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Mods y plugins 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.
[ABANDONED] Really Real Time
por 76561198023676128
Sets current local date and time ingame. NB: the mod changes ingame time, not just interface, so it will affect your gameplay! Features - Updates current time even if game is paused. - Doesn't update time if game speed is faster than normal (time compression). - Doesn't update time if player is asleep. Mod Options (available) P.S. - Should work in multiplayer, the mod will pick server time (not tested). Tags:B41,B40,Multiplayer,Tweak Workshop ID: 2154609119 Mod ID: reallyrealtime
[B42/41] BeNTheHunter's 1992 Mitsubishi Lancer GLXi Wagon
por 76561198246710042
---------- Regarding the release of Build 42 stable ---------- The mod should be unaffected by the changes made to the game by the stable release of Build 42. If you find any issues, please leave a comment in the comment sections. There is a small bug currently which makes the car's name not display correctly in the mechanics menu. This will be fixed in the coming days. Support for Build 41 will continue for the time being. ---------------------------------------------------------------- In May 1992 after the success of the fifth generation Lancer, Mitsubishi Motors released a wagon type car which was based on the aforementioned Lancer sedan. On the Japanese market it would launch as the Mitsubishi Libero, while on the European and American markets it would launch as the Mitsubishi Lancer Wagon (or the Mitsubishi Lancer Kombi due to linguistical differences). Mitsubishi developed the Lancer Wagon to be a "multi-purpose town car", keeping the characteristics of the sedan (such as all the engine options except for the 1.6l V6), while making the trunk area much larger, thus making it fit more diverse roles. Due to changes in road safety regulations the Lancer Wagon was the first Mitsubishi car to come with a back fog lamp as standard and not as an optional extra. Description Just like in the sedan version of the mod, the car comes in 9 different colors, all of which are factory colors that were used by Mitsubishi in 1993. The wagon version also makes use of the in game random color selector (HSV) so you can occasionally find custom colored Lancers throughout the map. The car is ready to tow, or to be towed by other vehicles. With the increased trunk capacity, this car makes a truly reliable companion in the apocalypse, making you able to move a lot of stuff around with ease. I really hope it serves you well. My other mods 1991 Mitsubishi Lancer Sedan (5th gen): https://steamcommunity.com/sharedfiles/filedetails/?id=3027667583 1995 Mitsubishi Lancer Sedan (6th gen): https://steamcommunity.com/sharedfiles/filedetails/?id=3141457368 1991 Mitsubishi Pajero (2nd gen): https://steamcommunity.com/sharedfiles/filedetails/?id=3525537028 Credits - Original creator: BeNTheHunter Disclaimer This mod cannot be in any way modified or redistributed without the permission of the original creator. This means that it cannot be added to, extended, repacked or reuploaded by a third party and must not be tampered with without permission from the original creator. If you find any bugs, or want to share your thoughts about changing certain aspects of the mod, do so in the comment section of the mod's Steam Workshop page. Workshop ID: 3044794581 Mod ID: BeN92LancerWagon
AntiserumUHC (Doctor Perk Required)
por 76561198078541340
***This is a version of my other mod but it now requires the doctor perk as well to create the cure.*** This is a ultra hardcore version of a Antiserum mod by b1n0m (Workshop ID: 2127326898). This is mainly an edit of Antiserum Hardcore by Comrade Rokem. I'm making this as a personal edit to the mod that will make it slightly harder to achieve cure level. Also added a new item to craft the cure which should make it harder to gather all the materials. Changes: -Inludes most of the Hardcore Changes by Rokem -The Doctor profession must be selected at character creation to create the cure and antiserums or test for infection. Level Requirments: First Aid 2: Create a Research Journal and test for infection. First Aid 3: Create weak antiserum. First Aid 7: Create regular antiserum. (from lvl 5) First Aid 10: Create The Cure (from lvl 7) Test for Infection Results: <=0%: You are not infected! <=20%: The virus is present in your blood stream. <=60%: The virus is in the beginning stage of mutation. <=80%: The virus is in the middle stage of mutation. >80%: The virus is in the final stage of mutation. Antiserum Types: Weak: Requires 10 samples. Reduces infection to 20%. Usable up to 70% infected. Regular: Requires 20 samples. Reduces infection to 1%. Usable up to 85% infected. The Cure: Requires 50 samples. Now requires "Antigen A". Completely cures the infection. Usable up to 95% infected. Once again all credit goes to Comrade Rokem and b1n0m. I simply changed a few things to make it harder. Workshop ID: 2834513719 Mod ID: AntiserumUHC (Doctor Perk Required)
Car Thief Trait
por 76561197965524138
Adds a Car Thief trait giving +1 Electrical, and +2 Mechanics. It costs 6 trait points. Workshop ID: 2790776081 Mod ID: CarThiefTrait
June's Joints B41 1.0
por 76561198050991757
A simple cannaMod for Project Zomboid B41. This mod adds two new items to the base game. Both prerolls are the best reducers of unhappiness, stress and boredom. For reference of their impact, sativa/indica prerolls are +5/+10 the base stats of a Comic Book (reduces unhappiness, stress and boredom). Hello World That’s when he saw it—the bar. The neon sign was dead, but the wooden structure stood firm. Hope flickered in his chest as he forced the door open. Inside, the place was empty. Safe. Behind the bar, he found them—prerolls, nestled in a box like a long-lost treasure. He pulled one out, inhaling deep. The tension in his muscles faded. For the first time in ages, he allowed himself to imagine a future—a safehouse, reinforced doors, stocked supplies. With renewed energy, he barricaded the entrance, stacking furniture and nailing planks over the windows. He cleared debris, checked supplies, and even wiped down the counter, envisioning the bar as more than a hideout—it could be home. Before sleep took him, he lit another preroll, the smoke curling above him, easing his aches and lulling him into a deep, dreamlike drowsiness. Outside, the dead shuffled aimlessly, unaware that one survivor had found a small piece of peace in the chaos. New Items + Features Sativa Preroll Reduces unhappiness, stress, boredom and fatigue. Added pain reduction. Slight increase in thirst. Indica Preroll Reduces unhappiness, stress and boredom. Greater added pain reduction. Slight increase in fatigue and hunger. Notes - Prerolls do not trigger the same side-effects that cigarettes do (chance of sickness and bonus for the Smoker trait) - This mod features a custom object model, new textures and a new sound effect. Compatibility / Looking for B42? The B42 version is now live! Click the link below for the B42 version of the mod. https://steamcommunity.com/sharedfiles/filedetails/?id=3551804871 Procedural Distribution This mod adds both new items to the procedural/standard distributions (location and chance an item spawns). Current Distributions There is a chance for prerolls to be found in... - Bar counters - Bathroom cabinets - Bathroom shelves - Bedroom dressers - Bedroom side tables - Bowling alley lockers - Generic desks - Drug shacks - Janitor closets - Medical clinics - Medical storage - Home office desks - Prison cells - Safehouses - Testing labs - Outfits: Ghillie, Golfer, Punk, Rocker, Student, Tourist and all Waiter types - Bags: Big Hiking Bag, Golf Bag, Medical Bag, Normal Hiking Bag, Guitar Case, Handbag and Purse Future - Enhance distributions - Add new sound effect for striking matches (versus the included lighter flip) FAQ I will add content here as determined by the comments. Workshop ID: 3454574534 Mod ID: JJ_cannaMod
Firearms Patch - Pretty Vanilla Guns (plus silencers)
por 76561197977040058
Patch for Hyzo' s (awesome) Firearms mod. Firearms B41 is required for this mod to function. Just the vanilla weapons - but with Hyzo's awesome models and textures for weapons, attachments, clips and ammo - and the non improvised silencers Removes all non vanilla weapons and attachments and restores vanilla attachment options, stats, and weapons stats. WILL REMOVE ANY NON VANILLA FIREARMS B41 WEAPONS IN THE PLAYER'S INVENTORY OR STORAGE IF ADDED TO AN EXISTING SAVE Also reverts any changes to vanilla weapons such as the 5 round direct load for the MSR788 (Ruger M77). Keeps all the new names for the weapons and ammo types etc (just removes the 7.62 bit from the .308 suppressor name). Also removes the "no screwdriver" option - since this patch is aiming for vanilla, just prettier, and slightly quieter :-) Made for people who want to play with vanilla guns which just look much nicer (and can have silencers) All credit to Hyzo for creating the awesome mod that this is patching And if you haven't yet - please do go over and give Hyzo's mod a favourite and a like, and any other nice stuff you want to do (may i suggest the Michelangelo award?) :-) Notes: I chose to remove the improvised silencers from this and my full vanilla (no new models or textures) silencer patch. I may add them back in at some point - or maybe just the flashlight suppressor, since it does look pretty cool, and needs some decent stats to craft - will see how it goes :-) I have not modified the loot distribution for the silencers - and so they will spawn in the same places and at the same frequencies as in the original mod, unless that mod gets updated (since i had to overwrite the file in order to make the necessary changes) Also note that since i have not modified the distribution, you will still not find silencers in vehicles or on bodies, since Hyzo has not yet implemented that - i may add some options or an additional patch to do it at some point though And please be aware that Hyzo's great mod is still a work in progress - and this mod does not attempt to make any changes to things such as attachment placement or rotation for the ground models, or add any missing visual attachments, or possibly missed weapons attachments My AR-15 Suppressor patch is an examples of that kind of thing, that was requested by someone in the comments for my silencer mod - and there may be some more of those in future Compatibility Just in case anyone wonders - this patch is not compatible with any of my other Firearms patches (for obvious reasons) - for those that want a vanilla game, just with silencers, instead try Firearms Patch - Just the Silencers - and for those that want to select which weapons they use from the Firearms mod, instead try Firearms Patch - Weapon Selector my other Firearms patches: Firearms Patch - Just the Silencers Firearms Patch - AR-15 Suppressor (and scopes) Firearms Patch - Weapon Selector Firearms Patch - Translations - WIP (ES) Workshop ID: 2851821199 Mod ID: ddufirearmspatchvanilla
[PRP]Light Switch Plus[B42]
por 76561198867336456
Known Issue In multiplayer, there is an issue where vanilla switches do not work in newly constructed buildings. This issue appears to be caused by Project Zomboid itself, and there is no way to fix it without modifying Java classes. Please use switch-shaped lights instead. Root cause: In multiplayer, when a new building is created, RoomDef is not generated, which means lighting and room information are also not created. Light Switch Plus - B42 Craft and place a variety of indoor and outdoor lights in Build 42. You can also add lights to existing or player-built buildings. Lights are learned by level and can be installed from the Lighting build category. This mod changes lamp brightness by level and turns switch-style light tiles into lamp objects. Because these objects behave as lamps, their bulbs may need to be replaced over time. Light Switches and Switch-Shaped Lights The normal Light Switch is the vanilla room light switch. In Build 42, when a light switch is recognized as part of a Room, it uses the Room's own lighting system instead of behaving as a standalone lamp. Switch-shaped lights are different. They only use the appearance of a switch, but they are lamp objects added by this mod. They can be placed like lights, have their own brightness level, and may require bulb replacement like other lamps. Known B42 issue: after a chunk reload, vanilla Room lighting may link movable lamps to room switches, and some lights may visually remain lit after being switched off. How to Learn Recipes Find and read Lighting Guide Lv1 to Lv5. Lv1-Lv3 appear in places similar to regular electronics magazines. Lv4-Lv5 follow a distribution similar to the generator magazine. Required Tools These tools are required and are not consumed. - Screwdriver x1 - Pliers x1 - Small Saw or Metal Snips x1 Materials and Light Radius The values below show the base material cost for a single-tile light and the light radius for that level. Multi-tile lights use a moderate size cost instead of a full per-tile multiplier. Two-tile lights require about 1.5x core materials, while three-tile lights require about 2x core materials. Bulbs and metal parts are capped lower because they are single connected fixtures. Light radius does not multiply. - Lv1: Electronics Scrap x1, Light Bulb x1, Electric Wire x1, Tin Can or Small Sheet Metal x1, Screws x1, Wire x1 / Light Radius 5 - Lv2: Electronics Scrap x2, Light Bulb x1, Electric Wire x2, Tin Can or Small Sheet Metal x1, Screws x2, Wire x1 / Light Radius 10 - Lv3: Electronics Scrap x3, Light Bulb x1, Electric Wire x3, Tin Can or Small Sheet Metal x1, Screws x3, Wire x2 / Light Radius 20 - Lv4: Electronics Scrap x4, Light Bulb x1, Electric Wire x4, Tin Can or Small Sheet Metal x1, Screws x4, Wire x2 / Light Radius 30 - Lv5: Electronics Scrap x5, Light Bulb x1, Electric Wire x5, Tin Can or Small Sheet Metal x1, Screws x5, Wire x3 / Light Radius 50 Light color is preserved from each original tile. Build 41 version: https://steamcommunity.com/sharedfiles/filedetails/?id=2945085659 Uploading the mod publicly to the Workshop or any other platform is strictly prohibited in all cases. For mods that are not uploaded in a public state, the following actions are allowed as long as credited: - Adding to server modpacks - Learning and modifying the code for personal use No need to inquire separately. 2026. Mod Creator: Pkoko Workshop ID: 3735992902 Mod ID: Light_Switch_Plus_B42
True Music Addon: This Is How You Died, Space Cowboy
por 76561198014748819
Once upon a time, in New York City in 1941.... At this club open to all comers to play, Night after night at a club named "MINSTONS PLAY HOUSE" in Harlem, they play jazz session competing with others. Young jazz men with new sense are gathering. At last, they created a new genre itself. They are sick and tired of conventional fixed style jazz. They eager to play jazz more freely as they wish. then...in 2071 in the universe. The bounty hunters, who are gathering in spaceship "BEBOP", will play freely without fear of risky things. They must create new dreams and films by breaking traditional styles. The work, which becomes a new genre itself, will be called COWBOY BEBOP Workshop ID: 2771320776 Mod ID: BEBOPA23
[B41 / B42.13.2 ] Houshou Marine Outfit
por 76561198200664961
Character outfit mod featuring Houshou Marine from Hololive! Ahoy! An old personal mod I've created long ago and decided to publish it to workshop. There are a few weight-painting issues with the model, but I guess better than nothing lol 9/4/2025 Update: I have tested and I have managed to make my Marine mod work for both B41 and B42. So the script for crafting for both versions should work as I used 2 scripts for those versions so you can still use the mod any time if you ever change game versions. Workshop ID: 3365550905 Mod ID: senchou Workshop ID: 3365550905 Mod ID: senchou
Far More Perishable Food
por 76561198081570723
An autopatcher that makes the game harder. No item lasts forever anymore. Every piece of food in the game spoils now. The only exception is Honey. Honey never spoils. (And Bleach. And a couple other items by default but those can be disabled) The mod features sandbox settings, letting you set a blacklist of items(prevents adjustment) and a manual override list(for customized values). You also have control over each broad category of items. More categories are added with each update This mod encourages you to start a new save. Due to how items work, all non-perishable food spawned before the mod's installation will not get adjusted. If you do want your items to begin perishing, enable the Sandbox Option "Enable Existing Items Adjustment"(For singleplayer saves, I recommend a mod that lets you modify sandbox settings). Be aware that the function can cause a noticeable performance hit, it is only meant as a backwards-compatibility option! This mod was made for the UdderlyRP server, find us on Discord at https://discord.gg/9HUdNf7qGe Workshop ID: 3032262576 Mod ID: daikonMoreSpoilingFood
[B41] buffy's roleplay chat RU
por 76561199101576148
Russian Translation for Buffy's Roleplay Chat A complete Russian translation for the Buffy's Roleplay Chat mod. Translated Content - Roleplay chat interface. - Chat messages. - Sandbox settings. Known Issue Declarative messages longer than 10 characters sent through the /say command still display the English prefix “says” instead of the Russian “говорит”. This issue: - Only affects the /say chat. - Does not affect other chat types. - Does not affect questions. - Does not affect exclamatory messages. Everything else in the localization works correctly. Requirements This is a localization submod, so the original Buffy's Roleplay Chat mod must be installed. Feedback On my Discord server, you can suggest mods for translation, share your ideas, or report any translation errors: My Discord Server Credit Where It’s Due This mod may be modified or extended by members of the community, but the creators of the original materials must be credited both within the mod files and wherever the resulting work is published. Workshop ID: 3323567325 Mod ID: roleplaychatRU
3SafeHouse Spawn point
por 76561198212557148
3SafeHouse Spawn point This is a spawn point in Louisville!!! This base is best to survival, there is only one way that zombies can go inside, and also have pond to get water. Workshop ID: 2737400457 Mod ID: 3SafeHouse Map Folder: 3SafeHouse
Nick's Rideable Elevators
por 76561198042022681
Makes most elevators rideable. Call an elevator, walk in, pick a floor, ride the elevator car to your floor, and step out. Works in singleplayer and multiplayer. While my experience testing has been pretty good for the most part, there are bound to be bugs with how this mod renders you riding the elevator car. Post any bugs you find in the comments and I'll try my best to fix them. I had to get very creative to get the live car riding to work (the car is literally just placed items made to look like walls and floors). How to use it There are two ways to call a car and two ways to pick a floor. Calling the car: - Right click the ground and choose Call elevator, or - Left click the wall call button. Picking a floor: - Right click and choose Elevator, or - Left click the panel on the car wall Power The elevator needs power, either by the grid or a generator placed within the radius of the shaft. Power is judged for the whole shaft at once, so one generator runs the entire tower and you can never be left stranded halfway up with the power cutting out floor by floor. Riding - The car moves one second per floor, though you can change this in the settings. You can walk around inside the car as it moves, and nothing you do (including swinging a weapon) drops you out mid-ride. - You keep full control the entire time. Attacking, shoving, or getting shoved won't eject you. - However a ride ends, you end up on solid ground. Arrive normally and you walk out through the open doors. If anything unusual happens instead (you die, the game hits an error, you disconnect), you're set down on a floor you can walk off of, outside the shaft. - The car carries players and nothing else. No zombies, no items, no dragged corpses ride along. - A zombie in the car or in any doorway blocks the doors from closing. The car won't depart until it's cleared out. - A moving car is heard by zombies on every floor it passes. You can turn it off to ride silently. - The call chime, the doors, the arrival ding, and the motor hum are just audio, they don't attract zombies. Other players near a shaft hear the door and ding cues too. Floors - Ground floor is 1, basements are B1, B2, and so on. - A shaft that only serves the upper part of a building lists only those floors. A shaft running from the 6th floor up starts its list at 6, with no floor 1. - A floor the car can't stop at is still listed, just greyed out. Multiplayer - Everyone standing in the car rides together. Nobody gets left behind and nobody overrides a trip that's already moving. Once a car is called or riding, it's committed to that trip until it finishes. - Other players riding with you sees you rise smoothly, the same as you see yourself. No stuttering or snapping between floors. Settings (per player) - Ride speed: How fast the car travels. Adjustable from 0.25× to 4×. At 1× a floor takes about a second. - Lifts make noise: The zombie-attracting noise above. On by default. - Sound effects: The cosmetic chime/doors/ding/motor. On by default. - Light the elevator car: The interior light. On by default. Lethal Empty Shafts (sandbox setting) This is the one setting that can get you killed, and it's on by default. With it on, every shaft becomes an open pit on every floor except the one the car is currently parked at. Calling a car and stepping in as the doors open is always safe, but if you open a shaft door on a floor the car isn't at and walk in, you fall. How it finds elevators It reads the map's own room data. Every elevator the mappers actually drew works, including the ones that have doors but no elevator floor tiles. On the flip side, a shaft the mappers sealed with no doors at all (ie. garage-style shafts) isn't supported. Adding and removing it mid-save It should be safe to do either. - Everything the mod puts in the world is harmless. All of them are ordinary vanilla objects. Remove the mod and they leave no holes and throw no errors. - Car positions and your settings are just numbers in the save data, they are harmless if you disable the mod. - The one exception is Lethal Empty Shafts. While it's on, the mod really does strip the floors out of the shafts, and those holes stay in the save. They sit inside sealed rooms that nothing but the elevator doors can reach, so they're not really a hazard, but it's the one setting that leaves a mark on the world after the mod is gone. Compatibility - Build 42.20+ - Singleplayer and multiplayer Found a bug? Post in the comments. As I said up above, a mod like this is bound to be buggy. A log excerpt from Zomboid/console.txt and/or Zomboid/coop-console.txt makes it far easier to track down. Workshop ID: 3790452346 Mod ID: NicksRideableElevators
Lifestyle Reupload
por 76561198090367168
I don't know why this incredible mod was deleted, but i reuploaded it c': I hope it doesn't get lost again. Workshop ID: 2996145551 Mod ID: Lifestyle
Pause Menu Music
por 76561197994453674
Continues playing music during pause menu. Includes F2/ESC pause and B41 and B42 support. Workshop ID: 2939136363 Mod ID: pauseMusic
Tiber's Scrap Armor Rebalance
por 76561198302006110
Scrap Armor Rebalance, decreasing armor values and increasing crafting skill requirements. made with help from SpartanB145, Onyxx, and Zoomies. Permission to rebalance mod was given by djvirus. To be safe, its recommended you unsubscribe from the original Scrap Armor mod if you are using the rebalance, to avoid conflicts in code. Workshop ID: 3126224043 Mod ID: Tiber'sScrapArmor
MedievalTraits
por 76561199193560748
this is may First mod i made So far 3 Traits so far I plan to make more Traits in the Future So please Try the mod out. And it works in multiplayer. If theres a Bug let me know ===========================UPDATES============================ Added Updated Blacksmith And Archer ===========================TRAITS============================== BlackSmith +3 Metalworking +3 Melting +1 Long Blade +1 Spear +2 SmallBlunt Gladiatior +4 Strength +2 Long Blade +2 Spear +2 Short Blade Archer +4 Aim +4 Reloading +2 Strength And sorry for the Updates Workshop ID: 2915270934 Mod ID: MedievalTraits
Towbars
por 76561198079674652
Updated for 42.20 SP and MP! New feature supporting KI5 Tow Trucks / Wreckers towing without a java mod! Incompatible with Harrys Tow Truck! Have you ever wanted to tow a car but you didnt want to trash it? Look no farther. The towbar allows you to attach a car to a car like a trailer, no more will you suffer the pains of destroying motors and trunks just to bring home a spare car. Towbars are attached by having one in your inventory, then taking it to two cars line up for normal towing and pressing V or your radial menu button and looking for the attach via tow bar option you can detach it by the detach towbar button in the radial menu as well. Towbars can be found anywhere a jack can be, including the trunks of vehicle stories, just not on the ground outside of one. I worked pretty hard to make sure the towbars would work in MP and Single Player with reloads. Meaning they shouldnt revert back to vanilla towing like the tow truck mod does but if they do LMK and I will fix it. FAQ Q: Does the car take damage while towing A: BRO, thats like the whole point of this mod, No it shouldn't Q: Is it compatible with car mods A: Yes I havent seen it not work Q: What car mods are in the images A: KI5, why use anything else. Q: I want to strap together 15 cars and make a LANDTRAIN!!! A: Hmmmm I wonder towing, tow truck, harrys tow truck functionality, no java mods, tow without breaking cars, read the tags much Workshop ID: 3661430479 Mod ID: hrsys_towbars
[B42 STABLE] Container Favorite
por 76561199562792076
Extends the vanilla Favorite system to items stored in external containers. In vanilla Project Zomboid you can only mark items as Favorite when they are in your equipped inventory (pockets, backpack...). This mod adds the exact same Favorite / Unfavorite option to the context menu of ANY external container (vehicle trunks, fridges, crates, generators, corpses, etc.). A favorited item that lives inside an external container can NOT be moved by drag-and-drop, Loot All, Transfer All, Grab All, Grab One, Grab Half or Move To. Vanilla's red "no-drop" overlay shows up just like on your own favorited items. To take the item out you must unfavorite it first. Useful for keeping your car trunk emergency tools, base storage critical items, or hoarded supplies safe while you mass-loot containers. New in 1.1.0 Optional ordering: a Mod Option lets you pin favorited items to the TOP or the BOTTOM of the list inside external containers (your own inventory is never reordered). Default is "no change" (vanilla order). - Uses the vanilla isFavorite() flag, vanilla yellow star icon, vanilla context menu text and vanilla onFavorite callback. No custom UI. - Works in singleplayer and multiplayer (flag is synced). - Build 42 only. Supports B42.20.2 and newer. - Client-side only, no game balance changes. Workshop ID: 3728084370 Mod ID: ContainerFavorite
Blue Archive Weapon Kor
por 76561198145916542
BA枪械 모드 한글화 Workshop ID: 3021591653 Mod ID: BlueArchiveWeaponKO
They Fear the Light
por 76561199116881450
They Fear The Light "When night falls... darkness isn't your only enemy." What if the night didn’t just make things darker… but turned the infected into something else? They Fear The Light introduces a dynamic day & night zombie behavior system for Build 42 that transforms how you approach survival. During the day, the undead are weakened. At night… they evolve. And light becomes your only protection. Core Gameplay Concept This mod creates a true risk/reward cycle between daylight and darkness: Daytime: Zombies behave closer to vanilla shamblers — slower, less aggressive, easier to manage. Nighttime: The infected become significantly faster and more dangerous. Depending on configuration, they can shift from fast shamblers to full sprinters. Night is no longer just visual atmosphere. It changes the rules. Features - Dynamic speed scaling based on time of day Smooth transition between day and night zombie behaviors. - Light pressure system Night-enhanced infected are less stable around strong light sources, creating tension in illuminated areas without breaking vanilla mechanics. - Atmospheric sound design Custom night and morning audio layers enhance immersion. - Fully configurable sandbox options Adjust: - Day start / Night start hours - Speed tiers - Fear probability - Intensity of the system - Multiplayer compatible Server-side friendly and balanced for co-op or dedicated servers. Gameplay Impact • Encourages base building with lighting infrastructure • Makes generators strategically essential • Creates tension before sunset • Changes looting patterns (day runs vs night lockdown) • Adds identity without replacing vanilla systems This is not just “sprinters at night”. It’s a behavioral shift tied to environmental conditions. Requirements - Project Zomboid Build 42+ - No additional dependencies Credits - Script & Concept: DarylMasterGG - Custom Audio (Morning & Night): TehaGP - Inspired by the nocturnal fear mechanic of Dying Light - Base sound effects: Project Zomboid (The Indie Stone) This mod follows The Indie Stone modding policy. This mod may not be altered, redistributed, or reuploaded without explicit permission from the original creator. Servers may include the mod in modpacks as long as proper credit is given. Unauthorized reuploads are not permitted. Support the Mod Support the Project If you enjoy this mod and want to support future updates and new systems: Your support helps expand the project and keep development active. Every contribution makes a difference. Thank you for your support! ❤️ A like or favorite helps a LOT! Workshop ID: 3592043816 Mod ID: TheyFearTheLight
Party Hard Time
por 76561198044078261
Español: Este mod añade algunas cervezas reales para que el fin del mundo sea algo mas llevadero. Siempre hay tiempo para disfrutar una buena cerveza! English: This mod adds some real beers to make the end of the world something more bearable. There is always time to enjoy good beer! NOTE: I PUT "BEER" IN FRONT OF THE NAME TO MAKE THE BEERS MORE ORDERED. Français : Ce mod ajoute quelques vraies bières pour rendre la fin du monde plus supportable. On a toujours le temps pour apprécier une bonne bière ! Note : j'ai mis le mot "bière" avant le nom pour que les bières apparaissent triées. Cervezas incluidas / Beers included: -Amstel -Baltika7 -Bass -Beelzebub -Bud Light -Budweiser -Carlton Draught -Corona -Cruzcampo -Delirium Tremens -Desperados -Duff -Erdinger -Estrella Galicia -Estrella Levante -Heineken -Judas -Miller Litte -Mort Subite (Frambuesa/Raspberry) -Paulaner -Pure Blonde -San Miguel -Stella Artois -Summit Extra -Tooheys -Victoria -XXXX Gold ------------------------------------------------------------------------------------------------------------- Special Thanks to Svarog who help me when I started to learn modding in Zomboid :) ------------------------------------------------------------------------------------------------------------- -> ¿Echas en falta alguna cerveza? No dudes en pedirla ¡y en la proxima actualización estará! -> You miss some beer? tell me and i add it in the next update! -> Il manque une bière ? Dites moi et je l'ajoute pour la prochaine mise à jour ! Workshop ID: 927397371 Mod ID: PHT
All Recipes Unlocked
por 76561198012670786
All Recipes Unlocked on spawn. No need to take professions or read magazines (made for challenges) Workshop ID: 3149738637 Mod ID: All Recipes Unlocked
Nuke's Tiny Additions: Small Construction
por 76561198260848563
Do you feel like the Northwest area of the map could use some more points of interest? Are you bored of endless roads in that particular area of the map? Or maybe you just want more buildings to explore? Look no further - Nuke’s tiny additions are here for you! This small map modifies the vanilla cell at X:22 Y:22, adding a small construction site. Check out my other maps: https://steamcommunity.com/sharedfiles/filedetails/?id=3282127550 Update #1: -chaged clipping of certain objects -new icon for the mod Workshop ID: 3172088548 Mod ID: nuke22x22 Map Folder: GasCon
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