoundVolume();

// make the zombie noise
WorldSoundManager.instance.addSoundRepeating(this, PZMath.fastfloor(this.getX()), PZMath.fastfloor(this.getY()), PZMath.fastfloor(this.getZ()), var10, var11, false);
[/code]
ribs  [author] 17 Sep @ 11:13am 
In the new approach, this logic is tied directly to the sandbox options:
[code]
int runningZombieRadius = this.getSandboxValue("GeneratorTweaksSound.RunningZombieRadius", 20);
int runningZombieVolume = this.getSandboxValue("GeneratorTweaksSound.RunningZombieVolume", 20);

int x = PZMath.fastfloor(this.getX());
int y = PZMath.fastfloor(this.getY());
int z = PZMath.fastfloor(this.getZ());

WorldSoundManager.instance.addSoundRepeating(this, x, y, z, runningZombieRadius, runningZombieVolume, false);
[/code]
ribs  [author] 17 Sep @ 11:13am 
Right now, you only need to install the mod and configure it directly through the options menu.
Your idea would give more flexibility but also add complexity and create dependencies on other mods, since we would lose the ability to manage everything through mod options.
Your approach would also require changes to the InventoryItem class, which is used everywhere and its very unstable.
For now, the current system is easier to configure and keeps things simple. It is just value -> effect, as straightforward as it gets.
In short, your idea is solid, but the implementation effort would outweigh the benefits.
Once you already have the best generator, what real difference would all the extra options make?
That said, it is not a bad idea. Maybe someone with more time could take it on.
Someone who enjoys the inner workings of generators and wants to make them as realistic as possible.
varken 17 Sep @ 10:24am 
Hello @ribs,

I really like your idea to customize generators. Correct me if I am wrong, but if I understand correctly all customized parameters are exact the same to all types of generators. Could it be possible to set different customized parameters (generator degradation, condition, backfires, catastrophic failures, repair options, sound range, power range, condition etc.) to different types of generators? It would make each type of generator more unique and provide more diverse gameplay... What do you think?