Project Zomboid

Project Zomboid

Time Decreases Vehicle Condition [B42]
27 Comments
Maltebyte 21 May @ 10:59am 
will this work with other mods and military vehicle mods?
Jilfo 1 May @ 2:45pm 
Hola amigo sera posible hacer un mod a parte o agregar una opción a este mod que solo quite la carga a todas las baterías, porque la opción que hay es que desaparezca la batería. Gracias!!:spiffo:
Redacted 22 Apr @ 8:12am 
@Champy - My handle/name is 'Redacted' (which is not by coincidence) :P
But feel free ofc :happy_seagull:
Champy  [author] 22 Apr @ 8:10am 
@Redacted All right, thanks, if I update it I'll make sure to mention you
Redacted 22 Apr @ 8:08am 
@Champy cool. No guarantees, but I'll make a note in case I have time and feel like it. :steamthumbsup:
Champy  [author] 22 Apr @ 8:06am 
@Redacted All right I've opened up a discussion
Redacted 22 Apr @ 8:05am 
What I mean is 'interfacing' the mod options in a proper way or something, when I say 'something about .lua I don't realize'. I don't know how efficient coding in .lua works (OOP etc).
Redacted 22 Apr @ 8:02am 
@Champy open one of those 'discussion' tabs in case I decide to write a taxonomy for fun. It should be a reasonable simple tweak for an average coder to nest some of the rng'd sequential conditions and add simple if statements between them (basically all that needs to be done). Besides that maybe troubleshooting and rewiring the mod options/configs and/or something I don't realize about .lua modding. The fix should be fairly straightforward logic-wise.
Champy  [author] 22 Apr @ 7:58am 
@Redacted Yeah I understand. The permission is out there for anyone to take at least.
Redacted 22 Apr @ 7:55am 
@Champy I'm cursed in a similar way. Today I found myself able to finally get some B42 modlist redownloading done, thanks to easter. I can try to write a taxonmy, but since I'm not a PZ-modder familiar with lua, I don't see myself editing mods anytime soon. Who knows if I ever feel like it, but I can't say I will for certain. (Would not be fair).
Champy  [author] 22 Apr @ 7:51am 
@Redacted I'll add it to the todo list for this mod. Sadly I don't find myself modding PZ much these days, I just can't find the time for it anymore. If you know how to code feel free to edit the files and republish it.
Redacted 22 Apr @ 7:47am 
Yeah I know. It was very much next level stuff back when. But as with many mods, they get updated and improved. I think it's not that hard to create a reasonable taxonomy (seems kinda fun really, since car mechanics is really fleshed out and detailed). If you were to add such taxonomy, this would probably be the sickest thing in terms of immersion, since it could make reasonable configs for all kinds of playstyles (one week before, day 1, year later, 10y later, etc)
Champy  [author] 22 Apr @ 7:45am 
@Redacted Fair enough, originally this mod was just a customizable version of Planetalgol's Worse Vehicle Condition , with random chances and no emphasis on immersion
Redacted 22 Apr @ 7:36am 
@Champy I'm not sure if that will provide the suggested results. I remember playing and just random parts being degraded, while others where in peak condition, Left driver seat broken, but windows at full condition. Makes no sense in a sense of immersion. Could be easily solved with some nesting in the loops for the scripts. At least, that's my initial take without looking at the code.
Champy  [author] 22 Apr @ 7:32am 
@Redacted Feel free to edit the multipliers in the sandbox settings to your liking
Redacted 22 Apr @ 12:58am 
I think the quality decresases should have limitations and spread more equally, or rather, when the quality of the hood decreases, only then the engine quality is effected. The quality of front/back lights should barely lower, tires should be more prone to deflate, and only decrease in quality (or more) when they touch the actual ground (i.e. deflated). A more rigid taxonomy in carparts could create a more immersive result, instead of the rng it apparantly uses now. You could add rng inversely to create 'rare' uneffected carparts instead. Just a brainfart. I want this mod, but it just isn't immersive to me like it should be. So I :bleach:
Juani 28 Mar @ 7:31pm 
Is it possible also to remove windows if door has been eliminated?
Juani 28 Mar @ 6:42pm 
Would be great to differenciate the chances because its not that inmersive to see engine doors missing as much as being damaged. Also great AI image. Who cares, it fits well.
Champy  [author] 26 Mar @ 12:42pm 
I had fun with a friend of mine for the silly cover image. Who cares. Not me
Blackbird 24 Mar @ 9:07pm 
AI SLOP
kentuckyzombiekiller 24 Mar @ 7:50pm 
was the ai necessary
DRAGO1212 22 Mar @ 8:10am 
thanks man
TheDarkness 22 Mar @ 5:00am 
Yo !! Thanks man very much for this
Champy  [author] 22 Mar @ 3:02am 
@Cobraa071 That is an interesting idea for sure, I like it. I can envision how to code it, too. But it would require time and unfortunately I only have time for basic ports to b42 these days.
bubby_pz33 21 Mar @ 4:08pm 
Its about time. Been waiting for this
Cobraa0071 21 Mar @ 12:29pm 
and will there be some similar mod that makes cars that have already been found by the player wear out a little bit or do you not plan to create something similar?

for example, if in the open air, car parts would be damaged by 1 percent after a week or a month, like corrosion if you don't put it in a garage.

or, for example, tires would deflate slowly, and if tires have less durability, they deflate more often.

and so on. like the car wears out, albeit very slowly, but it would be more interesting I think
Mtgiri 20 Mar @ 12:48pm 
YES SIR!!!