Project Zomboid

Project Zomboid

Evolving Traits World (ETW) [B41/B42] - alternative to "Dynamic Traits"
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更新: 2023年6月15日 @ 23時55分

v.5.1.0

General:
- Added Mod Options setting to show pop-ups when you qualify for gaining/losing traits with Delayed System enabled.
- Optimized code here and there
- Added additional detailed debug printouts to sleep system
Fixes:
- Lucky/Unlucky added to Delayed Traits system (missed it on initial 5.0.0 release, ups)
- Fixed Hunter popup triggering every kill after you qualify for it
- Sleep System was broken, your Last Sleep Midpoint was always set to 4am

更新: 2023年6月12日 @ 12時51分

v.5.0.3

Fixes:
- Fixed item transfer stuff (incorrect moddata table)

更新: 2023年6月12日 @ 12時15分

v.5.0.2

Fixes:
- Fixed ISInventoryTransferAction:perform() passing wrong modData to Delayed Traits system functions
Translations:
- Added Português Brasileiro / Brazilian Portuguese translation, thanks to Colossus_ND
- Updated CN and CH translations to current version
- Only translation that is outdated is Russian, if someone can help with maintaining it, it would be nice.

更新: 2023年6月7日 @ 7時02分

v.5.0.1

Fixes:
- Fixed error when trying to smoke.

更新: 2023年6月7日 @ 0時56分

v.5.0.0 - Delayed Traits Overhaul

General:
- Delayed Traits System: From now on, by default, the majority of traits are subject to Delayed Traits System (can be disabled in Systems). With it enabled, when you qualify for new trait, it's added into a table that holds all the traits you qualify for, along with number of hours it CAN take for trait to appear/disappear. Every hour, game is rolling random number between 0 and max hours. If it lands on 0, you get the trait, and it's removed from table. If it doesn't, max hours goes down by 1 hour. So if sandbox is set to 336h (14 days) and you qualify for a trait, it will get added to table, and from now on every hour it'll roll to see if you get it. 1st roll chance is 1 in 336, 2nd roll is 1 in 335, and so on. So it adds a bit of randomness in traits acquisition. For more details read info in new sandbox options (Evolving Traits World - Systems). This only affects traits that can be only gained or only lost. For traits that can be both gained and lost it doesn't apply, and they are gained/lost instantly as before.
- Bloodlust, Fog, Rain traits optimization.
- Bloodlust effect now has sandbox setting to adjust how much it reduced unhappiness/stress/panic.
- Split debug into two options, old one still will print all the counters in console.txt, new one will print additional information that only useful for bug reports. Usually you don't want to have it enabled. By default, it's disabled.
- Sleep System is now synced with vanilla "SleepNeeded" server setting. If SleepNeeded is disabled, everything related to SleepSystem is automatically disabled.
- Tidied-up and categorized console printouts, additionally added few more printouts in some old code where it's missing and might be useful.
- Minor code optimizations.
- Google sheet now has all new traits descriptions.
Fixes:
- Rain and Fog traits logic was disabled, so they were doing nothing (huh?).
- Fixed incorrect smoker addiction counter calculations (if you were panicked/stressed, you were losing smoker faster instead of losing it slower)
Mod Conflicts:
- Should be now compatible with all versions of Superb Survivors or whatever other mod that adds NPCs.
Translations:
- Looking for someone to help to maintain RU translation.
- Looking for translators for other languages.

更新: 2023年6月3日 @ 20時51分

v.4.3.8

Fixes:
- Slow/Fast learner were missing Cooking from unlock calculations

更新: 2023年5月19日 @ 10時45分

v.4.3.7

General:
- Added console prints for ISFixAction:perform(), so now you can check console to see if my scripts pick up you repairing items/cars.
Translations:
- Somehow lost CN and CH translation files, added them back.

更新: 2023年5月11日 @ 4時02分

v.4.3.6

Fixes:
- Fixed kills calculation for Bravery system (was counting firearm kills twice)

更新: 2023年4月30日 @ 5時55分

Updated mod version in mod files to 4.3.5

更新: 2023年4月30日 @ 5時54分

v.4.3.5

Fixes:
- Replaced all onCharacterDeath with onPlayerDeath (this was clearing all mod events/logic when ANY character dies, instead of doing it when player dies), everything should be working now.