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Mods y plugins para Project Zomboid
Este catálogo incluye 60.000+ 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.
美食革命 删改BUG饮料
por 76561198408285292
删除合成导致口渴条和卡路里条出现bug的饮料物品。 Workshop ID: 2887977607 Mod ID: LeGourmetRevolutionModifiedC
Loot Requires Light [B42]
por 76561198251177900
Loot Requires Light makes darkness matter when looting world containers in Project Zomboid Build 42. In vanilla, containers can be searched at night or inside dark buildings as if visibility did not matter. This mod requires enough light before the player can properly inspect world containers. Features: - Requires light to search world containers. - Uses real square light, daylight outside and active equipped light sources. - Blocks normal loot access in darkness. - Optional slow "Search in the dark" timed action. - Searching in darkness can fail without revealing the contents. - Does not modify loot tables, generate items, move items or delete loot. - Does not block personal inventory, equipped bags, floor loot, corpses or vehicles. - Sandbox options kept simple: enable mod, require light, allow searching in darkness. - English and Spanish translations. - No vanilla file overwrites. Espanol: Loot requiere luz hace que la oscuridad sea un problema real al saquear. Si no hay luz suficiente, el personaje no puede revisar contenedores del mundo normalmente. Si se permite revisar a oscuras, debe hacer una accion lenta que puede fallar sin revelar el contenido. Please DO NOT copy this code. NO copies este codigo porfavor. Workshop ID: 3736001855 Mod ID: LootRequiresLight
[B42/MP] Magic Reloading! (Infinite Ammo with Reloading)
por 76561198336422152
Magic Reloading! Enjoy infinite ammo while keeping the satisfying feel of reloads How does this mod work? This mod lets you reload normally without needing ammo or magazines for the reload to succeed. Reloads still use the usual animations, sounds, and weapon handling, so the experience feels natural instead of acting like an instant refill. If you have compatible ammo or magazines in your inventory, the mod will use those first. If you run out, it falls back to infinite ammo behavior and continues reloading using the last valid ammo or magazine state for that weapon. Compatibility & Tested Versions Works with most firearm mods. Loading Magic Reloading after other firearm mods is recommended to work properly. Built in compatibility: • Guns of Marz (GoM) • Gael's Gun Store (GGS) Tested Versions • 42.15.x • 42.16.x • 42.19.x Technical Incompatibilities Mods that completely overwrite (clobber) these core firearm TimedAction functions may conflict with Magic Reloading: • ISReloadWeaponAction.BeginAutomaticReload • ISReloadWeaponAction.ReloadBestMagazine • ISReloadWeaponAction:start • ISReloadWeaponAction:serverStart • ISReloadWeaponAction:initVars • ISReloadWeaponAction:update • ISReloadWeaponAction:loadAmmo • ISInsertMagazine:isValid • ISInsertMagazine:start • ISInsertMagazine:initVars • ISInsertMagazine:loadAmmo • ISInsertMagazine:animEvent • ISInsertMagazine:serverStart • ISInsertMagazine:stop • ISInsertMagazine:perform • ISEjectMagazine:unloadAmmo • ISRackFirearm:start • ISRackFirearm:removeBullet • ISUnloadBulletsFromFirearm:animEvent If issues occur with other mods or game versions, feel free to report them and support may be added if possible. Make sure to Like, Favorite, and Share! Workshop ID: 3686748424 Mod ID: MagicReloading
Newbie Loot Refill (B42) - MP
por 76561197991286750
Refills loot containers near the spawn area for brand-new players, so newcomers are not left without basic supplies when starter locations have already been looted. How it works: - On player spawn, the server runs a one-time "newbie bootstrap" refill (configurable: once per SteamID for production, or every new character for testing). - The mod uses the vanilla loot generator (ItemPicker.fillContainer), so loot remains consistent with vanilla distributions (clothes in wardrobes, kitchen items/food in kitchens) and respects Sandbox scarcity/rarity. - The process is throttled per tick (SquaresPerTick for scanning, ContainersPerTick for refilling) to keep performance stable on dedicated servers. MP safety (important): - Area-lock / coalescing: if multiple players spawn in the same area at the same time, only ONE refill job runs for that area. Additional players attach to the same job to avoid duplicate work and double-refilling the same containers. Sandbox options explained: - ContainersPerTick: How many loot containers can be refilled per server tick. Lower values are safer for performance; higher values refill faster but increase CPU and network load. - SquaresPerTick: How many map tiles ("squares") are scanned per tick while searching for containers. This controls scan speed, not loot quantity, and prevents lag spikes when scanning large areas. - RadiusTiles: Maximum distance (in tiles) from the player spawn where containers may be scanned and refilled. Larger values cover more buildings around the spawn area. - IgnoreSafehouseRadiusTiles: Safehouses are always ignored. This option only adds an extra protected radius (in tiles) around each safehouse. Set to 0 to protect only the safehouse interior. - LockAreaTiles: Radius used to lock an area while a refill job is running. Prevents multiple nearby players from triggering duplicate refills in the same zone. Recommended defaults (MP-friendly): - ContainersPerTick=1 (low performance impact) - SquaresPerTick=1000 - RadiusTiles=220 - LockAreaTiles=60 Notes: - Server-side mod for dedicated MP. - Designed to be robust: defensive pcall guards, container blacklist on error, and a fail-safe job timeout. -------------------------------------------------- VERSÃO EM PORTUGUÊS (PT-BR) -------------------------------------------------- Reabastece contêineres de loot próximos ao local de spawn de jogadores novos, evitando que iniciantes fiquem sem suprimentos básicos quando as áreas iniciais já foram saqueadas. Como funciona: - Ao spawnar, o servidor executa um refill único de "bootstrap para iniciantes" (configurável: uma vez por SteamID para produção, ou a cada novo personagem para testes). - O mod utiliza o gerador de loot vanilla (ItemPicker.fillContainer), mantendo a coerência com as distribuições padrão do jogo (roupas em guarda-roupas, itens/comida em cozinhas) e respeitando as configurações de raridade do Sandbox. - O processo é limitado por tick (SquaresPerTick para varredura, ContainersPerTick para refill), garantindo estabilidade de performance em servidores dedicados. Segurança em MP (importante): - Lock de área / coalescência: se vários jogadores spawnarem na mesma região ao mesmo tempo, apenas UM job de refill é executado para aquela área. Jogadores adicionais se vinculam ao mesmo job, evitando trabalho duplicado e refill duplo dos mesmos contêineres. Opções de Sandbox explicadas: - ContainersPerTick: Quantos contêineres de loot podem ser reabastecidos por tick do servidor. Valores menores são mais seguros para a performance; valores maiores aceleram o refill, mas aumentam o custo de CPU e rede. - SquaresPerTick: Quantos tiles do mapa ("squares") são analisados por tick durante a busca por contêineres. Controla a velocidade da varredura, não a quantidade de loot, e evita travamentos ao escanear áreas grandes. - RadiusTiles: Distância máxima (em tiles) a partir do spawn do jogador onde contêineres podem ser escaneados e reabastecidos. Valores maiores cobrem mais prédios ao redor do spawn. - IgnoreSafehouseRadiusTiles: Safehouses nunca são afetadas. Esta opção apenas adiciona um raio extra de proteção (em tiles) ao redor de cada safehouse. Use 0 para proteger somente o interior da safehouse. - LockAreaTiles: Raio usado para travar uma área enquanto um job de refill está em execução. Impede que jogadores próximos disparem refills duplicados na mesma região. Valores recomendados (amigáveis para MP): - ContainersPerTick=1 (baixo impacto na performance) - SquaresPerTick=1000 - RadiusTiles=220 - LockAreaTiles=60 Observações: - Mod server-side para multiplayer dedicado. - Projetado para ser robusto: proteções com pcall, blacklist de contêineres em erro e timeout de segurança para jobs. Workshop ID: 3631069101 Mod ID: newbie_loot_refill_b42
[B42]Dynamic Inventory Filter
por 76561198039050154
Dynamic Inventory Filter is a tiny UI add-on that makes looting way less messy. It auto-detects the item categories in the current container and gives you filter buttons on the inventory bar. No more scrolling forever past tons of clothing when using Proximity Inventory after killing a horde. How it works -Click a category to show only those items -Hit E to flip into Exclude mode (hide selected categories instead) -Tap X to clear everything (red outline whenever a filter is active) -Got more than 4 categories? Use More to toggle the rest via a dropdown Why it's nice -Fully dynamic, picks up custom categories from other mods -Lightweight, UI-only; doesn't touch loot tables or saves -Designed for Build 41 and 42. B41 Version Credit for the idea for this UI layout for filtering goes to FBG with the mod linked below ES Inventory Filter Workshop ID: 3546293212 Mod ID: DynamicInventoryFilter
Backpacks for Sir Z - PZ Chile Server
por 76561198087456830
¡Eleva tu juego con el mod "SirZ Backpacks" para el servidor Sir Z - PZ Chile! Descubre mochilas exclusivas con un toque personal: Mochila Unica de Sirze Mochila Unica de Agniezka Mochila Unica de SirPerceval Estas mochilas no solo agregan estilo, sino tambien funcionalidad. Con un impresionante 97% de reduccion de carga y mayor capacidad de traslado, optimizan tu experiencia de supervivencia. ¡Enfrenta el apocalipsis con elegancia en el servidor SirZ! Créditos a Agnieszka por el desarrollo completo de este mod, Moderadora del Servidor Sir Z - PZ Chile. No se dará soporte a este mod puesto que solo fue pensado para utilizarse en mi servidor... Workshop ID: 3139561473 Mod ID: SirZBackpacks
air stream 345 RV!
por 76561199568769703
another odd vehicle the airstream 345 (known as the windcreek in game) was a semi popular, very odd vehicle made primarily in the 80's this specific model is 34 foot long (just a tad over for game scale) and uh yeah!!! THIS IS NOT COMPATIBLY WITH RV INTERIORS RIGHT NOW rv, vehicle, car, truck Workshop ID: 3358585312 Mod ID: windcreek345
Gun Stock attack [B41 Reupload] [B41 Resubido]
por 76561198864963763
Esta es la version de la build 41 del Gun Stock Attack, los creditos son de su creador: This is the version of build 41 from gun stock attack, the credits are from the creator: https://steamcommunity.com/sharedfiles/filedetails/?id=3022568814&searchtext=gunstock+attack Workshop ID: 3390649478 Mod ID: Gun Stock Attack Remaster
Li Shiya's Safehouse & Jefferson Hills Villa District
por 76561199109720303
The mod files are missing. Please go to shturl.cc/cKkOr1uI4m0qXMGxRmHBoqEYD05xtXJqTpismrjEwxCP7H4ljaMdbBj to subscribe to the latest version. My apologies for the trouble with your save file.
Abdominales de Hierro
por 76561198227594460
(Google translate) I like strong women, okay? original textures of the TEDSKIN mod this is an edit of the female textures of such a mod, the only thing this mod does is add a muscle in the abdomen and correct the height at which the texture of the navel and genitals was All original texture credit goes to Ted Beer this mod adds: -ABS -fix lol navel and genitals height - focused eyes (new) //Thanks to @Totino for helping to center the eyes :7// the original mod is not needed to work but it is recommended to have some version of the TEDSKIN Workshop to make it look even with the other skins. (this must be loaded after TEDSKIN) click steam instead of letting me change the photo he just decided to delete it >:( Workshop ID: 2944928405 Mod ID: ADH
Into The Wild
por 76561198055284480
A mod that adds a map with only wilderness and a central lake. There are no zombies and you must survive in the wilderness. CREDITS: - Torch: Made possible thanks to revolution https://steamcommunity.com/profiles/76561198065642048/ - Forage fix: Made possible thanks to Esam https://steamcommunity.com/id/esamerelda Workshop ID: 1950354261 Mod ID: IntoTheWild Map Folder: Wilderness
Small Town First Responders - LakeIvy
por 76561198833978028
This is LakeIvy support. Requires LakeIvy OR LakeIvy10YL! Credits: Code: Jack, albion. Textures: soze, Jan2004p, Bill, evansmine8, Emma, Henry, Racer, FoxInABeret. Special thanks to Guardian, Frozen and Doe! HUGE thanks to shark for letting us use the Police Belt model from his law enforcement mod. Though we did make our own textures for it. And thanks to StarFireReaper for making the 1987 GMC armored truck model for us. HUMONGOUS thanks to Albion for her extremely helpful support of the mod. Seriously, she's a legend! A MASSIVE thanks to Greywolf for some of the VVE textures. The STFR community is great. The STFR community: Being Awesome. Comments are locked because all feedback and questions should go to the new discord. https://discord.gg/usJNRbKq5Z Workshop ID: 3381601100 Mod ID: STFRLakeIvy Mod ID: STFRLakeIvySpongie
PRIDE
por 76561198218276652
Happy Pride Month! This mod contains pride themed hoodies, tshirts, bracelets and makeup. The clothing items can be found in houses, clothing stores and schools, not on zombies. I disabled comments cause y'all can't behave lol Workshop ID: 2983360425 Mod ID: PrideClothing
Zombie Loot
por 76561197977970716
Add more Weapons To Dead Zombies on my PZ Server !!!! Base on More Zombie Loot !!!!!! Hope its ok than i need other stuff on my server ! Version V1 Workshop ID: 624489512 Mod ID: MPZombieLoot
Advanced Medicine [v42.20.2] - v10.39.77
por 76561198981638858
What is Advanced Medicine? Advanced Medicine is a modular medical framework for Project Zomboid Build 42.20+ that expands vanilla BodyDamage with persistent systems for diseases, wound infection, pharmacology, diagnosis, procedures, sterility, nutrition, immunity and multiplayer treatment. How Does It Work? Advanced Medicine reads vanilla health data and adds a deeper clinical layer without replacing BodyDamage. - Synchronizes wounds, bleeding, burns, bites, pain and body-part damage. - Tracks temperature, heart rate, respiratory rate, blood pressure, SpO2, hydration and consciousness. - Runs staged diseases with severity, complications and recovery. - Uses symptoms, vitals and examinations for diagnosis. - Adds bacterial-load progression affected by contamination, hygiene, bandages, foreign bodies, immunity and antibiotics. - Adds medication onset, duration, dose limits, interactions, adverse effects, overdose and antibiotic resistance. - Adds timed examinations and procedures with success/failure conditions. - Persists medical state through Family Z Core. - Uses server-authoritative validation in multiplayer. Interface - Right-click → Family Z Core → Medicine Core Features Diseases & Symptoms Primary conditions: - Influenza - Gastroenteritis - Wound Infection - Bronchitis - Dehydration - Food Poisoning 15 primary symptoms include fever, chills, cough, headache, fatigue, nausea, vomiting, diarrhea, dizziness, breathing difficulty, pain, confusion, appetite loss and weakness. Diseases support incubation, staged progression, severity, risk factors and complications. Medication & Pharmacology Registered medications include Acetaminophen, Ibuprofen, Amoxicillin, Diphenhydramine, Ondansetron, Loperamide, Chlorhexidine, Albuterol, Oral Rehydration Salts and Lidocaine. Pharmacology manages onset, duration, exposure, dose limits, interactions, adverse reactions, overdose, tolerance, dependence and simplified antibiotic resistance. Wounds & Infection Supported wounds include superficial, deep, laceration, puncture, burn, bite, contaminated and infected wounds. Wounds track contamination, bleeding, inflammation, pain, tissue damage, healing, foreign bodies, sutures and bandage condition. Infection stages: - Risk - Localized - Established - Severe - Disseminated - Sepsis - Recovered Complications include suppuration, abscess, cellulitis, necrosis and sepsis. Diagnosis Diagnosis uses known symptoms, vitals, examinations, instruments and medical skill. Examinations include temperature, pulse, respiration, blood pressure, SpO2, hydration, consciousness, wound inspection, abdominal palpation, chest auscultation and pain assessment. Results may return a probable condition, alternatives or insufficient data. Procedures 21 procedures are validated. Basic care includes cleaning, irrigation, disinfection, bandage changes, antiseptic use, oral medication assistance, IM injection and immobilization. Advanced care includes debridement, suturing, abscess drainage, foreign-body extraction, local anesthesia, IV access/fluids, nebulization, oxygen therapy and hemorrhage control. Equipment & Sterility 20 equipment definitions cover diagnostic tools, sterile supplies, syringes, sutures, surgical tools, IV equipment, nebulizers, oxygen equipment and medical kits. Equipment may track condition, uses, quality, sterility and expiry. Sterility states: Sterile, Clean, Contaminated, Dirty. Immunity, Nutrition & Transmission Immunity considers baseline resistance, acquired immunity, vaccination and suppression from hunger, fatigue or stress. Transmission supports respiratory, direct-contact, fomite, food, water and fluid exposure. Masks, gloves, washing, disinfection and isolation can modify risk. Nutrition tracks hydration, electrolytes, energy, protein, iron, micronutrients and glucose. Skills & Crafting Six tracks are defined: Diagnosis, Pharmacology, Procedures, Infection Control, Natural Medicine and Pharmaceutical Crafting. Medical books provide progression and knowledge unlocks. Natural Medicine includes plants and preparations. Pharmaceutical Crafting supports common medical formulations and treated supplies. Medical Loot Items use vanilla procedural distributions across medical, first-aid, veterinary and military locations. Basic supplies are more common than antibiotics and advanced equipment. Multiplayer Multiplayer treatment is server-authoritative and includes synchronization, consent, access control, distance/skill/inventory validation, action locks and persistent history. How Is It Different from Other Mods and Vanilla? Advanced Medicine is a connected clinical framework rather than only an item pack or wound overhaul. - Vanilla remains relevant: BodyDamage injuries are read and synchronized. - Persistent simulation: wounds, infections, diseases, medications and history continue over time. - Evidence-based diagnosis: conditions are inferred from available clinical data. - Connected systems: drugs, equipment, procedures, sterility, immunity and nutrition share the same patient state. - Server authority: multiplayer treatment is validated server-side. - Family Z architecture: integration is handled through Family Z Core. Frequently Asked Questions Does it replace vanilla First Aid? No. It extends BodyDamage. Are wounds more likely to become infected? Not through a simple vanilla multiplier. Advanced Medicine adds bacterial-load progression based on wound condition and care. What increases infection risk? Contamination, dirty bandages, open wounds, foreign bodies and poor hygiene. Can infections be treated without antibiotics? Yes. Cleaning, hygiene, wound care and immunity contribute, but antibiotics become more important as bacterial load increases. Can infections become severe? Yes. They can progress to abscess, cellulitis, dissemination and sepsis. Can medication relieve symptoms? Yes. Drugs target specific symptoms or clinical processes. Can I overdose or combine drugs incorrectly? Yes. Dose limits, interactions, adverse reactions and overdose states are implemented. Does antibiotic resistance exist? Yes, as a simplified mechanic linked to repeated exposure. Are medications rare? Basic supplies are more common than antibiotics and advanced equipment. Does hygiene matter? Yes. It affects contamination, procedures and infection pressure. Can procedures fail? Yes. Skill, fatigue, stress, hygiene, lighting and equipment affect outcomes. Can I suture, drain abscesses or remove foreign bodies? Yes. These are advanced procedures. Can I instantly identify a disease? No. Diagnosis depends on available evidence and may remain uncertain. Can players treat each other? Yes. Multiplayer treatment supports consent and server validation. Can I craft medicine? Yes. Can Advanced Medicine cure the Knox infection? No. Is this real medical guidance? No. All medical mechanics are gameplay abstractions for Project Zomboid. Languages - English (EN) - Español (ES) - Português Brasileiro (PTBR) - Deutsch (DE) - Français (FR) - Русский (RU) - 简体中文 (CN) - 日本語 (JP) Requirements Family Z Core Support Family Z Core — Discord Donation and extra services Patreon Workshop ID: 3776028325 Mod ID: FamilyZAdvancedMedicine
True Music Addon:Touhou Music
por 76561198061322686
2hu arranges from circles I enjoy Contains: Diao Ye Zong Halozy Yuuhei satelite Shinra-Bansho IOSYS etc Workshop ID: 2819080339 Mod ID: toho_arrngs_my_taste
LightbulbBomb
por 76561198045160207
A small scale explosive using lightbulbs & gunpowder Won't cause fires but only has an explosion range of 1. Only you can prevent forest fires! Recipe: - Any Lightbulb colour - Gunpowder 2 Units - Twine 1 Unit - Electronics Scrap - Adhesive Tape 2 units This recipe is locked behind the Engineer Profession & the subsequent trap versions (Remote,Sensor,Timed) require the corresponding magazine to have been read, there is only the first level of motion sensor as any more of a sensor range & the bomb would go off before any zombies were in range. If you have Mods that alter Professions enable the 'LightbulbBombNoEngiChange' instead, this option won't overwrite the Profession code, but you'll need to spawn in a handy 'ModConflictMag' using either debug, cheatmenu or your item spawner of choice, plus you'll get a trendy new Pen for your trouble. SP Only. Save game safe. Locked behind Engineer Profession. Give the dead a good idea Copyright 2022. This item is not authorised for posting on Steam or elsewhere in any format, including modpacks, except under the Steam account named Darkmoriarti Workshop ID: 2652107197 Mod ID: LightbulbBomb Mod ID: LightbulbBombNoEngiChange
[B42] Cannibalize Bandits
por 76561198048017396
This submod provides a bridge between HarvestZ's Cannibalism and Bandits. Now Bandits drop human meat instead of zombie meat when butchered, while regular zombies still drop zombie meat like normal. You can change what each type drops in the sandbox options under the Cannibalize Bandits page. Requires HarvestZ's Cannibalism. Built for Build 42. Workshop ID: 3418926649 Mod ID: CannibalizeBandits
thelawmaker's character tiles
por 76561198326078051
A simple mod, that imitates static NPC characters as tiles. Currently contains 8 tiles of military personnel. Workshop ID: 3183175001 Mod ID: lawmakersCharacterTiles
Renault Kwid
por 76561197993615989
This mod is for who loves Renault Kwid Workshop ID: 3046891831 Mod ID: kwid
DIY Mouse Trap
por 76561198352754058
This mod adds recipe to make makeshift mouse trap from empty can, ruber band and some wire. Idea for this recipe was suggested by Reddit user u/030helios. At this point there is no requirements to craft this trap, later I may add, that recipe should be learned from The Hunter Magazine Vol.1. Workshop ID: 1977186658 Mod ID: DIYMouseTrap
ARIMOD
por 76561198181341506
공개 서버인 아리오크 서버를 즐기기 위한 필수 설치 모드 입니다. 아리오크 서버를 즐기기 위한 여러 모드들이 통합되어 있습니다. 구독하시면 싱글로도 아리모드의 기능을 사용하실 수 있습니다. 한글 채팅 패치는 창작마당 모드에 첨부가 불가능 합니다. 카페에 방문 하시면 한글 채팅 패치를 설치 하실 수 있습니다. 카페 주소 : http://cafe.naver.com/indiss Workshop ID: 660819592 Mod ID: ARIMOD
SolarFloodlight Battery Pack
por 76561197967219715
Companion mod for Solar Floodlight by alexander.ronin13. Extends solar floodlights with car batteries, motion sensors, and lightbulb slots. Never modifies Solar Floodlight files. Safe to add or remove mid-save. Credits All credit for Solar Floodlight goes to its original author, alexander.ronin13. This is a companion add-on only — it does not include, modify, or redistribute any Solar Floodlight code. Solar Floodlight on Steam Workshop Features Extended Batteries — Car batteries, lighter batteries, and ISA mod batteries work in floodlights. Drain scales with capacity (car batteries last multiple nights). Condition-based degradation. Larger batteries boost light radius (+2 to +6 tiles). Condition preserved on removal. Motion Sensor — Install a motion sensor for proximity-activated lighting. Configurable detection radius, detection targets (players/zombies/both), and optional passive drain. Requires Electrical skill (configurable). Lightbulb Slot (off by default) — When enabled, floodlights require a lightbulb to operate. Accepts any vanilla lightbulb. Bulbs degrade over time and eventually burn out. Condition preserved on removal. Operating Modes — ON (always on), OFF (always off), AUTO (night only). All parameters fully configurable via sandbox options. Custom battery and bulb types can be added without a mod update. Full multiplayer/dedicated server support. Quick Reference — Nights to Empty (8h nights, 100% condition) - CarBattery1 (50 Ah): ~3.4 nights — sustainable ~4 PZ months - CarBattery3 (75 Ah): ~4.2 nights — sustainable ~5.4 PZ months - CarBattery2 (100 Ah): ~4.8 nights — sustainable ~6.4 PZ months - DeepCycleBattery (200 Ah): ~6.8 nights — sustainable ~9.5 PZ months - SuperBattery (400 Ah): ~9.7 nights — sustainable ~13.5 PZ months Setup 1. Subscribe to this mod and Solar Floodlight 2. Add both to your server's mod list (this mod loads AFTER Solar Floodlight) 3. That's it — works automatically Server Config WorkshopItems=3680577450;3683488496 Mods=SolarFloodlight;SLBatteryPack Sandbox Options Battery: CondLossPerNight (1.5), CondLossOnZero (3.0), ConditionMin (0), EnableRadiusBonus (on), ReferenceAh (2.5), BatteryTypes (registry string) Sensor: SensorSkillLevel (4), SensorRadius (15), SensorPassiveDrain (0) Bulbs: EnableBulbs (off), BulbLifespanMult (1.0), BulbTypes (extra types string) See the README in the mod folder for detailed descriptions, scaling formulas, tuning guides, and technical documentation. ISA Battery Support ISA batteries (WiredCarBattery, DeepCycleBattery, DIYBattery, SuperBattery) are supported out of the box. Capacity is read from ISA's ModData when available. Mid-Save Safety Safe to add or remove mid-save. All data is stored in Solar Floodlight's own ModData and is simply ignored without this mod. Workshop ID: 3683488496 Mod ID: SLBatteryPack
Project Zomboid Guides
Instalar mods de Project Zomboid - guía del Workshop
Instala mods de Project Zomboid de forma limpia mediante Steam Workshop: introducir IDs, comprobar el orden, reiniciar el servidor y solucionar errores típicos.
Alquilar un servidor de Project Zomboid – guía multijugador
Configura un servidor de Project Zomboid: RAM, ajustes sandbox, mods de Workshop, permisos de admin y errores típicos bien revisados.
Servidor Project Zomboid con soporte de mods
Instala mods compatibles y admitidos desde el panel del servidor.
Alquilar un servidor Project Zomboid