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Mods & Plugins für Project Zomboid

52.000+ Mods verfügbar Quelle: Steam Workshop ↗

Dieser Katalog listet 52.000+ Project Zomboid-Projekte von Steam Workshop. Einträge können serverseitig, clientseitig oder auf beiden Seiten erforderlich sein und auch Karten oder andere nutzergenerierte Inhalte umfassen. Prüfe vor der Installation die verlinkte Quellseite, Spielversion und Abhängigkeiten.

Just My Cat's Plushies – Project Zomboid Mod

Just My Cat's Plushies

von 76561198106690944

Hey you, yes you survivor, are you feeling lonely? Want to showcase your findings or the bases you build to someone? Have no one to defend your back? Lacking friends?! Well fear not, because I bring you... four new fluffy friends to hang out with! Find them in your world! These little fellows will spawn in daycares, toy stores, perhaps a house or two (can't promise anything tho), heck even inside prison cells! Don't judge them though they get kinda lonely. And if you're wondering, you can install this mod in an already created save/world and still have a chance to find them! You have a very low chance to find them on zombies, but hey it's something, could be worse. Overall, these plushies have a tiny amount of lore before the outbreak; the Kitsune and Pop-cat plushies were most popular among kids and families, while the Demon and Annoying Goose were not. What does that mean? Well, you can find the most popular plushies inside daycares and/or kids places, but toy stores lack them a lot since they had far more sells. Do expect to look a while for any of them though, because they're rather rare (trust me bro they DO spawn, so don't lose hope). Noir's Attachments support! That's right! You can take your little pals and bring them with you as you explore the world, find interesting things, loot an entire house (you would take the whole house if you could you hoarder), or just cause the extinction of the knox virus! They will be there to give you company. If you have the mod installed, simply make sure you've got an available utility slot on any backpack (supported by Noir's Attachments), right click the plushie and attach it! Compatibility with this mod is not official. Thanks a lot to Macgyverthehero for the item icons! Check out his Workshop, he's made a bunch of amazing mods. Also, go ahead and check out My Workshop for more of my mods! Keep thy head up, survivor, for thee will no longer be alone in thy journey! Changelog 1.1 - Added new item icons Workshop ID: 3011002547 Mod ID: JMCPlushies

5,684 Downloads Details →
more creditcrads and wallet – Project Zomboid Mod

more creditcrads and wallet

von 76561198343613469

zombie loot creditcrads +10% zombie loot wallet +10% Workshop ID: 2869872170 Mod ID: more_wallet and creditcrads

6,057 Downloads Details →
True Music K-POP 2001~2010 – Project Zomboid Mod

True Music K-POP 2001~2010

von 76561198081945706

한국가요 2001년부터 2010년까지 각 년도별로 10곡씩 총 100곡입니다.(트로트는 없습니다.) 사진출처 <a href="https://kr.freepik.com/free-vector/k-pop-music-concept-with-headphones_9694913.htm#page=3&query=music&position=42&from_view=keyword&track=sph">Freepik</a> Workshop ID: 2953803657 Mod ID: korea music

5,851 Downloads Details →
Horde Night Fixed B42 – Project Zomboid Mod

Horde Night Fixed B42

von 76561198121972048

just fixed the zombie spawn that broken in the new version Error: Horde Night works by spawning zombies and making sounds towards the player to attract the horde. In the new version of PZ, the chunks for spawning zombies are not being found, meaning it attracts zombies but doesn't spawn them - it will only attract existing ones from the map. Workshop ID: 3518609649 Mod ID: HordeNightB42Fix Mod ID: HordeNightB42Fix

4,832 Downloads Details →
Dishonorable Duelist – Project Zomboid Mod

Dishonorable Duelist

von 76561198140462275

adds a durable short blade rapier that can be found rarely in bedrooms and uncommonly at sport equipment stores. Workshop ID: 2985166773 Mod ID: FrensFerocity

5,285 Downloads Details →
Siphon Need Hose - Glowup – Project Zomboid Mod

Siphon Need Hose - Glowup

von 76561198008617270

Based on the mod uploaded by WCM DakotaWolf which is a reupload of a mod by PlanetAlgol. Thank you to people who confirmed the original authorship. This mod adds requirement to have rubber hose in your inventory in order to siphon gas from vehicle tanks into a can. Hoses gam be found in garages, sheds, mechanics shops and some other places. I have updated distribution table to have more spawn options, but it is still not super common - especially on lower loot settings, but it should still be doable even on insanely rare loot. Also - since I didn't confirm it personally - rubber hose should be a possible foraging find on roads and in urban areas. Based on above - it is possible to add this mod mid-save but you might struggle finding the hose if you already explored a lot of areas. So it is not recommended. Fixed a bug that prevented vehicles being filled straight from the pump. Added compatability with Fuel Types Flamework. Added compatability with Autotsar's Trailers. Filling a can from a fuel trailer is possible without a nose, but refueling vehicle straight from the trailer tank also required a hose. Technically should work with FuelAPI though there might be problems with storing fuel in barrels... Workshop ID: 3334381671 Mod ID: SiphoningNeedsHoses

4,859 Downloads Details →
Sensible Rain Collectors B42.19+ MP – Project Zomboid Mod

Sensible Rain Collectors B42.19+ MP

von 76561197970340915

Purpose-built rain collectors should not collect rain slower than a bucket. In vanilla B42, purpose-built rain collectors gather water far slower than ordinary buckets (~2.5x slower), which makes no sense to me. This mod adjusts the four vanilla rain collectors so they collect rain at the same rate as a bucket. Capacity is unchanged. So far as I'm aware, no other mod fixes this issue. Help Others Find This Mod: Click "Like" If you'd like to help others find the mod, click like. If you favourite it, please like it too. Steam's "Most Popular" rankings have a big impact on mod visibility. For several days now the mod has averaged around 70% of visitors subscribing. However, the mod has had very limited visibility since release, I don't think I would have found it myself yet, if I didn't create it. Broad Compatibility The mod has a very small footprint and only changes the rain-collection rate of the four vanilla purpose-built collectors. It's very unlikely to cause issues with any mod that doesn't change the same values, and I've not seen any that changes them. Specifically confirmed working with other popular or companion mods: • PlumbingFixed • LG Extended Plumbing with thanks to Ocean Of Notions (see comments) • Common Sense • Rain Cleans Blood • My modestly large list of other installed mods Designed for B42.19 and B42.20. Safe to Add or Remove from an Existing Save Existing vanilla rain collectors are corrected as their squares load, so there is no need to start a new game or rebuild existing collectors. I tested installing and removing it mid-save on my long-standing B42.19 game with no issues. Ocean Of Notions tested and confirmed the same on B42.20, with thanks (see comments). Multiplayer Compatibility Designed for multiplayer compatibility. The mod runs server-side and synchronises the changed rain-collector values. Confirmed working in MP by eggpie, with thanks (see comments). Workshop ID: 3779713287 Mod ID: SensibleRainCollectorsB42 Bugs or Issues In the unlikely event that you encounter any issues with the mod, compatibility, or multiplayer, please post the details and relevant log extract in the comments, including a link to any conflicting mod. Thank You I made this for my own game and almost didn't bother to post it, thinking no one would find it among the 18,000+ B42 mods on offer. The response since release has been far beyond anything I anticipated. So thank you. 🙏 My Mods Sensible Rain Collectors B42 (click here) A standalone mod that makes purpose-built rain collectors gather water at the same rate as ordinary buckets instead of the vanilla behaviour where they collect water ~2.5x slower than a bucket, which makes no sense. Eggon's All Doors Are Yours - B42 Compatibility Guard (Unofficial) (click here) A patch mod that fixes a repeatable B42.19/B42.20 EADAY Lua error caused by incompatible world objects entering its door/item validation path, while leaving normal door behaviour unchanged. Repairable Windows - B42.19 Compatibility Fix (click here) A patch mod for B42.19 only that fixes the Repairable Windows startup Lua error while preserving the original mod's functionality. Unofficial Better Vehicle Dynamics Fix - B42.19 ONLY (click here) A patch mod for B42.19 only, providing a complete replacement package for Better Vehicle Dynamics that restores the working Java and Lua components together and removes the console errors affecting the current release on B42.19. Push Vehicle - B42.19 Compatibility Fix (Unofficial) (click here) A patch mod for B42.19 only that adapts Push Vehicle's newer B42.20 API calls for B42.19 while preserving the original mod's mechanics, balancing and behaviour. Workshop ID: 3779713287 Mod ID: SensibleRainCollectorsB42

12,824 Downloads Details →
1971 Chevy Impala – Project Zomboid Mod

1971 Chevy Impala

von 76561197963499645

Hey guys, this mod is 100% OBSOLETE GARBAGE MESS. But don't fret, the this sucker (and much more) it's actually in my compilation mod, and the model there doesn't look like it's parents were blood relations. So unsubscribe from this and subscribe to this lil' guy down here! \/ https://steamcommunity.com/sharedfiles/filedetails/?id=1510950729 Hey there, I replaced the taxis with two versions of the 1971 Chevy Imapala. One hard top, one vinyl. It's also a little heavier, but has more horsepower. Currently, the windows, damage and lights overlays don't work. I think we've gotta wait for an update from TIS. HEY GUYS HERE'S A DISCORD SO YOU CAN ASK QUESTIONS, POST SUGGESTIONS CRITIQUE AND SEE WORK IN PROGRESS! YOU SHOULD JOIN IT! https://discord.gg/WKjTuqW Workshop ID: 1418420240 Mod ID: 1971impala

4,257 Downloads Details →
Discomfort Zero – Project Zomboid Mod

Discomfort Zero

von 76561198062695591

The mod has been integrated as a sandbox option, starting from build 42.1.0 Can be used in challenge-type mods where sandbox settings are not available. All Discomfort levels will be set to 0. It is compatible with existing saves Workshop ID: 3406470018 Mod ID: DiscomfortModifierZero

3,428 Downloads Details →
MRT.NoisyNeighbors: Multiple Generators – Project Zomboid Mod

MRT.NoisyNeighbors: Multiple Generators

von 76561198007755703

MRT.NoisyNeighbors: Multiple Generators More generators, more brrrr. Allows multiple generators to work together. Returned from a run to find your only generator has stopped? No lights, no powered refrigerators — because your entire system depended on a single point of failure. MRT.NoisyNeighbors turns multiple generators into one automatic system. Install a controller, link nearby generators, and leave one in reserve. When the active generator runs out of fuel, becomes damaged, or is destroyed, the controller automatically hands power over to the next one. A controller currently supports up to two generators: one runs while the other protects your base. What the system gives you - Automatic handoff between active and reserve generators. - Manual load transfer to another connected generator. - Combined fuel reserve, consumption, and estimated runtime in the controller window. - Atmospheric controller sounds for starting, running, and switching power, plus a metal electrical-panel interface sound. - The controller window shows which generator type is connected to each system line. - State persists through server restarts and world loading. - Refrigerators and freezers work correctly. - The controller is outdoor equipment and can only be installed outside. - Full support for single-player, multiplayer, and dedicated servers. - Optimised for multiplayer: the server processes only this mod's controllers and their events, with no constant world scans or unnecessary network sync. New in 0.3.0 This update includes major optimisation work on the server side of the mod. Controllers, refrigerators, and their visual objects are now handled through targeted lookups instead of broad repeated checks of loaded squares. I expect the mod to run noticeably better, with much less lag, on large servers and servers with weaker hardware. Please share your test results and send bug reports - feedback from busy dedicated servers is especially valuable. Crafting and setup Craft a Generator Controller Kit with Electrical 4. Install the controller outdoors, link generators within three tiles, then start the system. Linked generators can be refuelled through their context menu. Admin power A server administrator can enable infinite power for an individual controller. In this mode no linked generators are required, fuel is not consumed, and the controller does not wear out. The setting persists through restarts, making it useful for public shelters, trading zones, and other shared locations. Important Do not power the same refrigerator from a controller and a separate active vanilla generator at the same time. These overlapping setups have not been tested enough yet and may cause incorrect refrigerator behaviour. Compatibility - Build 42 only. - Confirmed working on Build 42.20 Stable and 42.19. Earlier Build 42 versions have not been tested. - Can be added to an existing save. - The mod can be removed from an existing save: controllers and their tiles will disappear. Planned - Next update: a controller for a three-generator backup system. A four-generator tier will follow. - A more atmospheric interface: a skeuomorphic controller window that feels like part of the game world. Enjoying the mod? Buy me a coffee ☕ Every coffee helps make the mod better. Workshop ID: 3765006871 Mod ID: MRT_MultipleGenerators

11,066 Downloads Details →
Skills Diary - Experience is Necessary – Project Zomboid Mod

Skills Diary - Experience is Necessary

von 76561198063483022

This mod allows you to saves your character progression into a writable literature items so anyone can read and gain experiences from it. How to save an Exp Book : - Make sure you have a writing item in your inventory, (Pens, Pencils, etc.) - Right click on a writable literature item that have not been written notes, (Empty Notebooks, etc.) - Click on "Write Experiences" and you'll get an Exp Book with all your available Skills. Unless there's nothing to write about... Note : if your character dies, it will also generate an Exp Book, so your new character can gain from it How to gain from an Exp Book : - Acquire an Exp Book, by any means... - Right click on it and click "Read Experiences". Note : you can only gain from other character's book, since looking at your own self you can only self reflect, not gain experience. P.S., Rename your new character, you're not a clone, right...? P.P.S., Look at Sandbox Options if you want to modify the behavior. P.P.P.S. Known bugs/limitations: - For some reason it spawns 2 Experience Paper on character death. - It may trigger Anti Cheat Type 22 when gaining many Skill types (not replicable, I only got it once). Unless this occurs consistently, you don't need to disable Anti Cheat Type 22. By using this mod, you agree to the LICENSE included in the mod's folder. For uses not covered by the LICENSE, please contact the author. Workshop ID: 2861537047 Mod ID: SkillsDiary

8,175 Downloads Details →
Sunday Drivers Car Skins – Project Zomboid Mod

Sunday Drivers Car Skins

von 76561198078819131

A pack of skins for the cars in the server Sunday Drivers, I'd strongly advise not using it if you don't know how skins override cars, and the issues it can create. Credit also goes to ALEX for the creation of some skins in the pack. If you want to check out the server it was made for, join our discord! https://discord.gg/JRU7qJAfFK We balance for a more hardcore experience, and have many in house mods and modders working on the server! Workshop ID: 2886613054 Mod ID: Heis_Sunday_Drivers_Car_Skins

5,003 Downloads Details →
san work – Project Zomboid Mod

san work

von 76561198030824333

san Workshop ID: 3331283816 Mod ID: ScrapGuns(new version) Mod ID: ScrapArmor(new version) Mod ID: ScrapWeapons(new version) Mod ID: TheWorkshop(new version)

6,317 Downloads Details →
After The Fall: Tiles, by NiteMan – Project Zomboid Mod

After The Fall: Tiles, by NiteMan

von 76561198344454821

Custom tiles designed for use in After The Fall server Workshop ID: 3694247207 Mod ID: atf_grandprix_tiles_nm

9,210 Downloads Details →
[B42.20] Bandits Fix Plus - Loot, Radar, Companions and Stealth – Project Zomboid Mod

[B42.20] Bandits Fix Plus - Loot, Radar, Companions and Stealth

von 76561198222817648

A bugfix and stability patch for Bandits, written from the Build 42.20 source. The community already had one of these - BanditsFix by MCZGabriel - but it targets 42.13.x and has not been updated since February. This is a fresh implementation for 42.20, with the same goal and a few fixes it never had. Credit to MCZGabriel for the idea; none of that mod's code is used here. Safe to add to a world already in progress, safe to remove. Every fix has its own switch in the in-game Mod Options panel. Dedicated servers: add it to the server's mod list as well, not only to the clients. Bandits are dressed and their corpse loot is decided on the server, so the clothing fix has to run there. Everything else is client side and works either way. The warning arrow actually works Bandits aims the red "hostiles nearby" arrow exactly once, at the tile the group spawned on, and then never touches it again - it does not even turn as you walk around, and it hangs there for half an hour after you have killed everybody. Now the arrow points at the nearest living bandit's current position, and the warning disappears the moment there is nothing left alive to warn you about. Corpses keep their clothes Bandits are zombies wearing a costume. They are spawned in a "Naked" outfit and dressed with item visuals, which are graphics with no real item behind them, so the corpse comes out bare. The code that was supposed to put the clothes on the body is still sitting in the mod, commented out. This puts it back. No loot is duplicated - the death loot list is rebuilt from scratch every time it is written. Companions stop wrecking your base Most of the demolition code checks whether the NPC is hostile first. Three branches do not: a barricaded door, a locked double door, and any other locked door. That is why your own ally walks up to your front door and chops it down. Friendly NPCs now leave player-built walls, doors, windows and barricades alone, and you can tighten that to "never damage anything" or turn it off entirely. Hostile raiders still break in. That is the whole point of them. No more running on the spot A light watchdog measures whether an NPC on a move order is actually covering ground. If it has not moved for a few seconds its path is dropped and it picks a new goal. No teleporting, no forced pathfinding. Soft guard posts A guard post is one exact tile, and pathfinding does not reliably land on one exact tile - so the companion is never quite "at" its post, goes back to following you, walks away, takes the post again, forever. Posts now have a tolerance of a tile or two, and a post somebody is already holding does not count as free. Nobody gets snapped into position. Bandits do not know where you are You are supposed to have the advantage of knowing where they are. They should not have the same advantage over you. Out of the box a Tracker hears you through walls from fifty-five tiles away, and in multiplayer the engine's own zombie AI keeps pathing bandits straight to players across the map. Now they find you the way zombies do: line of sight, sound at close range, or getting shot. They also remember where they last saw you and search there for a while, instead of forgetting you the instant you step behind a wall - so breaking line of sight is worth doing, and firefights do not fall apart. Gunshots and alarms still pull them in. Hearing a rifle three streets away and coming to look is fine; knowing which room you are standing in is not. Requirements Bandits by Slayer (Workshop 3268487204) is required. Do not run this together with the old BanditsFix - they patch the same things. Works with the companion mods True Companions and Bandits Creator are both supported, and were checked against line by line rather than assumed. Nothing here overwrites a function either of them overwrites. The stealth rules apply only to NPCs that are actually hunting you - a companion following you, standing in a passive stance or knocked down is never treated as a threat, so orders and following keep working when you break line of sight. Bandits Creator is untouched: nothing in this mod hooks a context menu or sits anywhere in the debug spawn path. Available in every language the game ships with. Corrections from native speakers are very welcome, drop them in the discussions and I will fold them in. Notes Does not alter the base AI - every patch keeps a reference to the original function and calls it, so with a fix switched off the behaviour is bit for bit the base mod's. Does not duplicate loot. Low performance impact: the heavy work runs a few times a second, not every frame. When a bandit is infected and killed by a zombie, a temporary zombie can appear without clothes; killing it restores the real body with its loot. That is how Bandits works internally and it is not a bug. Workshop ID: 3777752751 Mod ID: BanditsFixPlus

11,863 Downloads Details →
The Only Cure - MP Fixes (Build 42) – Project Zomboid Mod

The Only Cure - MP Fixes (Build 42)

von 76561198276185342

Six bug fixes for The Only Cure on Build 42, most of them multiplayer-only. - Right-clicking anywhere in the world produced no context menu at all, and threw an error every time. - On a server, Amputation and Prosthesis Familiarity earned no XP from anything except moving items between containers - no reloading, crafting, barricading, chopping, bandaging, stitching or picking things up. - A prosthesis you were still wearing stopped counting after a relog: the limb went back to unusable, the action speed bonus disappeared, and the health panel stopped listing it. Taking it off and putting it back on fixed it until the next relog. - Unequipping a prosthesis now correctly drops the items that hand can no longer hold. - A server error every time a bite or infection landed on a part The Only Cure cannot amputate, which stopped that state from being saved. - Singleplayer: moving items between containers granted no XP. Root causes and per-fix detail are in the change notes. Before you report a bug - Is it on the server and on every client, and loading after The Only Cure? That's been the answer most times so far. - Errors go in the ERROR Logs discussion, with the actual log file. Comments here get buried and there's nothing I can do with "it doesn't work". What this doesn't fix - Split-screen, where player 2 only gets "equip primary" in the inventory menu. The Only Cure builds that menu against player 1 no matter who opened it, and it does that inside a function I can't reach from a companion mod. It's in my upstream pull request. - The admin right-click menu, and cleaning someone else's stump. Both reported, not fixed yet, I'm looking at them. - Bugs from other mods. If the stack trace doesn't name TOC, it isn't this one. Requires - The Only Cure. Load the Fix after it. - Everyone on a server needs this, clients included - not just the host. Notes - Safe to add or remove mid-save. No new items, recipes or save data. - Works in singleplayer and co-op host too, though most of what it fixes is multiplayer-only. - A future update to The Only Cure may make this redundant, or need a rebuild against the new version. Credits The Only Cure is by ZioPao and contributors. All credit for the original mod belongs to them, and these fixes have been offered upstream. Source code github.com/Chaos02/pz-toc-mp-fixes GPL-3.0, the same licence as The Only Cure. Bug reports and pull requests welcome. Workshop ID: 3778287921 Mod ID: TOCRightClickFix

12,288 Downloads Details →
zRe Don't Set Zombies On Fire by kERHUS – Project Zomboid Mod

zRe Don't Set Zombies On Fire by kERHUS

von 76561198034347328

*PSHHH... PSHHH...* -Attention! Don't set zombies on fire! *PSHHHHHHHHH...* -I repeat! Don't set zombies on fire!!! _____________ Zombie start runing when they on fire. Sandbox options for zombie fire defence. You can support me: 2202 2053 2225 5867 SBER (MIR) https://boosty.to/kerhus/single-payment/donation/493985 Workshop ID: 2994202848 Mod ID: zReDontSetZombiesOnFireBykERHUS

3,247 Downloads Details →
[B42] An Exhilaratingly Organized Literature Mod – Project Zomboid Mod

[B42] An Exhilaratingly Organized Literature Mod

von 76561198060392111

Oh God Spiders No's An Exhilaratingly Organized Literature Mod Original Mod Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2071347174 The original author is no longer continuing the mod so I am trying my best to make this happen. New skill books and magazines have been renamed accordingly, I will not touch on the random non-skill books such as novels, other magazines, and comic book. They are already organized in a way that it would not mix in with the skill books in terms of sorting To do - Add custom icons to the new skill books - Fix the blue textures in book bundles when using custom icons for books - Change the icons for the new magazines in accordance with the mod Also as of now, the mod is ENGLISH ONLY. Other languages are still supported for B41 Workshop ID: 3400374270 Mod ID: LitSortOGSN_chocolate Mod ID: LitSortOGSN_diamond Mod ID: LitSortOGSN_gold Mod ID: LitSortOGSN_rice Mod ID: LitSortOGSN Mod ID: LitSortOGSN_readOnePage

4,472 Downloads Details →
More Canned Crops – Project Zomboid Mod

More Canned Crops

von 76561197989080897

Adds the ability to can the following vegetables: cauliflower - mod vegetable with ability to grow in Soul Filcher's Farming Time mod beets - mod vegetable with ability to grow in Soul Filcher's Farming Time mod corn - vanilla vegetable, ability to grow in Soul Filcher's Farming Time mod zucchini - vanilla vegetable, ability to grow in More Common Seed Types mod onions - vanilla vegetable, ability to grow in More Common Seed Types mod The canning is aligned with Rugged Recipe mod's method, that being sugar and salt are not required and the lid is returned when opened. Compatibility: Soul Filtcher's Farming Time (required. Alternately: Soul Filtcher's Awesome Time) More Common Seed Types (not required) Rugged Recipes (not required) Turk's Lasting Jarred Foodstuffs (not required. Also, compatible with jarred cucumbers in Rugged Recipes) Note: 1. If you'd prefer not to get a lid back, open the CannedCropItems.txt and just replace the 5 instances of: "Recipe.OnCreate.OpenJarGetLid" with: "Recipe.OnCreate.OpenCannedFood" The same can be done in Rugged Recipe's script for opening all other types of jars. 2. Soul Filcher's other mod, Cooking Time, already lets you jar his beets. You can delete either recipe if having both bothers you (I like mine more). PS: If someone decides to consolidate these mods, or just this mod into any of the others, I'm here for it. Workshop ID: 2760216650 Mod ID: More_Canned_Crops

5,404 Downloads Details →
Skoda Fabia I FL – Project Zomboid Mod

Skoda Fabia I FL

von 76561198020727354

This mod adds a Skoda Fabia I FL to the game. Workshop ID: 2710576857 Mod ID: Fabia99

5,157 Downloads Details →
Sentry Turret Upgrade – Project Zomboid Mod

Sentry Turret Upgrade

von 76561198995881533

This is an upgrade of the original Sentry Turret mod, updated for Build 42 compatibility. First, thanks to the original mod author: https://steamcommunity.com/sharedfiles/filedetails/?id=2753312788 English isn't my first language, so please forgive any awkward phrasing. Goal: This mod isn't about redesigning the gameplay. The focus is on functionality ,making the turret feel more reliable and easier to read in Build 42. Fixes & Improvements ✅ Compatibility Build 42.18 and earlier are no longer supported Build 42.20+ Single Player / Multiplayer (SP, MP) -Added PvP, the turret will aim the player who attack the turret owner (alpha test) -Added compatibility for the Bandit mod. The turret will now aim at hostile NPCs and zombies (Single Player beta) -Turret ammo compatibility (beta) Added compatibility with the following mods: Real Firearms Guns of Marz Vanilla Weapons Plus Hot Brass - Visible Casing Ejection Framework (SP only yet) AAA_ModernFirearmsSystem The turret can now recognize ammo from these mods that matches the vanilla turret's calibers. Which calibers aren't supported varies by mod. Only takes effect if the corresponding mod is enabled, and won't affect other players. -Added an ownership safeguard: when a player places a turret, the nearest player becomes its owner. Only the owner can see the items inside the turret; other players will see an empty inventory. New / Improved Features: 7️⃣ Multiplayer support is now available, Beta -Please expect there may still be bugs -Minor sync issues or visual glitches may occur 1️⃣ New muzzle flash -Each shot produces a brief light flash, with brightness varying by turret type Note: if you can't see the effect, set your Lighting Update Rate to 60 2️⃣ Improved hit feedback -Added physics-based hit reactions, including knockdown and stagger effects 3️⃣ Bullet tracer / aim indicator -Displays a brief tracer line showing the direction of fire 4️⃣ Nighttime lighting -Turrets emit visible light at night -Pistol: white · Shotgun: yellow · Sniper: red 5️⃣ Ammo status indicators -On-screen prompts show "Out of ammo" / "Wrong ammo" 6️⃣ Smarter target prioritization -Prioritizes zombies closer to the player, otherwise falls back to the original random targeting logic Translations: Russian - all credit and thanks to Charlie ✅ This mod intentionally preserves the original balance and behavior: -No overly powerful or balance-breaking mechanics have been added If you've used the original turret mod before, this version should feel very familiar — just working the way it's supposed to. ⚠ Compatibility Notes -May have compatibility issues with the Combat Text mod 🔴 Planned Next -QoL (quality of life) improvements -Visual effect improvements -Performance tuning and lightweight optimization for large-scale turret setups later on Mod Info Workshop ID: 3633082678 Mod ID: SentryTurret042

8,609 Downloads Details →
Expand Furniture & Truck Bed Capacity[SP/MP] – Project Zomboid Mod

Expand Furniture & Truck Bed Capacity[SP/MP]

von 76561198327185242

Expand Furniture's capacity to 100 if the capacity is lower than 100,just pick it up and put it down Now u have 3 choices: 100 /1000/10000 and u can expand truck bed capacity to 200/500/1000 truck bed capacity of ki5's vehicle now is 200/500/1000 too patch for MP https://steamcommunity.com/sharedfiles/filedetails/?id=3641432632 Mod ID: vac_mod_b42_5 Mod ID: vac_mod_b42_5.1k Mod ID: vac_mod_b42_5.10k Mod ID: vac_mod_b42_5.tb1k Mod ID: vac_mod_b42_5.tb Mod ID: vac_mod_b42_5.tb5h Mod ID: vac_unlimited_capacity Workshop ID: 3573441967

7,664 Downloads Details →
PALSJ's Piercings & Jewelry [B41] – Project Zomboid Mod

PALSJ's Piercings & Jewelry [B41]

von 76561198171744574

For B42.15+ SP/MP, Click here. PALSJ's Piercings & Jewelry This is a "clothing" mod that attempts to add modular facial and body piercings, as well as some types of jewelry that I feel are appropriate for the time period. These piercings are SUBTLE in comparison to vanilla and I HIGHLY recommend you utilize some sort of mod to see them better. If you play with lighter skin tones, silver piercings will hardly even seem visible. And I ain't changin' that. Some such mods include: "The Zoom Mod": https://steamcommunity.com/sharedfiles/filedetails/?id=2895974075 Useful Mirrors: https://steamcommunity.com/sharedfiles/filedetails/?id=2901615211 Clothing & Hair Mods Used In Screenshots: Kink It Up!: https://steamcommunity.com/sharedfiles/filedetails/?id=2898847521 Kink It Up! Extra: https://steamcommunity.com/sharedfiles/filedetails/?id=3235632664 PALSJ's Poofs (Yes this is a flex): https://steamcommunity.com/sharedfiles/filedetails/?id=3172171349 Current Piercings & Jewelry All piercings have female/male model support and are currently supported in three colors: gold, silver, and black. Piercings of the same type (rings, barbells) are interchangable and can be used anywhere on the body! Piercings are also hidden by clothes, such as certain facial piercings beneath masks, chest piercings beneath underwear/shirts, etc. where appropriate. - Bridge (Barbell) - Septum (Ring) - Labret (Stud) - Medusa (Stud) - Brow (Ring) (Outer) (Left, Right) - Brow (Stud) (Inner) (Left, Right) - Cheek (Stud) (Left, Right) - Chest (Barbell) (Left, Right) - Anklet (Left, Right) - Waist Chain - Thumb Ring (Left, Right) ...And more to come! Piercings can be found on zombies! In This Update... (August 2025) - Tuned numbers down. Thanks for messaging me, ken! Known Bugs - Continuing to identify and fix clipping where possible. As always, please leave a comment in my bugs thread to let me know what's happening! Big preesh to 404 for doing just that (and documenting everything in a very helpful way :) ) If there are any bugs not listed here, please use the discussions section to let me know! I will do my best to fix them. You can also check the change log to see when the mod was last updated, what was fixed and/or added, and what is planned for the next update! Planned Updates - Sandbox options for zombie spawns, procedural spawns, etc. (once I figure that out) - Slightly-more-vanilla friendly version with bigger piercings (add-on, optional) - Vanilla replacements that make jewelry more subtle (add-on, optional) - Piercing "system" that requires a needle and inflicts pain and/or a minor injury to wear jewelry (add on, optional) - Compatability patches for certain body mods (as requested) - Compatability with Ra's body mod for...*ahem*...specific relevant piercings. IYKYK. This mod should not CURRENTLY be incompatible with anything, as it only adds things and does not modify any existing content. Incompatabilities may come up in future updates re: vanilla jewelry. This mod should be safe to remove mid-save if necessary OR add mid-game. FAQ Can you add (insert piercing)? Maybe! Comment what you want (ideally with pictures if possible) and I'll see what I can do. Can you add (insert jewelry) for (insert piercing)? Mmmmaybe. I'm hesitant to promise cool jewelry if only because...it's hella work for such a small detail. I'll think about it for any particularly unique/interesting requests, but otherwise, it's a soft no. Can I translate this mod? Yes, and... I would like to keep all translation efforts localized onto this mod. If you have a translation of some kind that you would like to help me add, please send it to me, and I will happily and gratefully add it to this mod and your name on this page! I have a request or I want to support you in making this mod. Great! Any requests can go in the comments, and if anyone wants to support, please feel free to reach out. I'm @PALSJ on Discord. If you are interested in tipping, my Ko-fi is linked below. Comments always make me smile--so please feel free to leave those too! :) Can I put this mod into a mod pack? No, and I wouldn't encourage you to do so anyway. I want folks to have access to the most up to date version of this mod, which may happen at any time...subject to my life/schedule. I don't want folks having an out-of-date experience, and while mod packs are convenient for users, they're inconvenient for creators when it comes to updates. Like what I do? Want updates faster? Want to request something specific (and pay me to do it)? Visit my Ko-fi to tip or request a commission! Workshop ID: 3286588376 Mod ID: PALPee

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Industrial Fuel Tank (BETA) – Project Zomboid Mod

Industrial Fuel Tank (BETA)

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Warning this mod is under development and might require a save wipe to work properly after the following updates. *next update that requires reset: not planned Did you ever want to store fuel in a big industry container? Now you can! - Container can work as a Fuel Pump. - Adds action to fill it with fuel from items. - Warning: containers are vulnerable to damage. (requires the mod to be enabled when the map is first loaded) Created by: Poltergeist Commissioned by: macinsight Workshop ID: 2964456536 Mod ID: IndustrialFuelTank

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