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Mods & Plugins für Project Zomboid

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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.

Rolling Refuge (1973 Winnebago Chieftain D-27C) – Project Zomboid Mod

Rolling Refuge (1973 Winnebago Chieftain D-27C)

von 76561198432271897

**Things to Note** 1. I am currently in the process of moving to a new property. As such, I am limited to mobile data until the new ISP is setup. I've not had proper connectivity since August 9th and am unlikely to be up and running again until early September. As noted below, I have made the decision to release this mod earlier than planned. I will continue to work on it in the background and release substantial updates and new features over the next few months. 2. This mod is not compatible with Vanvivial out of the box. I have a patch that I am using ready to go, however I can't release it until permission is given from the authors of Vanvivial. I have messaged and asked, but have had no response at this time. -- -- -- Rolling Refuge is a labour of love that adds an authentic, driveable 1973 Winnebago Chieftain D-27C to Project Zomboid Build 42.20 Stable, designed from the ground up to function as a mobile survivor base. The motorhome features a detailed visible interior* based on the real D-27C floorplan, independently deployable side and rear awnings, a working entry door and opening windows, removable vehicle components, usable rear storage, rooftop access via the rear ladder, a redesigned vehicle radial menu containing bespoke RV-specific controls, custom icons throughout, bespoke interfaces for both the seating plan and Vehicle Mechanics screen, and a custom three-speed drivetrain that gives the heavy motorhome more distinctive and authentic driving characteristics. The side and rear awnings can be operated independently or together, retain their states separately for each motorhome, and include safeguards preventing them from being operated while the vehicle is being driven. Rolling Refuge also includes its own period-appropriate owner's manual, created as a bespoke in-game item with artwork sourced from official media to help the vehicle feel like something that genuinely belongs in the world rather than simply a vehicle added on top of it. The manual can be found as a rare world item and is fully readable, providing a modest reduction to boredom and stress while giving survivors a little extra period flavour. I have plans to expand this aspect of the mod further in the future. Painstaking research went into the development of the mod. This included calculating how long a twenty-year-old D-27C would realistically take to pull away, progress through each of its three gears and achieve its top speed, researching the direction in which each window opens, studying how the front grille is constructed, recreating the original interior layout and determining how much usable space the rear storage compartment actually occupies. A great deal of behind-the-scenes image checking, archival research and video reference work has also gone into smaller details that most players may never consciously notice, including period-correct interior colours, the original carpet, the rubber Winnebago entry mat, exterior fittings and other details unique to the Chieftain. In keeping with my lore-friendly approach to mod design, Rolling Refuge aims to remain authentic without sacrificing balance or usability within Project Zomboid. Where small deviations from the factory vehicle have been made, they have been done deliberately. For example, the original D-27C did not have an opening window in the RV entry door (it had a separate screen door), but Rolling Refuge does—consider it an aftermarket modification made sometime during the motorhome's twenty years on the road. Roof access is still a work in progress. You can currently climb both up and down the rear ladder using either the vehicle radial menu or context-menu options, and you can freely walk around on the roof. The radial menu includes dedicated Rolling Refuge controls for functions such as roof access and operation of the awnings rather than relying solely on standard vehicle interactions. The next stage of the roof system is to add a proper boundary around the usable roof area so that the player cannot simply walk over the edge. Once complete, getting down will become a choice between using the slower but safer ladder or taking the much faster—and considerably more dangerous—option of jumping. Rolling Refuge has grown considerably beyond the original idea of simply adding another Winnebago to the game, and I still have plenty planned as time allows. Rather than keep the mod private indefinitely while every planned feature is developed, I have decided to release it in its current working state so that others can begin enjoying it. My first priority following release is completing the roof system, followed by further development of the awning system—and then something entirely new. Please note that Rolling Refuge has currently only been tested in single-player. Multiplayer compatibility has not yet been verified and likely won't work as is. Rigorous testing and cleanup work has been carried out throughout development to ensure the mod is as stable and polished as possible for release. Constructive feedback, bug reports and suggestions for future additions are always welcome. *This is a visible interior only. I am developing a standalone interior system similar in concept to existing interior mods. Its almost complete, but is still being tuned. Watch this space. Workshop ID: 3788543896 Mod ID: RollingRefuge

7,388 Downloads Details →
Turn off the TV/Radio from the context menu. (for Build 42) – Project Zomboid Mod

Turn off the TV/Radio from the context menu. (for Build 42)

von 76561198006033053

ただ電源を切るだけのためにあの操作パネルが必要だと私は思わない。 - おまけ:電源を入れることもできます。 - Build 42.1.1で動作確認しました。 他のバージョンで動くかは分かりません。 - このModはシングルプレイヤーモード用に作成しました。 マルチプレイヤーモードで動く保証はありません。 I don't think I need that control panel just to turn off the power. - Extra: You can also turn on the power. - I confirmed the operation with Build 42.1.1. I don't know if it works with other versions. - This mod was created for the single-player mode. There is no guarantee that it will work in multi-player mode. Workshop ID: 3414887551 Mod ID: TurnOffTVRadioFromContextMenu42

2,578 Downloads Details →
Cerberus Bandits Integration – Project Zomboid Mod

Cerberus Bandits Integration

von 76561198096995823

Jusblazm's Cerberus Bandits This mod provides Bandits wearing modded clothing from Cerberus Pack. Updates I plan to release a new update on the 2nd of each month. This update will replace the current batch of bandits with a brand new batch. This will not harm your saves, nor will it affect currently spawned bandits. Freshly spawned bandits will be wearing gear according to the new list. This will provide some, hopefully noticeable change to extended saves. Compatibility Absolutely no mod conflicts with two caveats: - someone uses my naming convention for their own integration. - A unique ID generates a dupe (Wikipedia: the probability to find a duplicate within 103 trillion version-4 UUIDs is one in a billion) Known Issues - Errors appear when opening the clan in Bandits Creator. These errors are harmless, it happens because the bandits are wearing clothing that cannot be displayed in Creator, like custom locations. Do not edit them or you will delete the clothing not being displayed. GitHub Archive I will be keeping an archive of each update's bandits.txt and clans.txt files, so that if there is a set you really like, you can continue to use them even after the mod updates and moves away from them. GitHub Archive Permissions I created a simple extension for Bandits NPC that allows bandits to wear the custom equipment slots provided by Cerberus. The item IDs and BodyLocations belong to TTAJ1bl4's Cerberus and Slayer's Bandits NPC reads the text files. While Cerberus has a free-for-all permission level, Bandits NPC has the default permissions of Credit where it's due, so I am extending permissions to the tightest form. Be sure to credit them for their hard work. Credits The Indie Stone for Project Zomboid Slayer for Bandits NPC and Bandits Creator TTAJ1bl4 for Cerberus Pack Workshop ID: 3478899772 Mod ID: JusBanditsCerberusRANDOM

2,351 Downloads Details →
Winter Camo – Project Zomboid Mod

Winter Camo

von 76561198048631013

This is a retexture of a Green (Woodland Pattern) Camo Jacket and Pants based on Soviet/Finnish plain white winter suits. It is, in fact, completely white. Works with Shark's (and Peach's) Military Uniform Improvements but does not require it. Use SMUI_WinterCamo mod ID to get them working together. Best played with Cryogenic Winter or similar mod. Workshop ID: 2797468324 Mod ID: WinterCamo Mod ID: SMUI_WinterCamo

2,231 Downloads Details →
Smart Rest – Project Zomboid Mod

Smart Rest

von 76561197971599231

Main features: Stop fast forwarding after you rested ( + option to pause). Get "resting" and(or) "rested" message above the characters head New: Out of breath and almost out of breath messages! Many options: Every text line, color,timing and % could be changed NO AI CODE OR ASSETS USED You can combine it with Danger Awareness to complete game events control on fast forwarding My other mods: Workshop ID: 3395035108 Mod ID: smartRest Workshop ID: 3395035108 Mod ID: smartRest

1,576 Downloads Details →
KS_Guidebook – Project Zomboid Mod

KS_Guidebook

von 76561198002926687

코리안 서버의 필독 서버 안내서, 신규 유저 안내서, 뉴비섬 안내 지도 패키지 모드입니다. Workshop ID: 3133695219 Mod ID: KS_Guidebook

4,027 Downloads Details →
Currency Trade Mod [B41] Agrotsar Farming Company Expansion – Project Zomboid Mod

Currency Trade Mod [B41] Agrotsar Farming Company Expansion

von 76561198045783204

Description: Adds gold, silver, gems, and pearls which can be traded via high-end hand held radios and all HAM Radios. Gold and silver scraps can be crafted by using a hammer on jewelry. Gems are generated when scraping jewerly that has a gem. Additionally crafting scraps and bars grant a small amount of metal working xp. Radios: Premium Ham Radio Makeshift Ham Radio US Army Ham Radio US Army Walkie Talkie Tactical Walkie Talkie Trades(Require Radios Listed Above): Price(Gems) Options 25x Agrotsar Farming Company Price(Silver Bars) Options 1x Seeder Plate Plowshare Seeder Tank Small 3x Seeder Tank Medium 5x Seeder Tank Large Trades(SINGLE-PLAYER ONLY): Price(Pearls) Options 50x Agroseeder 75x Agroplough 150x Agrotractor Official Expansions: Supported Languages: English - interested in other languages please comment! Workshop ID: 2770224732 Mod ID: CVAFM

2,550 Downloads Details →
Drugs of '93 – Project Zomboid Mod

Drugs of '93

von 76561198073851370

This mod brings a lore-friendly, period-accurate drug expansion, balanced around benefits and consequences. Do93 started as a drug mod for our own server, built around one idea: it should feel like part of vanilla Project Zomboid. Drugs are rare, useful and risky, with comedowns, crashes, addiction and overdose all giving the player something to weigh up before using them. You're covered in burns (probably walked over a campfire), your right foot is fractured, there's glass lodged in your left hand and your group needs to sleep. You can't sleep from the pain and you have no alcohol or painkillers - heroin starts to look appealing. You're on a loot run, tired and physically exhausted. You need to finish the mission, find that welding mask and drive home - cocaine or meth will get you there. You're miserable covered in blood, probably bored and picking through the 30 corpses you've just created with your favourite hammer. Do you know what might cheer you up? A joint, some magic mushrooms or an ecstasy pill. All drugs have their own individual effects, uses and, of course, risks. Their effects aren't instant; they build to a peak and then wear off, with some leaving a crash on the other side of the high. You can become addicted to certain substances, build a tolerance and suffer through withdrawal. You can also get clean if you make it through withdrawal and don't use again -although relapse comes much easier to an ex-addict. Welcome to Drugs of '93. Eight substances - Cocaine, crack, heroin, methamphetamine, ecstasy, weed, magic mushrooms and acid tabs Moodle's and Effects - Including wired, sedated, stoned, tripping, crashing, overdose and withdrawal Visual overlays - Drug-specific screen effects that build and change with the high Full 2D and 3D items - Inventory sprites and world models for drugs, packaging and paraphernalia Forms and quantities - User doses, packaged product and paraphilia Come-ups and crashes - Drug effects develop over time rather than acting as instant buffs.... as do comedowns Tolerance - Repeated use builds tolerance, while staying clean gradually lowers it Addiction and recovery - dependence, withdrawal, getting clean and the risk of relapse Four-stage overdose system - Repeated doses and mixed substances build toxicity from warning signs through to risk of death (Level 4 overdose) Vanilla drug interactions - Alcohol, sleeping pills, painkillers, antidepressants and beta blockers can contribute to overdose toxicity level (Alcohol WIP) Growing and production - Grow weed (unfortunately not like the image above; that is a tile from Rocco's Tiles, maybe one day), grow and process vanilla poppy pods into heroin and cook cocaine into crack Foraging - Buds of weed, weed seeds and magic mushrooms can be found in the wild for a keen forager Smoking and preparation - Roll joints , blunts and use pipes (using vanilla rolling papers, cigars and pipes) and prepare heroin for injection (You need a belt or a rubber hose) or smoke it through a pipe Built for July 1993 - period-appropriate substances, packaging, paraphernalia and presentation Colombian cocaine moved inland to Louisville through America’s major trafficking routes; likely through cartel-connected networks. Locally cooked crack cocaine, stretching the profits of Colombian powder and sold at street level. Southeast Asian heroin from the Golden Triangle, smuggled into America and passed inland through the major cities. Methamphetamine cooked in trailer parks from Dixie to Bright Valley, with some making its way in from the west. Homegrown Kentucky weed, cultivated on less reputable farms and in remote woodland locations. European-manufactured Ecstasy, the perfect accompaniment to Louisville’s emerging 1993 rave and club scene. Magic mushrooms gathered from the local forests and countryside, or grown by the avid mycologist. Californian LSD finding its way into Kentucky through the music scene and college students. Smoking heroin Sandbox options Weed curing system - Fresh bud + plant drying rack = Weed bud. Weed will rot if not dried. Hash potentially? 2C-B - An addition to the 'Tripping' family Pharmaceuticals - Likely opioids and benzos to flesh out the 'Sedating' family Alcoholic trait + withdrawal system - This one is tricky Moodle Framework - Required for all four levels of Do93's moodles to display correctly. Horticulture - Do93 doesn't alter any Horticulture items, but Horticulture cigars can be used to roll blunts. I Don't Need A Lighter - Joints, blunts and pipe-smoked drugs can be lit using car lighters, ovens and other supported ignition sources. Cold Breath - Joints, blunts and pipe-smoked weed, crack, meth and heroin use its smoke effects. True Smoking - They currently function together fine but I am adding TS support to Do93. Lifestyle: Hobbies - There is a known incompatibility with this, I don't use the mod; when it is updated and confirmed working again I will try and make it compatible. B41 compatibility? No, sorry. I will only be updating it for current and future builds. Can I add this to an existing save? Yes, Do93 is save-game safe, but items will only spawn in unvisited chunks and can rarely be found on zombie corpses. Does it work in multiplayer? Yes. This mod has actually been built on a multiplayer server - if anything, it’s undertested in singleplayer. Where do the drugs spawn? Bedrooms, cars, evidence rooms, prison cells, motels and rarely on zombies. Although I never seem to find anything in motels. Why isn’t included? I wanted this mod to feel as vanilla Zomboid as possible. Everything included is time-period accurate to July 1993. If I’ve missed anything, let me know! Can I use this in a modpack/server collection? Yes. Feel free to include it in server collections and mod lists; just don’t reupload the mod. Workshop ID: 3784734412 Mod ID: DrugsOf93 Workshop ID: 3784734412 Mod ID: DrugsOf93

7,280 Downloads Details →
CDC Rapid Response - Settings - Hardcore – Project Zomboid Mod

CDC Rapid Response - Settings - Hardcore

von 76561197966821738

'CDC Rapid Response' is required as a base mod for this mod. https://steamcommunity.com/sharedfiles/filedetails/?id=2857296919 Using this mod will override the CDCRR dynamic loot system and will utilize the PZ loot table system. PZ loot tables are much faster - but sandbox settings for loot are disabled. This mod is Hardcore Mode. Loot is reduced. Useful loot only spawns on first-responders, military and hospital staff - with a lower loot chance. Sandbox settings for loot are disabled. Sandbox settings for Hardcore mode still affect packets being opened. Sandbox settings for viral test fake infections are used. Workshop ID: 2869308094 Mod ID: CDCRapidResponseSettingsHardcore

2,997 Downloads Details →
Tactical Reload – Project Zomboid Mod

Tactical Reload

von 76561198045678210

Think reloading is just way too easy? Ever find yourself getting bored of just spamming the trigger and watching zombies drop? Wish firefights required more micro managing? Well be careful what you wish for... This mod makes reloading and racking your firearm completly manual: Firearms with magazines: -When your firearm has a magazine, pressing the reload button once will unload your mag. -Pressing the reload button again while unloading a mag will do a mag dump (drop your magazine on the floor, faster than placing it back in your inventory). -With no magazine, pressing the reload once will take a magazine out of your inventory and insert it in the gun. -Pressing the reload button again while inserting a magazine will cancel the action. -If the gun needs to be racked, you must do that manually with the rack button after inserting a magazine. Firearms without magazines: (Shotguns/bolt actions etc..) -Pressing the reload button while your firearm is not full will take 1 (yes 1 single bullet/shell!) out of your inventory and put it in the gun. -Pressing the reload button again while loading will queue another bullet/shell to reload. -For pump/bolt action firearms, you must press the rack button after every shot to chamber the next round. Update 1.1 -Removed restrictions on racking, you can now rack your firearm even with no ammo in it. -Removed ability to queue rack actions to prevent double racking. Workshop ID: 2730898138 Mod ID: tacticalReload

2,620 Downloads Details →
zRe Vaccine 3.0 [42.20+ MP] ReMod – Project Zomboid Mod

zRe Vaccine 3.0 [42.20+ MP] ReMod

von 76561198034347328

!!! tested on PZ v42.20.2 (compatible with multiplayer) !!! BASED ON: Zombie Virus Vaccine by Demonius, Zombie Virus Vaccine MP by Ehue232v and Dr Reaper! Zombie Virus Vaccine by RExx! Armor models by Krolldar! TIPS: 1) Find zombie in ECO suit. 2) Take VHS from his body. 3) <pzzh>... - Vaccines are useless in terminal stage - over 85% infection... Full zombification is irreversible at all... The wakling dead will never be human, your friend, brother, sibling or anyone else anymore again... After injection of the preventive vaccine infection rolls back to 5%, it is possible to prolong the vaccine effect by taking course of albumin... Got infected?! Use the vaccine! On the early stage of infection before 30% it contributes to the recession of the virus... It will help you to fight the early symptoms and prolongs the vaccine effect... At 65-75% percent of infection use albumin, it will roll back the infection too... But it's effectiveness is limited to course of approximately 7 pills... Then repeat the vaccination course! And start anew... Until you research the vaccine! - To create it You'll need laboratory equipment, basic knowledge, chemical reagents... It is necessary to research books about laboratory work so you were able to establish one yourself and to synthesize the vaccine... You may find necessary reagents in some warehouses... And samples of infection which you need to collect from zombies... And blood of alive infected person! - Yes, only blood of a still living person contains necessary antibodies... All our assistants are equipped with basic set of lab assistant, it will be useful for You!.. Develop the vaccine... Find the cure! - And good luck, Survivor! TRANSLATIONS: RU - kERHUS; EN - Deepseek; ES - Deepseek; PL - Marсus! CREDITS: I WANT TO SAY BIG THANKS TO: - @Elyon and @Albion - God's of Code, rly, most of the help and advice is from them! - @Danig and @Star - It's nice to learn new things from our compatriots ^^' - @RExx - for permission to use his rework! ---------------- You can support me: 2202 2055 0691 1756 SBER (MIR) https://boosty.to/kerhus/single-payment/donation/493985 Workshop ID: 3779749594 Mod ID: zReModVaccin30bykERHUS42S Mod ID: zReModVaccin30bykERHUS42S_Addon

5,938 Downloads Details →
[B42] [MP] Leave a message – Project Zomboid Mod

[B42] [MP] Leave a message

von 76561199799625888

immersive role-playing mod for Project Zomboid that allows players to write and leave messages on Notes using writing tools like pens and pencils. Discover notes left by other survivors or leave your own warnings, stories, and clues in the post-apocalyptic world 📃Floating Note Indicators : - Every note placed in the world will display a custom-animated pin icon floating above it. The icon uses a smooth "Pop-in/Pop-out" effect and a subtle floating animation to make it easily visible without breaking immersion. 👁‍🗨Distance-Based Visibility : - To keep your screen clean, icons only appear when you are within a specific radius (4 tiles) of the note. They will gracefully fade out as you walk away. 🚶‍♂️Intelligent Pathfinding : - Simply click on the note below the icon and your character will walk towards it. Your character might even comment on it with a random phrase like "Let me see" or "Someone left a message" before interacting. 📝Write Your Message : - Right click on the note and you will see a new context menu option at the bottom. - Once your message is written, Drop the note anywhere on the ground or on top of furniture. - The moment the note hits the ground, the mod will automatically detect the message and generate the floating interaction icon for other players to see. Sometimes notes can be hard to find, so this mod provides a new crafting recipe for making notes. The tools and materials needed to make notes are very easy to find around you. You only need these tools and the following materials: 🔨 The tools needed are one of these: - Scissors - Safety Scissors 📄 The materials needed are one of them: - Notepad - Paper - Paperwork - Notebook - Paper napkins If you enjoy this mod, please consider giving it a like <3 Also check my other mods! : This is my first mods so I apologize if you experience any bugs :D For now this mod only works on B42, maybe I'll make a B41 version too Workshop ID: 3655420505 Mod ID: LeaveAMessageNote

3,463 Downloads Details →
Lifestyle addon Hollow knight and other – Project Zomboid Mod

Lifestyle addon Hollow knight and other

von 76561198211445861

A few songs for coustic guitar including hollow kinght, dark souls ,etc Workshop ID: 3233620303 Mod ID: The best song in the wasteland

1,639 Downloads Details →
Craftable Armor – Project Zomboid Mod

Craftable Armor

von 76561199278071716

These armors can only be crafted. To learn how to craft them, you need to find the recipe magazines. The stats and materials: _________________________________ - Light Armor: 65 defense against bites and scratches Metal Sheet : 3 Ripped Sheets: 6 ________________________________ -Heavy Armor: 85 defense against bites and scratches Metal Sheet: 6 Ripped Sheets: 12 ________________________________ The armor covers the entire body including the head, neck and hands. v 2.1 Workshop ID: 2859697673 Mod ID: ARC

3,315 Downloads Details →
D5K Finnish Army Pack (Includes RK-95) – Project Zomboid Mod

D5K Finnish Army Pack (Includes RK-95)

von 76561198444110296

Join my discord for better feedback, sneak peaks and release notifications for new mods and new content! My Discord Check out my other work on Project Zomboid! My collection Adds Finnish M05 Camo pattern to military/camo clothes Adds also Finnish "Rynnäkkökivääri 95" known as "RK-95" RK-95 Is still in WIP but I decided to include it in this pack! Future plans of the mod Fixing RK-95 Muzzle Flash and other visual bugs I'm planning to make the mod independent so it does not replace the vanilla clothing. Workshop ID: 2753494066 Mod ID: DKRK

2,929 Downloads Details →
CustomizableGenerator [No longer Maintained] – Project Zomboid Mod

CustomizableGenerator [No longer Maintained]

von 76561198151985825

Note This mod is no longer maintained since developer is busy with work, thanks for your subscription! Note If you installed this mod before Sep 3rd, you need to re-execute the installation process again after updating the mod, otherwise it may cause the new functions won't work. Function Support sandbox configuration, applied to all generators. - Radius, 1-100, the original version is 20. - Floor distance, 0-8, the original version is 3, 0 means it only takes effect on the current floor. Explanation: For example, if the ground or first floor is level=0, in the original version, if the generator was placed on the 5th floor (level=4), then the range is from the 2nd floor (level=1) to the 8th floor (level=7), and there is no electricity on the ground. - Max fuel amount, 10-1000, the original version is 100. You can see the current fuel amount on the generator information panel, for example, set the max fuel amount to 200, and it will display 200% after full fuel. - Considering for realism, the setting is not allowed to be too large. In the future, generators with large settings will be supported in other ways. Installation (very important) Since this need to modify system functions, unlike general mods, the installation of this mod requires the following operations. If you don't know how to find the root directory of Project Zomboid, on Steam click on the LIBRARY -> right click on the Project Zomboid -> Properties -> Installed Files -> Browse to open the root directory of the Project Zomboid, such as D:\Steam\steamapps\common\ProjectZombid or E:\SteamLibrary\steamapps\common\ProjectZombid (if you have moved the game to E drive), then the directory before steamapps is the Steam root directory, For example, D:\Steam or E:\SteamLibrary. How to install - Close the Project Zomboid - Subscribe to this mod - Wait for mod download completely - Open the ${Steam root directory}\steamapps\workshop\content\108600\3022147060\mods\GreaterRangeGenerator - Copy the zombie folder - Open the ${Steam root directory}\steamapps\common\ProjectZombid - Paste and choose to overwrite or replace the file, and files named IsoGenerator.class and IsoChunk.class and more will be overwritten - Start the Project Zomboid - Enable the mod and start the game How to uninstall You can choose to back up the zombie folder before installation, or follow the steps below. - On Steam, click on the LIBRARY -> right click on the Project Zomboid ->Properties -> Installed Files -> Verify integrity of game files - Unsubscribe the mod This method will re-download files that were overwritten during the installation process. Note that if other mods are also installed by the similar method, this uninstallation method may cause them to uninstall together, you can choose to back up the zombie folder to uninstall in this case. Support mode - Passed the test in 41.78 single player. - Passed the test in 41.78 multiplayer. - Support adding this mod to new or existing save. Compatibility with other mods - Some other generator-like item mods, such as Steam Powered Generator and Immersive Solar Arrays (v41, GitHub reupload), because the these 2 mods also utilize the system's generator, their range will also be affected. - Some other display generator information mods, such as Visible Generator Range, since the generator related parameters are hardcoded in this mod, the displaying info maybe different from the actual effect. Update - version 0.0.5 was updated on Sep 3rd. - Fix the issue: real radius is smaller than radius in sandbox configuration. - Maximum of Radius in sandbox config 60 -> 100. - Maximum of Max fuel amount in sandbox config 400 -> 1000. - Support Czech. Thanks for @MeNameDanny's help. - There will be a warning when Java and Lua versions are inconsistent because of no re-installation. Note: This update needs to re-execute the installation method. - version 0.0.3 was updated on Sep 2nd. - Add version check to avoid updating the mod from 0.0.1 to 0.0.2 without re-installation cause error. - version 0.0.2 was updated on August 27th. - Support sandbox configuration, applied to all generators. - Radius, 1-60, the original version is 20. - Floor distance, 0-8, the original version is 3, 0 means it only takes effect on the current floor. - Max fuel amount, 10-400, the original version is 100. You can see the current fuel amount on the generator information panel, for example, set the max fuel amount to 200, and it will display 200% after full fuel. - Considering for realism, the setting is not allowed to be too large. In the future, generators with large settings will be supported in other ways. - Add 2 ways to modify generator settings. - Call generator:setRadius, generator:setLevelDistance, generator:setMaxFuel to modify current generator settings without affecting other generators. - Call generator:setDefaultRadius, generator:setDefaultLevelDistance, generator:setDefaultMaxFuel to modify settings of all generators. Note: This update needs to re-execute the installation method, and since I add some lua scripts, you need to start the game after enabling the mod. It is recommended to re-read the above installation method. - version 0.0.1 was released on August 19th. - Larger range generators, applied to all generators. - Radius 20 -> 40. - Floor distance 3 -> 5. Workshop ID: 3022147060 Mod ID: GreaterRangeGenerator

2,815 Downloads Details →
[B42] Korean Farming System – Project Zomboid Mod

[B42] Korean Farming System

von 76561198192124854

This mod is for Korean Farming. - Rice, Napa Cabbage, Gochu (Korean chili pepper) After growing rice, you can make rice by making thresher. <Farming Rice> 1. Planting rice 2. Harvesting rice = Korean Rice sheaves 3. Threshing rice sheaves = Korean Rice Seed 4. De-husking rice seeds or planting rice 5. Put Variety Rice in Sack ( = Vanilla Rice item) Korean rice seeds can be found through foraging. Copyright 2022-2025 Sunshine This item is not authorized for posting on Steam, except under the Steam account named Sunshine �� ���� 2022�⿡ ���۵� 41����� ��带 �������, 2025�� 42���� ȣȯ ������Ʈ �����Դϴ�. ��� ���۱��� Sunshine���� �ֽ��ϴ�. �� �������� Steam ���� �̸� Sunshine�� ������ Ÿ���� Steam�� �ø��� ���� ������� �ʾҽ��ϴ�. My other mods Please support through ko-fi to help develop the mod #Farming #Rice #Cabbage #pepper Workshop ID: 3557530061 Mod ID: SunshineKSeries_KFarmingB42 Workshop ID: 3557530061 Mod ID: SunshineKSeries_KFarmingB42 Mod ID: SunshineKSeries_KFarmingB42

4,310 Downloads Details →
Homemade Pickaxe (For Dynamic Mining) – Project Zomboid Mod

Homemade Pickaxe (For Dynamic Mining)

von 76561198999486539

Homemade Pickaxe for every digging enthusiast - created to work along with Dynamic Mining mod. It provides a makeshift alternative for vanilla Pickaxe, but its condition decreases pretty quick when used as a weapon. Created by nheve, for Ricksdetrix request. Homemade Pickaxe have its own pixel icon and a custom model with its own texture. - Recipe for Homemade Pickaxe: 2x Tree Branch 2x Ripped Sheets 1x Chipped Stone 1x Stone Homemade Pickaxe have ConditionMax value of 13, and ConditionLowerChanceOneIn = 1. That means it has the same condition (and damage too) as original Pickaxe, but with each valid hit in combat the value always decreases by 1, so it breaks pretty quickly when you are using it for bashing zeds. The main purpose for this item is to be an easier to obtain alternative for the original Pickaxe - to use with the recipes from Dynamic Mining mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2963057869 Another important feature is that the initial condition of crafted Homemade Pickaxe depends on your character Carpentry level. You can also 'reinforce' your Pickaxe with Wood Glue or Glue - which would restore its condition, also by a value dependent on Carpentry level. With level 0 carpentry you can create the pickaxe in condition between 1 - 4. Level 1 gives condition between 4-6. Level 2-4 gives 6-9. Level 5-7 gives 8-10 Level 8-9 gives 10-13 Level 10 gives 12-13 Reinforcing the pickaxe: Level 0 increases condition by 1 Level 1 increases by 2 Level 2-4 increases by 3 Level 5-7 increases by 4 Level 8-9 increases by 6 Level 10 increases by 8 Condition value will never go beyond 13 - for example, if you have level 10 and if you reinforce pickaxe that has condition of 10, the final value will still be 13 and not 18. I think it creates a healthy balance for reinforcing. - You can contact me on discord under username 'nheve'. My youtube channel: https://www.youtube.com/@nheve My ko-fi page, if you would like to support me (thank you!): https://ko-fi.com/nheve - Workshop ID: 3324052449 Mod ID: Homemade_Pickaxe

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CW Addon – Project Zomboid Mod

CW Addon

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. Workshop ID: 2927665504 Mod ID: CW_Addon_TS

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TransparentTrees – Project Zomboid Mod

TransparentTrees

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Transparent Trees by Glytch3r Doesn't Require Fresh Save vehicle still collides Glytch3r Commissioned by J6 Contact me for custom mod commission: Glytch3r#7331 / glytch3r Support Me: https://ko-fi.com/glytch3r Workshop ID: 2985970744 Mod ID: TransparentTrees

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darlak's Raccoon University Racing Suit – Project Zomboid Mod

darlak's Raccoon University Racing Suit

von 76561198177750087

Commission work. This mod is an exhibitor of a model created for requested commission. Updates are not valued. You've always wanted to do sports racing and you don't have the right style! With this mod that includes the complete Raccoon University suit to combine with its gloves and boots separately. Raccoon University Racing Suit Gloves Boots You can get the suit in areas where you will find clothing and inside racing vehicles. "Resident Evil from Capcom." Workshop ID: 3210583735 Mod ID: Raccoon_University_Racing_Suit

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No Starting Belts (and other items) – Project Zomboid Mod

No Starting Belts (and other items)

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Characters start without a belt (or other items configured by sandbox options). Also adds some craftable belts in an included, separate mod. Workshop ID: 2864586260 Mod ID: nostartingbelts Mod ID: nostartingbelts_addcraftablebelts

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True Music: Bones, $uicideboy$, Bladee etc [MP Enabled] – Project Zomboid Mod

True Music: Bones, $uicideboy$, Bladee etc [MP Enabled]

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Includes ∼120 tracks and is now updated to function in multiplayer servers. Tracklist: Bones - Deadboy Bones - Branches Bones - BringMeToLife Bones - ChatLog Bones - CtrlAltDelete Bones - Eiffel65 Bones - IAmCertainlyNotWorthYourTime Bones - RampartRange Bones - Rocks Bones - TimTheToolmanTaylor Bones - WhereTheTreesMeetTheFreeway Bones - AirplaneMode Bones - Sodium Bones - Oxygen Bones - Dirt Bones - SystemPreferences Bones - YouMadeYourBed,NowLieInIt Bones - RedAlert Bones - Corduroy Bones - Grandfather's Ring Bones - SapphireSarcophagus Bones - 281-330-8004 Bones - BombsInTheLunchroom Bones - TheArtOfCremation Bones - TheReturnOfThePimp Bones - WeDontBelieveYou Bones - Nightmare Bones - BedfordFalls -------------------------- $uicideboy$ - Antarctica $uicideboy$ - Exodus $uicideboy$ - Mount Sinai $uicideboy$ - My Flaws Burn Through My Skin Like Demonic Flames From Hell $uicideboy$ - Vices $uicideboy$ - Paris $uicideboy$ - For The Last Time $uicideboy$ - O Pana! $uicideboy$ - Slip On A Banana Clip $uicideboy$ - Kill Yourself (Part II) $uicideboy$ - Kill Yourself (Part III) $uicideboy$ - Kill Yourself (Part IV) $uicideboy$ - Runnin' Thru the 7th with My Woadies $uicideboy$ - 2nd Hand $uicideboy$ - Champion Of Death $uicideboy$ - F#CKTHEPOPULATION $uicideboy$ - You're Now Tuning in to 66.6 FM $uicideboy$ - Now I'm up to My Neck with Offers $uicideboy$ - Praisethedevil $uicideboy$ - Harvest Moon -------------------------- Bladee - Be Nice 2 Me Bladee - Gatekeeper Bladee - Hotel Breakfast Bladee - Into Dust Bladee - Let's Ride Bladee - Mallwhore Freestyle Bladee - 7 Eleven Bladee - Egobaby Bladee - Don't Worry Bladee - Inspiration Comes Bladee - Doorman Bladee - Lovenote Bladee - Best Buy Bladee - Cover Up Bladee - Sleepwalk To The Jeweler Bladee x Ecco2K - Plastic Surgery -------------------------- Xavier Wulf - Psycho Pass Xavier Wulf - Akina Speed Star Xavier Wulf - Thunder Man Xavier Wulf - Tokyo Drift Xavier Wulf x Bones - Unscathed Xavier Wulf x Bones - WeatherMan -------------------------- Yung Lean - Hurt Yung Lean - Kyoto Yung Lean x FKA Twigs - Bliss Yung Lean - Oreomilkshake Yung Lean - Hennesy & Sailor Moon -------------------------- Night Lovell - Dark Light Night Lovell - Trees Of The Valley Night Lovell - Deira City Centre -------------------------- Ramirez - Grey Tee -------------------------- mod id: WULFTM2001 workshopid: 2823546486

2,848 Downloads Details →
Realistic Canning - No Lids – Project Zomboid Mod

Realistic Canning - No Lids

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A very simple mod that adds alternative canning recipes that remove sugar/vinegar as an ingredient. These two ingredients are completely unnecessary for home canning, and are actually used for pickling, not canning. This version also removes the requirement for a lid, as they should be reusable in an emergency. Alongside the vanilla "Make jar of..." recipes, you will now see "Can jar of...", which is my modded version. Both recipes will create the vanilla "Jar of....", which must be cooked in a heat source to preserve it's freshness. Workshop ID: 2434393271 Mod ID: Realistic Canning - No Lids

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