Project Zomboid

Project Zomboid

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Zomboid Forge [Beta]
   
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Zomboid Forge [Beta]

Descrizione
In The Last of Us apocalypse, the infected are not the only threats. This mod is an addon for Bandits which replaces some of the clans with The Last of Us factions.




Installation guide:
Load this mod AFTER Bandits so it can properly replace the clans.

Each factions are not set with TLOU lore accurate settings by default in the sandbox options. It's a limitation from Project Zomboid as I can't change the default options by modifying Bandits sandbox options. You'll have to set them up manually.

For balancing, refer to the lore description of groups and the suggested settings for each below. Their chance of spawning, you should be the ones to customize those. Some groups are very strong, so setting those as potential friendlies will make your life way too easy and if you set them as only hostile, make sure to tweak their spawning rate or to make them start spawning after a few in-game days.




Fireflies
A revolutionary militia fighting to overthrow FEDRA and restore freedoms, known for their use of guerrilla tactics.

Suggested settings
High chance of spawning with rifles and always spawn with pistols. Group size of 2 to 5. AI model: random.

Decently dangerous group. Decent loot.
FEDRA
The militarized government agency that enforces order through strict, often brutal, control over quarantine zones.

Suggested settings
Always spawns with rifles and always spawns with pistols. Group size of 2 to 10. AI model: wanderer, raider or guard.

Extremely dangerous group. Decent loot.
Seraphites
A religious cult that rejects modern technology and practices ritualistic violence to maintain their beliefs.

Suggested settings
Never spawn with guns, or very low chance for pistols with low ammo count. Group size of 2 to 10. AI model: random.

Extremely dangerous group. High loot.
WLF (Washington Liberation Front)
A militaristic group opposing FEDRA, aiming to establish its own rule in Seattle.

Suggested settings
High chance of spawning with rifles and always spawn with pistols. Group size of 2 to 5. AI model: random.

Very dangerous group. Decent loot.
Hunters
Ruthless survivors who attack and rob travelers, using brutal tactics to ensure their own survival.

Suggested settings
Never spawn with rifles and very low chance for pistols with low ammo count. Group size of 2 to 4. AI model: random.

Mildly dangerous group. Low loot.
Preppers (such as Bill)
Individuals who isolated themselves before the outbreak, relying on extensive stockpiles and fortified defenses.

Suggested settings
Always spawns with rifles and pistols. Group size of 1, highly suggested to be kept to that setting. AI model: random.

Extremely dangerous group. High loot.
Rattlers
A slave-trading gang in California that captures survivors and forces them into labor.

Suggested settings
High chance of spawning with rifles and always spawn with pistols. Group size of 2 to 6. AI model: random.

Decently dangerous group. Low loot.
Cannibals (David's group)
Desperate groups or individuals who resort to consuming human flesh to survive.

Suggested settings
Medium chance of spawning with rifles and pistols. Group size of 1 to 5. AI model: random.

Mildly dangerous group. Low loot.
Jackson's Community
A peaceful, cooperative settlement focused on rebuilding society through trust and shared resources.

Suggested settings
Always spawn rifles and pistols. Group size of 3 to 7. AI model: wanderer or guard.

Extremely dangerous group. Decent loot.




Native compatibility with Infection Scanner ! FEDRA soldiers will have a chance to drop an infection scanner.





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THIS IS THE BETA VERSION OF ZOMBOID FORGE USED FOR TESTING


Workshop ID: 3258500396
Mod ID: ZomboidForge_beta
Mod ID: ZomboidForge_Zomboids
9 commenti
Ssaulabby 5 giu, ore 16:22 
@Sir Doggy Jvla Thanks alot :)
Sir Doggy Jvla  [autore] 5 giu, ore 1:11 
I linked the non beta version in the description
Sir Doggy Jvla  [autore] 5 giu, ore 1:07 
@Ssaulabby
Yeah go on, I started writing a guide but it's incomplete for now
Everything eventually goes back to ZomboidForge, it's the core of the mod then ZomboidForge_tools
Ssaulabby 5 giu, ore 0:58 
@Sir Doggy Jvla I see, If you don't mind, can I look through your codes to figure out how you re-did your damage system? If it's ok, which .lua should I look into? Although I think it would be handled in ZomboidForge.lua
Sir Doggy Jvla  [autore] 5 giu, ore 0:07 
@Saulabby
No, I wrote an entirely new damage system because setting the health of zombies can't work properly as damage from weapons will increase, a feature you might want on your zombies for people making custom zombies, but a feature I didn't want on my zombies
The problem in MP too is that setting health of zombies to a higher number with desync them so I can't setHealth them and have to manage their HP manually for tge zombies that should have custom HP
Ssaulabby 4 giu, ore 17:13 
@Sir Doggy Jvla I have question about your method of setting zombie HP . From what I understand their HP are hard coded onto the game. Are you bypassing this by reducing player's hit damage to zombies?
Ssaulabby 3 giu, ore 2:36 
@Sir Doggy Jvla i see i see :) ty for the info
Sir Doggy Jvla  [autore] 3 giu, ore 0:39 
@Ssaulabby
1. This mod is meant to be used alongside the beta for TLOU Infected
2. This mod will not work alone
3. The customBehavior part is commented out, bcs it's not used for this zombie, and I have a check for customBehaviors in my zombie update code to verify if there is a customBehavior else skip this part
Ssaulabby 3 giu, ore 0:01 
@Sir_Doggy Jvla

I found that your ZomboidForge.lua CustomBehavior table is producing "nil" thus, causing error.
Found out your ZomboidForge_tools.lua has its customBehavior table set as Comment.