Project Zomboid

Project Zomboid

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Generator Tweaks - Core
   
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9 SEP a las 14:16
16 SEP a las 9:35
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Generator Tweaks - Core

Descripción
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
12 comentarios
victor 26 OCT a las 11:24 
I can confirm the same issue mentioned in the other comments: the mod is broken after the latest update. When trying to open "Generator Info," the logs are flooded with errors, all pointing to the zombie folder file, and the game eventually crashes.

I recommend that anyone planning to try this mod back up their original file first. I didn’t, and I had to verify my game files.
Yumi OWO 25 OCT a las 20:09 
Update plz
Rhinehart666 8 OCT a las 21:47 
Really interested in this mod, hope it gets updated :)
Sophia (Sophel) 30 SEP a las 18:13 
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 a las 18:49 
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 a las 3:00 
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  [autor] 17 SEP a las 15:31 
@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 a las 11:50 
@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  [autor] 17 SEP a las 11:13 
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  [autor] 17 SEP a las 11:13 
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]