Project Zomboid

Project Zomboid

Somewhat Traits [B42 Compatible]
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Update: 13 Oct @ 3:00am

+ B42: fixed an error with Winter Spawn Sandbox Setting

Update: 8 Oct @ 3:00am

+ Frog Companion: added extra check for the upcoming complementary mod
+ new: Gardener - Twice faster watering actions

Update: 28 Sep @ 3:00am

+ fixed an error caused by b42.12 update

Update: 26 Sep @ 3:01am

+ b42 trait name change Crafty > Productive

ensures that it can be picked together with the new vanilla Crafty trait

Update: 16 Sep @ 11:08am

+ Winter Spawn: replaced Padded set with Green Santa set
+ fixed trait description typo
+ removed redundant code from gaining Speed Demon
+ restructured Hemophobic code

Update: 16 Sep @ 11:06am

Update: 11 Sep @ 3:01am

Thanks everyone for the patience and sorry again if I have caused restarts on your servers in the past couple of weeks, I was too focused on polishing the mod and didn't notice that the amount of users grew far outside of just the server it was made for.
I will try to push future small updates together with popular mods (i.e. ki5/damnlib/common sense/craft helper etc) to minimize the additional restarts for most servers out there. Crucial updates like this one might happen at 10am UTC.

+ rewrote the logic behind the trait functions calling and added extra checks to workaround some random pz juju* (thanks @sbevebeesechurger and others for reports)
+ fixed a bug where stress reduction/addition traits would substantially impact stress for characters with Smoker** (thanks @spiciernoodles for report)
+ Frog Companion: fixed an oversight in the check which allowed to benefit from the trait by renaming any item to Frog and not benefit from the actual frog if it was renamed (kek, thanks @Bill for report)
+ Drunkenness: now characters lose drunkenness twice faster while asleep (though that I already implemented it, thanks @minne for reminding to check)
+ Drunkard: added extra check for the weapon drop (thanks again @Bill)
+ code cleanup

*Apparently sometimes for some reason some events like `EveryOneMinute` can be called twice instead of once, this occasionally caused players to experience the doubled values/chances from the traits, basically twice stronger effect than intended, so far with the new implementation I was not able to reproduce this behavior.

**After looking into decompiled game code I found that `getStress()` returns `stress + stressFromCigarettes` instead of just `stress`, which was a surprise. As a result smokers had to smoke more often than they would in vanilla. This is no longer the case and stress reduction/addition traits should work as intended and only affect regular stress unrelated to smoking.

Update: 8 Sep @ 10:53am

+ Speed Demon: increased the required speed to have a chance to gain the trait

Update: 7 Sep @ 3:00pm

+ fixed a bug where sometimes effects of the traits would persist after death even if those traits are not present anymore
+ Squirrel: slightly improved fatigue compensation

Update: 6 Sep @ 12:42pm

+ Drunkard: fixed a typo which prevented the weapon drop
+ Adaptive Metabolism: fixed a typo which made it disengage too early, improved calorie preservation when running/sprinting
+ Trekker: slightly improved endurance compensation, it won't happen when attacking anymore
+ Pacer: improved endurance compensation when sprinting