Project Zomboid

Project Zomboid

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Craftable Produce Sacks
   
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27. Juni 2022 um 5:27
4. Feb. um 7:00
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Craftable Produce Sacks

Beschreibung
This mod allows you the ability to create the existing produce sacks in the game, which decay in the same way as normal produce, allowing a balanced experience

Adds the ability to craft the already existing Sacks of Produce in a balanced way that works with the vanilla game. An empty sack, a needle, some thread, and whatever produce you want to pack are required. A small amount of thread is used for each sack. The rest is handled using the existing game assets. All existing produce sack recipes have been added.

Purpose

The vanilla game contains a variety of Sacks of Produce that spawn in various areas. These sacks are able to degrade like the produce they contain. Often by the time the player finds these sacks, they have decayed. These sacks are a slight reduction in space and weight used, and are also much easier to handle. This models how much easier it is to handle sacks in the real world.

This mod simply makes these existing produce stacks craftable in a balanced way by requiring some resources to put the sacks together.

Making a Sack of Produce

You need the following to craft a sack of produce:
  • A needle*
  • An empty sack
  • At least x1 units of Thread
  • Quantity of Produce
* designates the item is not consumed during crafting

The amount of produce you need varies, based on the amount of produce the sack normally produces as the vanilla sacks are not always the same amount.

Balance Notes

A regular consumable to put a sack of produce together is thread, which you do not get back when you open the sack. This helps somewhat with balance. Players can also only make as many sacks of produce that they already have sacks for.

Mod Details for Servers

The mod is fully compatible with multiplayer and be added or removed to existing games with no issue.

Workshop ID: 2826801787
Mod ID: CraftableProduceSacks
Beliebte Diskussionen Alle anzeigen (1)
1
8. Aug. um 8:13
Certain Sack Recipes not Net Positive Encumberance
refpuz
23 Kommentare
refpuz 8. Aug. um 8:24 
In case anyone else noticed, I created a patch for this mod which fixes some crop sacks weighing more than if one just left the crops loose in inventory. E.g. Cabbage vanilla recipe was 8 crops, which was 1.6 loose. Crafting this into a sack would make it weigh 2.0 making it take up MORE space. With my patch, a Sack of Cabbage now holds 12 crops instead of 8. 12 cabbages weigh 2.4 loose but in a sack weighs 2, bringing it in line with other sacks. The same logic follows for the other crops with this issue. You can find my mod below. Please see the change notes for the exact value changes per sack.

https://steamproxy.net/sharedfiles/filedetails/?id=3305206932
Rocket  [Autor] 8. Mai um 20:03 
The sacks can be frozen, yes. In fact that is the intention. And the food will spoil at the same rate as the food itself.

The sacks of produce are actually in the base game, I just made recipes that let you turn produce into the sacks of produce.

Slightly unpopular but to help with balance, I added it so you require some thread to "make" a sake of produce. So the Empty sack is reusable, but the thread is not. Thread is "renewable" from zombies, and so i felt this was a nice middle ground for balance.

I use it on my server a lot, I think it's pretty balanced.
GIN 8. Mai um 14:28 
Question about the balance, the food at the sacks get spoil with the time? and also the food inside (like cabage) can get frozen at the fridge? Im worried about that because dont want something that can unbalance my server :lunar2019deadpanpig:
TimeKepeer 17. Sep. 2023 um 1:49 
I noticed that you can put half used (or eaten) potatoes in sacks. When the sack is open, the half empty potatoes become full. Nothing gamebreaking, but still deserves fixing I believe. Maybe, make it so only unused/uneaten produce can be put in sacks?
Rocket  [Autor] 31. März 2023 um 21:06 
Note I've finally fixed the strawberry sack bug
Myst Leissa 14. Nov. 2022 um 23:55 
https://steamproxy.net/id/myp_myp_myp - The Bags are opened with barehands through the crafting window.
Myst Leissa 14. Nov. 2022 um 23:44 
Also generally speaking there's no realistic reason to have thread in a sack cloth to begin with, Most Farmer's sacks (the kind protrayed in PZ) have internal binding mechanisms. The Real Question is why doesn't PZ Vanilla allow you to just shove back in the bag what you just took out.
Myst Leissa 14. Nov. 2022 um 23:42 
The Thread seems like needless balance, especially since you don't get back out what you put in...
Денчик 12. Nov. 2022 um 5:28 
Guys.. how to open these bags???
Scissors, knife, saws and axes DO NOT allow to open bags with potatoes or any other product.
refpuz 1. Nov. 2022 um 12:53 
FYI, your mod has an easy fix. The variable for strawberries in the sackrecipes.txt file is spelled incorrectly. It should be "farming.Strewberrie", not farming.Strawberry. Not sure why they named strawberries that in the code but I fixed it locally and it works now. I might upload a fix later but for anyone reading this, you just have to edit that variable name in the recipe text file located in the workshop folder for this mod.