Survivalist: Invisible Strain

Survivalist: Invisible Strain

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SIS Loot Respawn
   
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标签: IsMod
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2024 年 9 月 23 日 上午 5:24
2024 年 9 月 23 日 上午 5:30
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SIS Loot Respawn

描述
What is this?
This mod adds a simple loot respawn mechanic to the game. Buildings that have been investigated in the past and that belong to no community will have loot respawned after a few days, as along as no characters are nearby or inside of it.

When a building gets loot respawned in it, it will lose the investigated status so you will have to enter it again to scavenge.

You can tweak the interval between loot respawns among other things through the configuration.

Can be added to current saves.

Not tested in coop.

Settings
The settings file can be found in the mod folder under "Settings_LootRespawn.xml"
  • RespawnDays. The days between loot respawn. (default 5)
  • MaxItemsInInventoryForRespawn. The maximum number of items a building can have inside to allow respawning. (default 2)
  • NoRespawnIfCharactersNearby. If loot will NOT respawn in buildings with characters nearby. (default true)
  • NoRespawnIfCharactersNearbyRadius. If previous setting is "True", then the radius to check for characters that are nearby. (default 3)

Compatibility
Shouldn't have any incompatibilities. Report any issues in the comments section!
13 条留言
Heretic 10 月 30 日 下午 12:18 
Interesting, maybe it's because I'm using the public beta build. I did also have your scavenge bodies and map settings mods enabled at the time as well. Other than that I had started a new game and played around for a little bit before needing to exit my game for family reasons and left the game running on the main menu... When I loaded my save, I immediately noticed every explored building was reset, but vehicles seemed to remain investigated. I also made a mistake earlier when I said I changed the "2" value, I meant I changed the default of "5" days to 84.
SweetCaptn  [作者] 10 月 30 日 上午 3:04 
I've been testing it but I'm not having any of those problems. The mod only respawns loot in already visited buildings, and I've also saved / reloaded the game multiple times. Not sure where your issues are coming from, but if there's any other details you could give me I'd continue looking into it
Heretic 10 月 30 日 上午 2:49 
I unsubscribed already, but all I did was change the default "2" to 84
SweetCaptn  [作者] 10 月 30 日 上午 1:10 
Sounds like an issue, could you send me the contents of your settings file? It should only respawn loot of already investigated buildings
Heretic 10 月 29 日 下午 10:05 
This mod resets all map loot regardless of settings every time the save is loaded. I set my world to respawn loot yearly (every 84 days) and every time I load my save, all buildings need to be investigated again with fresh loot.
Wilku21 10 月 19 日 上午 4:58 
Can this be added to Story Mode?
mirlong 10 月 17 日 上午 8:34 
very good mod , greatly increase fun in middle or late game , when you have enough anmo stop wasting time on kill AI ,take your guns and follows kill over the town and gain reward
AJ 10 月 16 日 下午 5:37 
i dont think this is working anymore as well, this is the code i have put, let me know if i need to change anything to make it work, i set it at 1 day for loot to respawn and yes for loot to respawn if im close. and to spawn 20 items.

<RespawnDays>1</RespawnDays>
<MaxItemsInInventoryForRespawn>20</MaxItemsInInventoryForRespawn>
<NoRespawnIfCharactersNearby>false</NoRespawnIfCharactersNearby>
<NoRespawnIfCharactersNearbyRadius>1</NoRespawnIfCharactersNearbyRadius>
</SISLootRespawn_Settings>
Roque the Rogue 6 月 6 日 上午 7:50 
It's working, if anyone asks, its the zombies that replenish the shelves
A Tutorial Boss 5 月 29 日 上午 7:23 
This seems to still be working as of the time of this writing, beta branch..248