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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.
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.
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!
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]
[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]