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Project Zomboid Mods für Server
Für einen modifizierten Project-Zomboid-Server brauchst du pro Projekt die Steam-Workshop-ID und die interne Mod-ID. Prüfe zusätzlich Spiel-Build, Abhängigkeiten und Lade-Reihenfolge, bevor du deine Welt mit den Änderungen startest.
Project Zomboid Mods sicher installieren
Ein Workshop-Abo allein aktiviert eine Mod auf dem Dedicated Server nicht. Die Einträge in `WorkshopItems=` und `Mods=` müssen zusammenpassen; außerdem muss jede Mod den gewählten Build 41 oder Build 42 ausdrücklich unterstützen.
- 1. Build prüfen: Build-41- und Build-42-Mods nicht ungeprüft mischen.
- 2. Workshop-ID, Mod-ID, Abhängigkeiten und erforderliche Reihenfolge vollständig dokumentieren.
- 3. Welt und Konfiguration sichern, Server neu starten und Logs sowie den Beitritt mit einem Test-Client prüfen.
Die vollständige Schritt-für-Schritt-Anleitung findest du im Project-Zomboid-Mods-Guide. Oder starte direkt mit einem Project Zomboid Server mit Mod-Support.
Häufige Fragen zu Project Zomboid Mods
Was ist der Unterschied zwischen Workshop-ID und Mod-ID?
Die Workshop-ID bezeichnet das Steam-Workshop-Projekt und steuert den Download. Die Mod-ID aktiviert den enthaltenen Mod im Spiel. Auf dem Server müssen beide Listen vollständig und passend gepflegt sein.
Laufen Build-41-Mods automatisch mit Build 42?
Nein. Nutze eine Mod nur dann auf Build 42, wenn ihre Workshop-Seite diese Kompatibilität ausdrücklich bestätigt. Prüfe dabei auch alle Bibliotheken und weiteren Abhängigkeiten.
Wie teste ich ein Mod-Update ohne Risiko für die Welt?
Sichere zuerst Welt, Sandbox-Konfiguration und Server-INI. Aktualisiere danach die zusammengehörigen Mods, starte den Server neu und prüfe Logs, Kernfunktionen und einen vollständigen Client-Beitritt.
The Access Road - Legacy (pre-B41.65)
von 76561197984920875
ATTN: Gen. John McGrew Date: 01 July 1993 Subj: Construction General, You will be pleased to know that construction has officially wrapped on the bypass road for west of Rosewood, KY well ahead of schedule. The engineers were able to complete construction under time and under budget thanks to the ranking officer's foreknowledge of the local terrain. I'm not sure how you expected that facility to remain secret out there in the woods John, not with half the locals hunting and trapping in them. Heck, the biggest buck I ever shot was just about where you put that place. Still, the asphalt should be a safer bet than that old dirt road. The way I hear it, the builders kept getting lost in the woods just getting out there. In addition to the fresh asphalt, the construction of the new guard houses has also wrapped ahead of schedule. The secondary guardhouse by the highway proved to be trivial to install, and I'm sure 's security team will enjoy the new main guardhouse. As I understand it, the old one was an honest to god relic from the First World War. The eyesore was on the verge of falling down, and was demolished with the approval of the local base commander. As a final note John, how are we for golf next Veteran's Day, up at the country club? You've been spending too much time commanding that desk of yours down in Knox, and I'm worried that you're going to lose your edge. Anyways, I'm going to spend the next couple of days in Muldraugh, spend some time with my daughter and grandkids. If you can make time this weekend, we won't mind if you and your wife swing down for the BBQ and fireworks on the 4th. Unless of course you got plans out in there in the boonies that is. Well wishes, Brigadier Gen. Marcus Vasquez, Army Corps of Engineers p.s.: While I was out there John, it smelled like a whole lot of something died. The whole county's been stinking to high heaven for weeks. I don't suppose that's 's doing, is it? --==-- ATTN: Marcus DATE: 03 July Subj: GET OUT NOW Marcus, if you're still in Muldraugh, get the hell out now. It's out Marc, IT'S OUT. And I don't know if we can contain it. --==-- Lore dump aside, this mod replaces five cells in the game, 19,37 to 19,41, with cells consisting of a stretch of paved road and two new buildings. You'll be able to more easily reach the Base without getting lost in the woods. The map IS COMPATIBLE with the adjacent Fort Redstone (18,37 to 18,39) and will not conflict. This mod also now supports the new mapping system introduced in B41. Tags:B40,B41 Workshop ID: 2816877308 Mod ID: SecretBaseRoad Map Folder: SecretBaseRoad
Knox County Power Grid Restoration Event [B42.20]
von 76561197960801216
KNOX COUNTY POWER GRID RESTORATION - BUILD 42 Restore the grid. Maintain the reactors. Survive the collapse. Repair and fuel green reactors to restore native electricity. After the configured power window, reactors fail sequentially until the grid collapses and the cycle begins again. FEATURES []Server-authoritative multiplayer event []New seven-reactor single-player mode []Native Build 42 grid control []Repeatable restoration cycles []Persistent radiation map markers []Admin electricity and water controls []Self-maintaining Admin Generators []Restart-safe event state - No continuous world scanning NEW SINGLE-PLAYER MODE Enable RestorePowerEventSP for the solo campaign. Seven reactors are located near Louisville, West Point, Riverside, Fallas Lake, Muldraugh, Rosewood, and March Ridge. Locations begin hidden. Finding a reactor permanently reveals its numbered radiation marker. Reactors may be discovered before the native outage, but repairs and fueling remain locked until native electricity fails. After the blackout: []Find all seven reactors []Repair and fuel each to 100% []Restore native electricity []Maintain the grid through sequential failures When all seven reactors fail, electricity shuts off, reactors reset to 0/0, and the next cycle begins. With Debug Mode enabled, the SP Power Event Testing menu provides reactor teleportation, power ON/OFF, Force Event Complete, and Force Full Collapse. Do not enable RestorePowerEvent and RestorePowerEventSP together. MULTIPLAYER MODE Administrators place the configured reactors; the default is 32. Every reactor begins at 0% fuel and condition. Default restoration cost: []2 full gas cans []25 Electronics Scrap Restoring every reactor immediately turns electricity on without requiring an administrator online. Reactors later fail in restoration order. The final failure shuts down electricity and resets the event. Reactor count, costs, action times, power duration, announcements, radio, markers, zombies, and failure timing are configurable. MAP MARKERS Reactors use shared numbered radiation markers on the world map and minimap. Markers persist after discovery and synchronize when players reconnect. They do not use continuous polling or a custom UI overlay. ADMIN GENERATORS The included AdminGenerators module converts vanilla generators into permanent utility generators. []Automatically maintains fuel and condition []Remains connectable and operational []Cannot be picked up []Requires no administrator online - Can be returned to normal by staff Only registered Admin Generators receive staggered maintenance checks. UTILITY CONTROL Authorized staff can turn electricity or water ON/OFF and return either utility to native or event control. Water remains independent from the power event. DREADNAUGHT STATUS Dreadnaught gameplay is temporarily removed for multiplayer testing. This build does not spawn, operate, announce, or play sounds for Dreadnaught enemies. Both wearable Monster Suit variants remain included with: []25 storage capacity []85% weight reduction []Secondary-slot support []Inventory and floor icons - Synchronized wearable visuals Hidden corpse-skin and visual-proxy inventory items have been removed. PERFORMANCE There are no continuous world, chunk, reactor, marker, restoration, or utility scans. State synchronizes only when it changes. INSTALLATION Multiplayer: WorkshopItems=3781809443 Mods=RestorePowerEvent;AdminGenerators Single Player: RestorePowerEventSP Requires Project Zomboid 42.20 or newer. VERSION RestorePowerEvent 42.20.43 RestorePowerEventSP 42.20.41 AdminGenerators 42.20.9 Workshop ID: 3781809443 SUPPORT AND COMMUNITY Join the Arcadia Rising Community Server: 50.5.46.175:16261 Workshop ID: 3781809443 Mod ID: AdminGenerators Mod ID: RestorePowerEvent Mod ID: RestorePowerEventSP
[COS] Helsie
von 76561199178116693
How Do I Use It? - You can go to the link below to see how to use it. - Link Recommended mode - Fashionoid - Gear Transmog - Hide All Attached Items - Clipping animation Fix How to use COS mode in build 42. - Navigate to the path where the mod is installed. - Create a 42.0 folder. - Create a common folder. - Paste the media folder / mod.info / preview.png into the 42.0 folder. The recipe code writing method has been changed in 42Build. Since COS (Costume) mode has approximately over 200 modes, converting to 42Build's recipe code is an extremely laborious task. In 42Build, you cannot create costumes in (42 build) the crafting tab. There are two methods: Spawn items in cheat mode. Select items in the clothing selection screen when creating a character. Like My Mode? - Join Our Discord If You Want Commission
[OUTDATED]Ammunition of Box & Cardboard Case MOD + Firearms B41
von 76561198056840134
A small patch to make the Ammunition of Box & Cardboard Case MOD and Firearms B41 compatible. New Items - Case of 7.62x39mm Bullets - Case of 7.62mm NATO Bullets - Case of .22 LR Bullets - Case of .44-40 WCF Bullets - Case of .30-06 Bullets - Case of .357 Bullets Bonus The weight of all ammunition cases has been readjusted. Compared to the ammunition box before packaging, the ammunition case is approximately 30% lighter. Credit falcon33jp - Ammunition of Box & Cardboard Case MOD for build 41 Hyzo - Firearms B41 Don't forget to subscribe to these great mods :) Please excuse my poor English as I am using DeepL. Also, please let me know if you have any bugs or suggestions. Workshop ID: 2829962395 Mod ID: AB&C + FB41
1.1
von 76561199071449813
M163pudding Workshop ID: 3770011279 Mod ID: U.S. M163 VADS by Papa_Chad_patch
Repairable Gloveboxes & Heaters
von 76561198200833741
Restore broken vehicle Heaters and Glove Boxes — two parts vanilla Project Zomboid leaves unrepairable. Features - Heater repair — walk to the engine, equip a blowtorch + welding mask, consume Small Sheet Metal to bring the heater back to working condition. Skill requirements, materials cost, and condition restored per repair are all sandbox-tunable. - Three new Glove Box recipes: • Patch — screws + sheet metal / hinges / scrap (Mechanics 2) • Tape — glue / duct tape (Mechanics 2) • Reweld — blowtorch + sheet metal / scrap (Mechanics 1 + Metalworking 1) - The vanilla duct-tape glove box recipe keeps working alongside these. - Sandbox toggles to disable the heater option or the extra glove-box recipes independently. - Per-vehicle "access area" overrides for modded vehicles whose parts aren't reachable from the default engine area. - Works on both Build 41 MP and Build 42 MP, including B42's tag-based inventory APIs and JSON translations. Inspired by - Easy Heater Repair - Vehicle Repair Overhaul by hehehemann & SP4RTAN Mod ID: RepairableGloveboxesHeaters Workshop ID: 3726318470
美少女万华镜(界面)
von 76561198345324882
界面 Workshop ID: 3128416980 Mod ID: Bishoujo Mangekyou 1 Mod ID: Bishoujo Mangekyou 2 Mod ID: Bishoujo Mangekyou 3 Mod ID: BMJ8 Mod ID: BMJ5 Mod ID: BMJ6 Mod ID: BMJ7 Mod ID: BMJ2 Mod ID: BMJ4
Craftable Baseball Bat
von 76561199186836759
This mod simply adds a crafting recipe for the baseball bat! If there are any bugs (there shouldn't be) then let me know! You'll find the recipe under the survivalist tab in the crafting menu. Workshop ID: 2967227953 Mod ID: CBBB
1.2
von 76561199071449813
M60A3pudding Workshop ID: 3770022417 Mod ID: U.S. M60A3 by Papa_Chad_patch
Weapon Cases [B42] - Русификация
von 76561198414246143
Русификация Weapon Cases Мод добавляет коллекцию специализированных кейсов для организации хранения и переноски оружия. Идеальное решение для упорядочивания вашего арсенала. Что делает мод? • Разнообразные кейсы: Несколько типов контейнеров для разных нужд • Высокое качество моделей: Полностью ручное моделирование и текстурирование • Реалистичная механика: Открытые и закрытые варианты кейсов • Система вскрытия: Отмеченные кейсы можно вскрыть ломом, ножом или отверткой для получения случайного оружия • Гибкая настройка лута: Черные и белые списки для предметов и модов • Места появления: Оружейные магазины и другие тематические локации Ключевые особенности: Упорядоченное хранение оружия, реалистичные кейсы, полная настраиваемость лута, широкая совместимость. Dear foreign friends, this mod is only a localization of the main mod. If you came here because of the preview or text on it, you can safely go to the modification page itself. Хочу перевод Поддержать переводчика Workshop ID: 3591115879 Mod ID: WEAPCASERUS
Dead Island (PVP - Eventos)
von 76561199686295450
ᴅᴇᴀᴅ ɪꜱʟᴀɴᴅ (ᴘᴠᴘ) 【INFORMACIÓN】 Este mapa esta pensado para los servidores multijugador de Project Zomboid, con este mapa podreis hacer eventos de PVP de manera segura, ya que este está situado fuera de cualquier mapa/chunk que haya creado en PZ (es compatible con todos, al menos los mapas mas usados por la comunidad de PZ). 【DISTRIBUCIÓN】 El mapa consta de 7 islas con tamaños y edificios completamente distintos para que los jugadores puedan vivir experiencias de PVP únicas y que no sea repetitivo ya que al haber tanta diversidad en cada isla, cualquier administrador podrá usar la imaginación para lo que se le ocurra. Ya sea liga, competiciones de facciones, etc... 【ACTUALIZACIÓN DEL MOD】 Este mapa esta terminado y testeado al 100% por tanto no habrá mas actualizaciones hasta la B42. Workshop ID: 3305745856 Mod ID: DeadZoneIslandPVP Map Folder: DeadZoneIslandPVP
Eat Glass
von 76561199388075545
This Mod allows you to eat glass, you will die from it. This is a joke mod dont do this irl This was only tested in SP but it should work in MP This mod will not get updates unless it breaks If you like this mod check out my other mods: https://steamcommunity.com/sharedfiles/filedetails/?id=3104710200 Workshop ID: 3121917208 Mod ID: EatGlass
Weapon Settings
von 76561197979658387
Weapon settings for Brita Weapons Workshop ID: 2702370873 Mod ID: Arsenal(26)GunFighter
True Music - E
von 76561198326009292
私用! Workshop ID: 2887906233 Mod ID: True Music - E
Teleport Doors - B42 SP&MP
von 76561197960772922
Teleport Doors Teleport Doors lets players and server administrators convert ordinary Project Zomboid doors into named teleport links. Give two converted doors the same tag, walk through one, and you will exit through the other. The mod also supports temporary random teleport doors. Give a converted door a tag beginning with random, such as random, random 1, or random 2, and the mod will create a temporary route to another door somewhere in the world. Made for Project Zomboid Build 42. Features - Valheim-style paired teleport doors. - Works in both single-player and multiplayer. - Convert existing doors into Teleport Doors. - Link doors using custom tags or names. - Two enabled doors with the same tag form a teleport route. - Travel is triggered by walking through a paired door. - Random-prefixed tags create temporary world-random teleport routes. - Optional group travel for 2–5 players. - Designed for multiplayer without requiring anti-cheat to be disabled. - Configurable permissions and inventory restrictions. - Localized UI, context menus, sandbox settings, notifications, and floating door labels. Creating Teleport Doors - Right-click a supported door and select Convert to Teleport Doors. - Enter a tag for the door. - Convert another door and give it the same tag. - Once two enabled doors share the same tag, they form a teleport route. - Walk through either door to travel to the other endpoint. In single-player, players can convert and manage doors through the right-click menu. In multiplayer, only administrators can create and manage normal Teleport Doors by default. Server owners can disable Normal teleport doors need admin in the sandbox settings to allow all players to create and manage them. This permission setting does not affect who can use an existing Teleport Door. Once a valid pair exists, any player can travel through it. Random Teleport Doors - Create a random teleport door by giving it a tag beginning with random. - Examples: random, random 1, and random 2. - Each unique random tag creates a separate route. - When the route is first used, the mod selects a destination from its pre-scanned map-door database. - The destination is validated and bound to a real loaded door. - The first traveler may briefly see a travel screen while the destination area loads. - After binding, the route behaves like a normal paired Teleport Door until it expires. - The generated far-end door is marked and can be used as the return endpoint. Random Door Lifetime - The timer starts when the random route is first used. - Random links remain active for 5 minutes after activation. - The floating door label displays the remaining time. - The countdown is shown in minutes and then in seconds during the final 30 seconds. - When the timer expires, both endpoints are cleaned up automatically. - Removing the original random source door also removes its matching far-end endpoint from the registry. Group Travel - Optional group travel supports 2–5 players. - Group travel can be started from either door in a normal enabled pair. - It can also be started from the original random source door. - A generated far-end random door cannot start a group queue. - While a group queue is active, players walk through the source door to mark themselves ready instead of teleporting immediately. - The floating door label displays progress, such as 1/3 ready. - When every queued player is ready, the group is released through the same teleport route. - Group queues can be cancelled from the door menu. - Inactive group queues time out automatically. - When no group queue is active, the door works normally. - Any player can start and participate in group travel from a valid door pair. Normal paired doors use the configured inventory restrictions. Random doors retain their random-door inventory exception. Travel Rules - Loaded destination squares are validated before travel. - Blocked or unsafe destinations are rejected. - Far or unloaded destinations use the tested player-load fallback when direct destination loading is unavailable to mod Lua. - Fresh random routes may display a black travel screen while the destination is loaded and corrected to a real door. - If several players use a fresh random door at nearly the same time, later players wait while the first route is stabilized. - The random return cooldown applies only at the generated far-end door. - The original random source door does not receive the same return cooldown. Inventory Rules Teleport Doors are intended to move survivors—not entire warehouses. Default restrictions: - Allowed: worn clothing, belt or hotbar-attached items, key rings, and bandoliers. - Rejected: bags, backpacks, fanny packs, carried containers, corpses, generators, loose inventory items, and unattached held items. Random door exception: - Random Teleport Doors ignore the normal inventory restrictions. - Players can use random doors while carrying any items. Configuration The mod provides sandbox settings for: - Requiring administrator permissions to create and manage normal Teleport Doors. - Enabling or disabling inventory validation. - Allowing bags and carried containers. - Allowing loose inventory items. - Allowing unattached held items. - Allowing generators and corpses. Localization In addition to English, AI-generated localization support is included for Simplified Chinese, Traditional Chinese, French, German, Spanish, Brazilian Portuguese, Polish, Russian, Korean, and Turkish. The translations cover UI text, context menus, floating labels, notifications, and sandbox settings. AI-generated translations may contain mistakes or unnatural wording. Please report any translation errors and include the affected language, the incorrect text, and your suggested correction. Native speakers are also welcome to provide fully corrected localization files. Important Limitations - There is no custom buildable Teleport Door item yet. Existing doors must be converted. - Random destinations depend on the included generated target database and runtime validation. - A random destination may require an initial binding pass before it behaves like a normal paired door. - Normal paired doors do not currently search for a nearby safe offset. If the destination is blocked, travel is rejected. - There are no custom portal visual or audio effects yet beyond floating labels, feedback text, and the random travel screen. - This is an early public Build 42 release. - Back up important worlds before adding new mods to a long-running save or server. Compatibility - Project Zomboid Build 42. - Single-player and multiplayer. - Uses existing supported doors in the world. - Does not require anti-cheat to be disabled. Bug Reports and Feedback When reporting a problem, please include: - Single-player or multiplayer. - Project Zomboid Build version. - The Teleport Doors tag being used. - Whether the door is normal or random. - What happened and what you expected to happen. - Relevant screenshots or log messages. Translation corrections, gameplay feedback, and reproducible bug reports are greatly appreciated. Configuration Workshop ID: 3745923117 Mod ID: teleportdoors
Repairable Chipped Stone Spears
von 76561198027939846
This mod makes chipped stone spears from "Spears: Twine and Leather Binding, Chipped Stone Spearheads" repairable. Workshop ID: 2742544517 Mod ID: TieOnSpearheads_Repair
Dirkerdam Standalone
von 76561199055043316
Одиночная карта для Dirkerdam созданная специально для Ролеплейного проекта SURVIVOR HUB. Все креды к создателю карты Workshop ID: 3520983524 Mod ID: DikerdamStandalone Map Folder: Dirkerdam
Sheet Ropes Weigh Less
von 76561197982882538
Changes the weight of the Sheet & Sheet Rope from 0.8 to 0.2 which is a 75% reduction. When you shred a sheet you get 4 pieces of cloth that weigh 0.05 each x 4 makes 0.2 when you turn a sheet into a sheet rope it only takes 1 and they both weigh 0.8 so now they both weigh 0.2 Works well with "Fuss's Log Hauling" if you like to make log walls without unstacking your logs & "Common Sense" mod that allows you to convert ripped sheets back into sheets to turn into sheet ropes to make those log stacks. Workshop ID: 3248908199 Mod ID: SRWL
Tucked Handguns
von 76561198090180105
Tuck pistols and revolvers behind your regular belt - no holster required. Handguns can be attached to both the left and right belt slots. Drawing a handgun from the belt is 40% slower than drawing it from a proper holster, so holsters remain useful and provide a real advantage. Supports all vanilla pistols and revolvers, as well as modded handguns using the standard Holster or HolsterSmall attachment types. Made for Project Zomboid Build 42.19. Works on Build 42.20 Created by TheQ ---------------------------------------- Позволяет затыкать пистолеты и револьверы за обычный пояс без использования кабуры. Оружие можно закрепить как в левом, так и в правом слоте пояса. Доставание оружия из-за пояса происходит на 40% медленнее, чем из полноценной кабуры. Благодаря этому кабуры остаются полезными и дают настоящее преимущество. Поддерживаются все ванильные пистолеты и револьверы, а также модовое короткоствольное оружие со стандартным типом крепления Holster или HolsterSmall. Создано для Project Zomboid Build 42.19. Работает с версией 42.20 Автор: TheQ Workshop ID: 3768300373 Mod ID: BeltTuckedHandguns
Zyn Pouch Mod by Bebp
von 76561198405417772
Simple mod that adds Zyn nicotine pouches to Project Zomboid. UPDATED FOR BUILD 42 STABLE! - Fixed Zyns to have the same effects as cigarettes. - Added adjustable spawn rates in Sandbox Options. Flavors: Coffee, Wintergreen, Spearmint, Cinnamon, Menthol, Citrus, Cool Mint, Classic, Peppermint, and Smooth. Open to suggestions for more flavors. Super sexy textures made by super sexy Cameron. If you have any issues, please leave a comment. https://pz.bebp.org/ Workshop ID: 3234938055 Mod ID: zynjamins
Mod Manager: Load Order Sorter (Brazilian Portuguese)
von 76561199131666750
Translation into Brazilian Portuguese of the Mod Manager: Load Order Sorter mod. (This mod needs the original mod to work). Making it very clear that I have no intention of stealing credit from the original creator, it's just a way I found to bring it to our language, meaning all rights go to the original creator of the mod: @REfRigERatoR Workshop ID: 3197360245 Mod ID: Mod Manager: Load Order Sorter (Brazilian Portuguese)
OneHanded SawedOff Double Barrel Shotgun
von 76561198115720008
Republishing off an mod created by a banned user. You can use a sawed barrel shotgun with ONE hand, like a pistol. If you want change the attachment for holster, go here : - C:\Program Files (x86)\Steam\steamapps\workshop\content\108600\3188453718\mods\OneHandedSODBShotgun\media\scripts (C: or other, if you have installed PZ on other disk) - Open OneHandSODBShotgun.txt - Change "AttachmentType = Rifle," by "AttachmentType = Holster," (do not put " ") - Save. Mod can seen in screen : The Only Cure (arm cut) Brita's armor The division Backpack Bushcraft Gear - Tools Rifle Sling (Sawed Shotgun attach on my chest) Advanced Trajectory Z.R.A.P '92 AM General M998 + M101A3 Cargo trailer I advise you to go see my collection, if you are looking for good mods for your solo/MP party/server. Compatibility with all mod doesn't change the vanilla weapon Double barrel shotgun. Personal test and work : Arsenal26 Workshop ID: 3188453718 Mod ID: OneHandedSODBShotgun
CommonSense42.13.2 (by: Baku)
von 76561198069272495
* Patch do mod Common Sense para Project Zomboid Build 42.13.2. - Compatível com Multiplayer. - Desinstalar mod original (todos créditos ao criador). + Não é a intenção plagiar, como ainda não foi atualizado, tomei a liberdade de atualiza-lo. Caso o autor original precise estou disposto a disponibilizar as correções! MOD ATUALIZADO E 100% FUNCIONAL (28/01 edit). Workshop ID: 3655310373 Mod ID: ComumSenso " Common Sense mod patch for Project Zomboid Build 42.13.2. Compatible with Multiplayer. Uninstall original mod (all credits to the creator). It is not the intention to plagiarize; as it has not yet been updated, I took the liberty of updating it. If the original author needs it, I am willing to provide the fixes! UPDATED MOD AND 100% FUNCTIONAL (28/01 edit). "
Bourstrange
von 76561198179477498
Bourstrange Workshop ID: 3463783037 Mod ID: 2895625254 Map Folder: GargisnarBourstrange
Project Zomboid Details →
Project Zomboid Guides
Project Zomboid Mods installieren - Workshop Guide
Installiere Project-Zomboid-Mods sauber per Steam Workshop: IDs eintragen, Reihenfolge prüfen, Server neu starten und typische Fehler beheben.
Project Zomboid Sandbox-Einstellungen: alle 62 Panel-Werte
Project Zomboid SandboxVars.lua im Panel konfigurieren: alle 62 Werte, Build-41/42-Unterschiede, Grenzen und sichere Empfehlungen.
Project Zomboid Build 42 auf dem eigenen Server: Umstieg, Spielstände und Mods
The Indie Stone veröffentlichte am 26. August 2026 Sicherheitskorrekturen für 42.20.4 Stable, 42.19.2 Unstable und 41.78.21 Legacy. Wähle den Patch für…
Project Zomboid Server mit Mod-Support
Kompatible, unterstützte Mods über das Server-Dashboard installieren.
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