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Mods y complementos para Project Zomboid
Este catálogo incluye 52.000+ proyectos de Project Zomboid procedentes de Steam Workshop. Las entradas pueden ser para servidor, cliente o ambos, e incluir mapas u otro contenido generado por usuarios. Antes de instalar, comprueba la página de origen enlazada, la versión del juego y las dependencias.
Fiat500 1957
por 76561198954318645
The mod will add a 1957 Fiat 500 to the game - The car is NEW, does not replace the standard car from the game. - Working textures: Blood, scratches, etc. - Appears in all known places. - The car has 21 color options in the regular version. - There are 3 variations: regular, pickup and with a basket. - The pickup version and with a basket have 2 trunks Please indicate in the comments about any errors or shortcomings. If you liked our work or you want to encourage us to further develop, then you can support us through DonationAlerts or skins. DonationAlerts Trade link Models and textures are made by me Workshop ID: 3014783970 Mod ID: 57fiat
生化危机模组修改版
por 76561198120198423
本模组基于生化危机模组修改,难度较高 原模组链接:https://steamcommunity.com/sharedfiles/filedetails/?id=2392317746(再此感谢原作者,才让我们玩上好玩的模组) 1.删除了商店界面 2.模组装备只会出现在僵尸/物资刷新点(出门一双手 装备全靠捡) 3.修改了生化危机模组的宝石掉落率,现在为0 Workshop ID: 2678253067 Mod ID: Arsenal(26)GunFighter Mod ID: antiserum_mp Mod ID: CosplayShop Mod ID: PLLoot Mod ID: PLLoot_Patch Mod ID: portalMP Mod ID: REMMOD1.11 Mod ID: REMOD1.1 Mod ID: CustomizableZombies Mod ID: Swatbao
Stalker HQ Clear Sky - No loot spawn.
por 76561198006141780
A Stalker HQ by Simon_MD to be used with the Shops and Traders mod by Chuckleberry Finn - located in cell 38/30+31. Does not spawn loot. Requires my custom tiles Simon MDs Tiles, as well as throttlekitty, Dylan, and Daddy Dirkie dirk Tiles. Thanks a ton to these contributors of the PZ community so that modders such as I can use their assets to embellish my creations! Workshop ID: 2887419918 Mod ID: SimonMDStalkerStoreClearSkynoLoot Map Folder: stalkerstoreclearskynoloot
Standardized Nimble XP
por 76561198216563933
Standardized Nimble XP for build 42 should be compatible with versions <42.13 This is an update to the great mod by ConquerorKoala How it works Project Zomboid uses a random number generator (RNG) to determine whether the player gains Nimble XP. This mod changes that to a new method where the player is constantly rewarded with XP for combat walking, every X (configurable) times for Y (configurable) bonus XP. This means you can reliably gain Nimble XP without depending on the RNG. Settings The mod settings are in the "Settings" -> "Mods" tab. Supported languages: EN ??, RU ?? Workshop ID: 3412765574 Mod ID: STNIMBLE_B42 Workshop ID: 3412765574 Mod ID: STNIMBLE_B42
10 Years Later - Riverside Forest
por 76561197993119254
10 Years Later - Riverside Forest 1) (COOP/SERVER) Activate this mod : - Map Folder: 10YL_RiversideForest(intregrated to the vanilla map) Workshop ID: 3321950534 Mod ID: 10YL_RiversideForest Map Folder: 10YL_RiversideForest
Ash's Real Life Fire Rate
por 76561198068788655
REAL FIRE RATE: V2! Real full auto is a great mod, Except its actually Still Way too slow. ~So now we Also Have This~ This Makes Automatic Based weaponry Fire as if they would in real life. ~ Full Auto IRL, An M4A1 is Wicked Fast. BONUS FEATURE COMPAT: TRUE CRAWL PATCH Forces True Crawl to Abide by the Fire Rate Changes when Prone! ( LOAD Ash's Real Life Fire Rate AFTER TRUE CRAWL IN LOAD ORDER ) ~Mag dump that Z from 3cm off the floor to your Hearts CONTENT! ( ASH WHERE IS THAT SICK GEAR / MINIGUN FROM: Advanced Warfare. for the gun. Armor is From Federal Ranger's 4 Workshop ID: 3039818307 Mod ID: RealFireRateAuto
[COS] Specialist
por 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
Even More Traits [42.20]
por 76561198068703682
Over 30 traits, good and bad. Juggernaut, Berserker, Plot Armor, Spartan, Second Wind, Night Walker and Quicksilver if you have points to spend. Insanity, PTSD, Addict, Anorexic, ADHD, Codependant and friends if you need some back. Singleplayer and multiplayer. Nothing else to install. This is Lazolo's Even More Traits brought up to 42.20. The traits, the effects and the writing are all theirs: the original is here. Go rate it. To Lazolo If you want this taken down, message me and it is gone. If you would rather update the original yourself, say so and I will send you every change and the fixed files. What was broken Build 42 changed how mods create traits, so none of them turned up in character creation. Then it changed how stats are read and written, so anything that did turn up could not actually do anything. That same change killed Stat Tweaks Lib, which the original depends on. It cannot work on 42.20 no matter what you subscribe to. If your character ever announced "Even More Traits requires Stat Tweaks Library", that was this. What I changed - Traits are built on the current system again, with their costs, descriptions, icons, skill bonuses and exclusions. - Rewrote every stat call in the mod, 82 of them, so the effects run. - The stat engine is part of the mod now. Stat Tweaks Lib is not needed. - Starting items get handed out properly in multiplayer, and only once per character. - Sandbox toggles work. They were read wrongly, so anything you switched off stayed on. - Translations load again, all nine languages. - Split screen players no longer share one set of stat tracking between them. Multiplayer and load order Build 42 sets up modded traits in one pass over your mod list, and it does not cope with one of them failing. A single broken trait mod takes down every trait mod after it, on whichever side it broke, and then your server and your client disagree about which traits exist. That is the load order shuffling people end up doing to get trait mods working on a server. This one sets itself up on its own, after that pass, on both sides. Where it sits in your list does not matter, and it will not drag anything else down either. If you already run a general fix for this, no conflict there. Notes - Do not run this and the original together. - Trait ids changed, so an old character will not keep them. Start a new one. - MoodleFramework is optional. Install it for the extra moodles or skip it. - Fine alongside More Traits, same as before. Traits that should not stack still do not. - Already have Stat Tweaks Lib for something else? Leave it. This keeps its own data and will not touch it. - On load the console says how many traits it set up. If that is ever zero, something stopped it and I want to know. My other Build 42 mods Sound Direction Indicator, for playing without sound. Long Term Preservation, curing and jarring so food keeps without power. Custom Lights, set the range and brightness of every light in the game. Fifth-Wheel RV Trailer, a towable with a real interior. Adjustable Unhappiness, a slider for how fast unhappiness climbs. Workshop ID: 3777663603 Mod ID: EvenMoreTraits4220
Add Fuel Faster!
por 76561198056292260
Build 41 For the love of god ADD FUEL FASTER!! - Faster adding of fuel items on BBQ, Campfire, Antique Oven & Fireplace (Add Fuel Action) depending on material used. - Adding Twigs, Clothes, Papers, Books, Magazines as fuel is now significantly faster. - The heavier fuel quality of the material, the longer the action becomes. (A little bit longer than default) * Important: Make sure to place below any mods that change character interactions. If you have tons of mods just place it as low/priority as possible in your mod list. Thanks for using the mod! Workshop ID: 2663821818 Mod ID: Addfuelfaster
[B41] Fursuiter Occupation
por 76561198001322354
What is this? Introduces the Fursuiter Occupation; a tailoring specialist, prey enthusiast, and poisoned chalice. - The Fursuiter is an unquestionably talented textile worker, boasting three levels (+125% XP Boost) in Tailoring - otherwise one of the slowest skill grinds for the mainstream occupations. - On top of that, the Fursuiter seemingly (and quite unsettlingly) already possesses an above-average level of curiosity and competence in the practice of catching (and- we should assume- devouring) small, furry animals; starting with one level (+75% XP Boost) in Trapping. - If all of that just wasn't enough, the Fursuiter receives an entire +4 Points to Spend in character creation... And a water bottle! - In exchange for these blessings, the Fursuiter is cursed to take on both the Conspicuous flaw and the Clumsy flaw; afflicted with a nagging feeling of social incompatibility and unbelonging- that haunts them even now, out amongst the dead- and a subtle sense of alienation and revulsion at the finer motor movements of their own fingers and toes. Why is this? The Fursuiter Occupation mod is reliant on the functions provided by the Profession Framework (WID 1343686691), in order to load the profession itself, and for its associated professional flaws to behave properly in the character creation UI. Occupied Louisville 1.2 includes 33 hand-selected, artisanal spawn points for the Fursuiter, and is ideal if you're looking to explore the subtle nuances and deep psychological themes embedded within this occupation's profoundly enigmatic lore somehow make your life even more difficult than it needs to be. If you're committed to keeping not only the Spiffo Suit Head and the Spiffo Suit Tail, but also the Spiffo Suit itself equipped for as often as possible- like the absolute gamer that I know you are- then this mod synergises well with Repair Any Clothes (WID 2142622992), which makes it possible for the Spiffo Suit itself to be patched up via Tailoring. Could you not? Issues - While I may be able to strip you of your clothes, hats and shoes, place flip-flops on your feet to hinder your escape, and wrestle you into a fursuit- the muffled sounds of your resistance coming from the motionless mouth of a fictional raccoon all the while- there's no means I've tested which will also allow me to make you put on the tail. Wherever it's attached, it's somewhere that I'm forced to leave you to equip it in relative privacy... But you will still put it on, won't you? - The custom icon and description for the Conspicuous flaw, when automatically assigned to the Fursuiter in character creation, will be swapped for its default equivalent when the game starts (the same's the case for Clumsy's minor icon recolour). This is expected behaviour, and a necessary compromise in order for the flaws to still behave as intended during play, and won't be fixed. If I get particularly bored at some point, I'll swap the custom icon onto a separate trait, with its own generic flavour text, but no in-game effects. The Furture - Whatever you may think of it now, my original vision for this occupation was far, far worse (and I'm not just referring to the tail). Unfortunately, implementing a character trait which uniquely modifies one player's unhappiness penalty from eating dog food was too advanced for me to achieve reliably (not for lack of trying) - and so this pipe dream is on indefinite hold. - I have a list of spawn coordinates, for one-hundred and ten kennels, animal pens, stables, chicken coops, public parks, dumpsters, (etc), distributed throughout Muldraugh, Rosewood, Riverside, and West Point. For now, I need to spend time thinking of a better way to use them than clogging the spawn regions list up with four additional selections, just for one ironic furry survivalist gimmick. Requires: Profession Framework (updated for B41, 13/01/2022) (Workshop ID: 1343686691) Requires: Profession Framework B41 Patch (Workshop ID: 2216760107) Supported by Occupied Louisville Spawnpoints (Workshop ID: 2706495780) Synergises with Repair Any Clothes (Workshop ID: 2142622992) Workshop ID: 2716246138 Mod ID: CuckooBasicFursuiter
ARSENAL-26-GunFighter[NSZ]
por 76561197980050664
Custom CFG for use on NSZ Servers Workshop ID: 2710993435 Mod ID: Arsenal(26)GunFighter
UAZ 2206 Casual [42.20]
por 76561198074266613
UAZ 2206 Casual 7 мест, 3 двери, хорошая проходимость, багажник 1000 единиц, холодильник 150 единиц. вероятность появления на уровне стандартного транспорта. Холодильник работает при наличии в аккумуляторе небольшого количества энергии. Холодильник энергию не расходует. 3 и 5 места, не доступны для зомби. Вероятность появления: парковка 7% трейлер парк 15% свалка 20% UAZ 2206 Casual 7 seats, 3 doors, good maneuverability, trunk 1000 units, fridge 150 units. spawn probability at the standard vehicle level. The refrigerator works with a small amount of energy in the battery. The refrigerator does not consume energy. 3rd and 5th places are not available for zombies. Spawn: parkingstall 7% trailerpark 15% junkyard 20% Balance Version: https://steamcommunity.com/sharedfiles/filedetails/?id=2523751880 Workshop ID: 2706775030 Mod ID: uaz2206casual
Simple Immunity
por 76561198314155310
A simple mod that just adds a trait that prevents zombification. Be that one protagonist from a game or a movie. This mod attempts on making a trait that simply prevents you from getting zombified. This does not stop wound infections. Only the zombie infection. It's safe to add/remove mid-game. Credits Immunity (Trait & System) (Heavily Modified Base Code) More Traits This trait was made to solve the "insta-kill bug". The difference is that I added extra functions from the Super-Immune trait that was missing from other immune traits. This fully stops the infection growth rate, mortality duration, and infection time from a player that holds that trait and should probably prevent that bug from happening. Workshop ID: 3007538959 Mod ID: simplyimmune
7 Lives To Live Redux
por 76561198261072538
Limited Lives! An amazing concept. You'd have to make each life count. Unfortunately, PZ doesn't offer a robust solution for it. This mod is here to change that! It makes it so Players have a limited amount of lives! How does it work? Each Player starts with a set amount of lives. When they die, they lose a life. Players can (Optionally) gain extra lives by killing other players! When a Player loses their last life, they will be unable to respawn and will be forced to return to the main menu, or quit the game altogether. If a Player with 0 lives attempts to rejoin the server, they will be instantly removed the moment they spawn. Admins can use the context menu on the ground to modify the lives of all Players, or use the context menu over a Player to modify just that Player's lives. There are options for adding, removing and resetting lives, as well as unblocking a Player. Customization This mod is completely customizable through Sandbox Options! For instance, you can make it so Players do not receive extra lives by killing other Players. Additionally, it is possible to make it so that whenever a Player loses ALL their lives, if an Admin is online at the moment, the Player gets removed from the server whitelist. Game limitations prevent this from being an option when no admins are online. F.A.Q Does it work in Singleplayer? No, but if you want this mod to work on Singleplayer, write it in the comments! Does it work on existing saves? Absolutely! Is the mod compatible with ? This mod shouldn't have any incompatibility with other mods. You can click here to check which mods are known to cause problems. Credits Powered by BitBraven. Redux commission by Ted E. Bear. Original commission by Bio. And of course, thank you for supporting me! Did you like my mods? Join me on Discord and maybe Youtube if you want! I also accept Ko-Fi donations. All money is used to develop mods. This product is protected under © copyright law. You are free to use it for personal purposes. Redistribution, for commercial purposes or not, is strictly prohibited without prior permission. Please note that the English version of this disclaimer takes precedence over translations, as they may be outdated. For more information, please Click Here to read the full End User License Agreement. Enjoy! 💖 Workshop ID: 3296856214 Mod ID: BB_LivesToLiveRedux
Limp trait
por 76561198129216966
A while ago you had a bad leg injury that never has and never will fully heal. You permanently have a minor limp. This mod adds a trait giving 5 points that permanently gives you a minor fracture on your right shin. Whether its for the point minmaxing or just a little quirk for your RP, a limp is a unique spice. Either way, YOU STILL OUTPACE FAST SHAMBLERS WITH THE LIMP. It’s not the full crippling limp of burns or unsplinted fractures. On character creation, you're given a splinted fracture thats about 90% through healing. No matter how long you wait or how much comfrey you apply, it will NEVER get better. Keep it splinted to minimize the speed penalty. Workshop ID: 2929215182 Mod ID: limptrait
[No longer works] Zombies Drop More Cigarettes
por 76561198422541385
I created this mod because i couldn't find cigarettes in the loot of zombies when i killed them even with the lucky trait. I created this using changing Dylan's Sensible Zombie Loot scripts: https://steamcommunity.com/sharedfiles/filedetails/?id=2686972114 If anyone needs me to tweak something, create another version changing certain variables or another mod that makes zombies have a chance to have X item in their loot leave a comment. I'm no modder but i know how to edit basic stuff like loot. This mod might be kind of unbalanced if you have the smoker trait but if i'm not being stupid most of people in the 90's carried a pack of cigarettes (aprox 25.5% of adults in the US during the 90's) Workshop ID: 2720149976 Mod ID: ZombiesDropMoreCigarettes
[B41] Chevrolet Corvette C6
por 76561198180152967
Chevrolet Corvette C6 Once a symbol of wealth and status, this marvel of the old world engineering now sits abandoned among ruined streets. With a powerful engine still capable of screaming down the highway, it tempts any survivor looking for speed at the expense of safety. Yet again we dive into paralel universes where Knox virus began few years later, in times where C6 ruled the car industry. The sixth generation of Chevrolet’s iconic Corvette. Produced from 2005–2013, the C6 combined American muscle with modern handling. Lightweight fiberglass body, front-mounted LS V8 engine, and rear-wheel drive. Features: - 3 variations - Unique color paints for each model - Fully armorable - Fully animated -Roof storage -Spare tire Notes: - This vehicle can be found in : traffic jams, trailerparks, junkyards and parkingstalls - This mod shouldnt cause any issues if added mid-save - B42 version: https://steamcommunity.com/sharedfiles/filedetails/?id=3566330206 Wanna buy me an energy drink? All support is greatly appreciated! https://ko-fi.com/xerdes Credit: - This vehicle mod is a commission work by the request of 0kamiKaiju - To Hilvon for his animation knowledge and frequent and helpful tutorial streams on twitch! - To the modding community, which is keeping the game alive and fresh! - To Indie Stone for making such a great game like this! - To barXman for his insight and testing - To iBrRus and Tchernobill for amazing Tsars Library! Chevrolet Corvette C6
Bandits 中文汉化
por 76561199020860145
Bandits 中文汉化 Workshop ID: 3296504848 Mod ID: Bandits_XYCN
Simple Vehicle Repair
por 76561199178116693
?Description - In the game, vehicles break down too easily - Repairing them requires too many Materials - These conditions make the game annoyingly and exhausting. - All you need is and How To Use - You can repair the vehicle either inside or outside of it. - You must have inventory and , and right-click the vehicle. - Each time the vehicle is repaired, the remaining amount of decreases by the amount of red shown in the image below. - - If there is not enough remaining duct tape, the vehicle cannot be repaired. - All vehicle parts will be fully repaired Workshop ID: 3308254725 Mod ID: Simple_Vehicle_Repair
Felkami's Reloaded
por 76561198021344576
Adds a UI element to show if a weapon has any ammunition in it. Detects when to reload, rack, and unjam a weapon. Compatibility with modded weapons is not guaranteed. One person has reported a possible crash due to this mod and superb survivors. Relationship is not confirmed so mix them at your own risk. Only tested on v41.50 IWBUMS. This mod is abandoned. The author is now using: "Weapon Condition Indicator" id: 2619072426 Tags:B41,Interface,Weapons,Tweak Workshop ID: 2520648459 Mod ID: FelkamisReloaded
[B42]Infection Status Check
por 76561198107533137
When we are scratched or suffer lacerations from zombies, we may not know if we are infected. This mod provides the functionality to check for infection. Right-click on the ground, select "Check Infection," and you can see your infection status. If infected, there will also be a progress indicator showing the infection level. Workshop ID: 3459841966 Mod ID: B42AmIInfected001
Inventory Tetris | Pomp's Items - Just the Food
por 76561198189857395
What this patch does: The main focus are the items that come from boxes (but not only) as they give ALOT of items and when they don't stack, it's chaos. Items from boxes: Adds stackability to all items provenient from an opened box. The max stack for each item is exactly the quantity you're given for each box you open. This goes for foods and drinks. ( Some boxes are stackable too). Other food items: The logic I used for other non-boxed food items, is to get the stack to give around -20 hunger (based on canned foods). i.e: If an item gives -5 hunger, it'll stack to 4. In cases where the math wouldn't allow a solid 20, it goes above. -8 hunger will stack to 3, giving the stack -24 hunger and so on. Drinks: Tweaked every drink grid spaces. For stacks, basically the only drinks that will stack are the ones provenient from boxes, like the example image ones and beers from packs, I didn't find any need to stack tea bottles and so. This patch came out of necessity, I made it for my own game, so any suggestions and reports are welcome. As mentioned, some boxes give a lot of items, and stacking them all together can be not that realistic, but I chose practicality over realism, for this version at least. Well, that's it. Enjoy! Workshop ID: 3152722621 Mod ID: IT_PompsFood
SecretZ Operations
por 76561198018448232
Welcome to SecretZ Operations For all who enjoy Insurgent, SecretZ, Wolf Extraction and every other mod of this kind, welcome. Operations still in a early state, so still no scripted missions or "real" objectives to accomplish, but that said, at the moment it gives some stuff for the players to make their own story. Aiming to Not only simulate somehow a war against our beloved zeds, but the Insurgents and all the possible groups in the shadows who are inside this mess, and are responsible of it. So, at the moment the 2 main groups will end fighting eachother. The Government using the military against the zeds and the insurgents, meanwhile the insurgents will work for their own bussines inside this messy zombie apocalypse. The stuff Adding to the game 2 professions to be the counterparts of the Insurgent profession. Delta Force profession, and Army Ranger profession. Delta Force profession is very similar to Insurgent profession, based on it, but there are some differences about the skill points and perks, and even the objects you start with. Meanwhile, Army Ranger is "nerfed" version of the Delta Force profession, with some less traits, skill points and objects. Apart of this professions stuff, there are some new objects and stuff which will be explained below. The objectives Some of the new objects which are "important documents" will spawn randomly at some parts around the entire map, mostly in locations related to the military which are part of SecretZ Pandemic maps. Not only those "important documents" but some "samples" should be retrieved from a secret laboratory complex for which one you'll need to find keycards to access the different zones of it, you can find them at some places if you are lucky or killing certain zombies (specially Hazmat ones). The keycards: The military and the insurgents will seek to retrieve all the required stuff before eachother in order to accomplish their objectives, but that's just the idea and the tools for it, everyone creates their own one. The documents are visible as a folder dropped on ground at certain places, and there is a total amount of 6 of them: Officer's Cargo and Passengers list, High Command Orders, Scientist List, Special Evacuation Orders, Transcribed Comms and Pictures folder. The documents: About the samples you'll need to find information about them at the laboratories, there is even a bonus way to get the samples, if you find some locked briefcases and their keys to open them. The briefcases: Insurgents, Delta Force and Army Ranger will spawn with some maps and documents which will help to locate some of them but probably not all. The spawn points You will see 7 new spawn options, one for the Delta Force, another of Army Rangers at a specific place and other to spawn randomly around the map as lost soldiers, and 4 dedicated to Insurgents. The way you use them because are not restricted is up to you, just recommended for their respectives professions and objectives. Wolf Extraction Addon Now finally the compatibility with Wolf Extraction is added. There are specific requeriments for being able to extract playing with the Insurgent, Army Ranger and Delta Force professions. Apart of the basic items you will need to have as the military walkie-talkie, there are some specific profession items which the player will start and will need to keep in order to being able to call for the extraction once the rest of the items are recovered. There are nearly 30 items around the map, most part of them documents and vials. There are not a specific item the player will need to have as requeriment apart of the basic ones, instead each new item will be the player a "enabling extraction point". Delta Force and Army Rangers will need at least 12 points to enable their extraction, and Insurgents 14 points. There is a list of documents which will grant the player 1 point for each one: Officer's Cargo and Passengers list, High Command Orders, Scientist List, Special Evacuation Orders, Transcribed Comms, Pictures folder, PharmaGen & Finnegan, Medical research, Military reports, Laboratory Notes V-SZ P1, Laboratory Notes V-SZ P2, Laboratory Notes V-SZ P3, plus most part of the CMP V-SZ vials which some of them will give 2 points instead of 1. Even if you pick repeated items will count as just one. For being able to play it, it is totally necessary to load SecretZ_Core_v2 or v2.5, and it is highly recommended to load most part of the extra maps in Pandemic pack, of course Wolf Extraction is necessary to have and be loaded before SecretZ Operations. The future As i said at the very beginning, this mod still in a early state, but the idea is to keep adding stuff and lore for this story, and of course take into account any other idea, lore, stuff which the community has to offer in order to make something interesting or at least try to do it. So any feedback, any idea, and even if someone want's to share their own story about what he did with this stuff and lore is welcome. INSTALLATION Just make sure to load Insurgent mod first and SecretZ Operations after it. Not totally required to load all the different modules from SecretZ Pandemic pack but it is highly recommended if you want to be able to found all the documents and samples. If you are using Wolf Extraction and SecretZ Operations Wolf Extraction Addon, make sure you load first Wolf Extraction Modules and after them (to overwrite) SecretZ Operations Addon. Thanks Specially thanks to MrSunshine for accept the project, and let me use Insurgent mod as base for it, and Wolf for his Extraction mod. Thanks to Blod for making the videos as help for the players who are trying to find the different items and locations. Workshop ID: 3148355285 Mod ID: SecretZ_Operations Mod ID: SecretZ_Operations_WQS Map Folder: ArmyGroup_Spawn Map Folder: DeltaForce_Team_Spawn Map Folder: LostRangers_Spawn Map Folder: LZ_Charlie_Spawn Map Folder: LZ_Delta_Spawn Map Folder: LZ_Echo_Spawn Map Folder: LZ_Fox_Spawn
Connected Generators B42 (Open Beta)
por 76561198057585525
Connected Generators B42 Connected Generators B42 allows nearby generators to operate as a managed power cluster in Project Zomboid Build 42. Instead of relying on a single generator, active generators in the same cluster share the network's fuel demand. If one generator runs out of fuel, generators that still have fuel can absorb the remaining demand. The mod also adds computer terminals, persistent Network IDs, custom generator groups, remote monitoring, an interactive network map, pager alerts, and range visualization tools. Supports Singleplayer, hosted Multiplayer, and Dedicated Servers. Requires Project Zomboid Build 42.10 or newer. Main Features Generator Clusters - Nearby connected generators operate as a shared power cluster. - Fuel demand is distributed across active generators. - Available generators can absorb the share of a generator that runs dry. - Supports generators across multiple floors. - Named generators remain tracked while their chunks are unloaded. - Remote simulation accounts for time spent outside loaded chunks. - Chunk unloading does not remove generators from the network. Default connection settings: - Horizontal link range: 15 tiles. - Vertical link range: 3 levels above and below. - Both connection ranges are configurable in Sandbox Options. - Electricity coverage follows Project Zomboid's vanilla generator range settings. Computer Terminal Turn compatible desktop computers into generator management terminals. - Computers require electricity and shut down when power is lost. - Powered computers contribute to electrical demand. - Assign unique Network IDs to generators. - Monitor fuel, condition, state, usage, runtime, floor, and connected devices. - Turn authorized generators on or off remotely. - Access is restricted to the computer owner and authorized faction members. Generator Groups - Create, rename, and delete custom groups. - Move generators between groups. - Unassigned generators appear under Ungrouped. - Expand or collapse individual groups. - Search by Network ID, owner, faction, group, or state. - Filter by group and Online, Offline, or Disconnected state. - Groups and assignments are stored on the computer and persist with the save. - Authorized players using the same computer share its organization. - The groups are merely organizational for separating the list of generators; placing generators in the same group does not guarantee that they are sharing the load. Visualization Tools - Display direct connection lines between generators. - Show numbered generator markers. - View fuel, condition, usage, runtime, and floor information in tooltips. - Display generator link ranges. - Display full electricity coverage. - Display currently energized areas. - Display combined cluster coverage. - Identify generators above or below the current floor. Network Map - Interactive world map integrated into the computer terminal. - Display generator locations, direct links, and coverage overlays. - Search by generator Network ID. - Search the bundled street database by street or city name. - Center the map on the player's current location. - Show or clear a local route to the selected generator. Monitoring and route display are independent: monitoring changes the networks saved on the computer, while route controls only affect the local player's overlay. Pager Alert System - Link a pager to one or more named generator networks. - Receive alerts when generators turn on or off. - Receive alerts when generators disconnect. - Configure low-fuel and low-condition thresholds. - Alerts are delivered through the pager with an audible notification. Sandbox Options - Horizontal generator link range. - Vertical generator link range. - Desktop computer power consumption. - Enable or disable the computer system. - Enable or disable the Network Map. - Enable or disable the pager system. Compatibility and Important Notes - Client and server should use the same mod version. - Fully restart the game after updating; Lua reload is not sufficient for every handler. - Dedicated servers must be restarted after updating the mod. - Loaded generator condition remains governed by Project Zomboid's vanilla generator system and is not artificially redistributed by the mod. - Search and filter state is local to the current terminal window. - Generator groups and assignments are persistent data stored on each computer. This mod is under active development. Bug reports and suggestions are welcome. When reporting a problem, please include whether it happened in Singleplayer, hosted Multiplayer, or on a Dedicated Server, along with any relevant console or server logs. If you enjoy the mod, please leave a rating and share your feedback. Workshop ID: 3691730760 Mod ID: ConnectGeneratorsB42
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