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Mods et plugins pour Project Zomboid

52 000+ mods disponibles Source : Steam Workshop ↗

Ce catalogue répertorie 52 000+ projets Project Zomboid provenant de Steam Workshop. Les entrées peuvent être côté serveur, côté client ou requises des deux côtés, et inclure des cartes ou d’autres contenus créés par les utilisateurs. Avant l’installation, vérifiez la page source liée, la version du jeu et les dépendances.

Frozen Winters - Experience the Harshest Winters [B42 / B41] – Project Zomboid Mod

Frozen Winters - Experience the Harshest Winters [B42 / B41]

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Frozen Winters is a mod that makes winter harsher and more immersive by drastically lowering the temperatures. Prepare to face extreme cold and greater survival challenges as winter becomes deadlier than ever. - Survival Through Preparation: Proper clothing and gear are essential to surviving the brutal cold. Stockpile warm outfits to keep hypothermia at bay! - Summer Remains Unchanged: This mod does not affect summer temperatures, keeping the warmer months a welcome contrast to the harsh winter. Can be added mid-game. Workshop ID: 3406706852 Mod ID: frozenwinters

1,943 téléchargements Détails →
50% Generator Weight – Project Zomboid Mod

50% Generator Weight

par 76561198143806739

Reduce weight of Generator to 50% of their original weight. Workshop ID: 3588167929 Mod ID: ReducedGeneratorWeight

2,318 téléchargements Détails →
Donkey-驴服人偶(改) – Project Zomboid Mod

Donkey-驴服人偶(改)

par 76561198169284458

自用,原模组地址:https://steamcommunity.com/sharedfiles/filedetails/?id=3387307139 Workshop ID: 3681122463 Mod ID: LVAlicedollShopTEST42.14

2,496 téléchargements Détails →
Skin Retexture – Project Zomboid Mod

Skin Retexture

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Change the female player skin to be more realistic. Workshop ID: 2672278180 Mod ID: Skin Retexture

1,413 téléchargements Détails →
Vanilla UI Restored for Filibuster Rhymes' Used Cars - Animation Beta – Project Zomboid Mod

Vanilla UI Restored for Filibuster Rhymes' Used Cars - Animation Beta

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Reverts the Main Menu and Join Message overrides from Filibuster Rhymes' Used Cars! - Animation Beta. You will have to restart your game for the main menu to be restored. If you would like the cars with their real life names and textures (easter eggs removed), then check this mod: Real Names & Textures for Filibuster Rhymes' Used Cars! - Animation Beta My Mods Workshop ID: 3332488073 Mod ID: FRUsedCarsBetaVanillaUI

1,674 téléchargements Détails →
[B42] Living Hordes Beta 0.7 [Solo Only] – Project Zomboid Mod

[B42] Living Hordes Beta 0.7 [Solo Only]

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Living Hordes came out of a feeling every Project Zomboid player has had at some point. You know the one. You turn respawn off for the immersion, telling yourself you are finally going to get the Walking Dead feeling you deserve. Then the disappointment. The game does shuffle its population, but zombies only migrate into the empty parts of their own cell, a 256 tile square they never leave. Nothing crosses the map, nothing comes from another town. Reinforcing your base is pointless, because nobody has any reason to show up. They are right there, just next door, and yet they only move if you call them. We have all dreamed of living out The Walking Dead in Project Zomboid. Not you? I have. And this mod is what came of it. The map of Project Zomboid no longer lives through you. Zombies and hordes move whatever the distance, and the world does not wait for you. What this changes in your games - Hordes are not looking for you, but there are so many of them that one will eventually stumble onto your base. - Cleared the whole of Rosewood? Enjoy it, because migration will fill the gaps back in. And if the Muldraugh industrial district is empty when you get there, that happens too, but do not count on it. - The usual run between Rosewood and Riverside, no trouble as always. Right up to that horde crossing the middle of the road, big enough that turning back is the only option left. - Securing your base matters, and keeping it in one piece matters just as much. The hordes that pass by pile against the walls and the doors, and they leave real damage. When you come back, check that no breach has opened while you were away. This is not a rework of zombie behaviour It is a replacement of the simulation layer: the original population system is switched off. Tens of thousands of zombies cross the map at all times, and almost none of them exist for the engine. A zombie only becomes a game object if you could actually see it, and the mod queries the game's own visibility test for that. A horde can therefore pass through the town you are hiding in without a single one of its zombies becoming real. A map that is read, not filled in by hand When a game is created, the mod reads the entire map and works out not where people lived, but where they fled: police stations, military posts, hospitals, and the churches and schools opened as shelters. A prison therefore weighs more than the farms around it, and a bowling alley is nearly empty. Hordes then move from one point of interest to the next, along routes that are never straight lines and that go around rivers too wide to cross. New hordes come in through the map edges all the time, more readily along a road than across a field. And an area nobody goes near falls dormant, so an unvisited town keeps its population for weeks instead of emptying behind your back. And the same map never gives you the same game twice. The distribution is drawn at creation: the prison is still the worst address in Rosewood, but which wing to avoid is decided when you start. What is closed is really closed The engine knows the rooms of a building, and the mod works out which ones actually connect. Your own constructions are picked up the moment you place them. And what neither of those sees, a fenced yard or a walled car park, the mod goes looking for itself. A sealed space is not somewhere zombies cannot get into, it is somewhere they cannot cross the boundary of, in either direction. A horde that came in through a gate is trapped the moment it closes again. The zombies shut inside a house since the outbreak began are still in there. A closed area also keeps whatever was inside it when you left and hands it back when you return: your yard is waiting exactly as you left it. A large enclosure like the prison is recognised without touring it: walking into one courtyard is enough for the mod to read the ground behind the walls and take the rest in. It can then be opened by a breach on the far side from where you are. A car parked in a gap in the fence closes the enclosure. Sound carries further than the loaded terrain A gunshot does not only wake what is loaded around you. It travels through all three layers of the simulation. But the mod is deliberately deaf. Walking, opening a door, striking with bare hands produce nothing at all. Above that filter, a modest sound only reaches the zombies already nearby, and it takes a genuinely loud one to set a whole horde moving. The effect then falls off with distance: at the edge of the range almost nothing is left, and beyond it nothing is. Whatever hears it reacts according to what it was doing. A migrating horde has its destination pivot towards the source without ever turning back, a roaming horde leans, and a settled horde sends a piece of itself and keeps the rest: a shot draws part of the town, not the town. The helicopter is the expensive exception, by far the loudest event in the game. Persistence A horde is not a stable thing. They split on the way, absorb each other on contact, scatter when you run into them and rebuild behind you. What persists is therefore not a horde, it is the trace of what its population has been through. A horde remembers its wardrobe: how many outfits of each kind, how many crawlers, how many items left stuck in the bodies. When two hordes merge their wardrobes mix, and a horde scattered by your passing rebuilds with the same temperament. Run into a horde of military uniforms near Louisville. Months later over by Riverside, you may come across one that still carries the mark, mixed in with everything it absorbed on the way. They will not be the same zombies, just counters travelling with the population. Settings Three presets are enough to play: Post-Apocalypse for a late and quiet world, First Week for the start of the outbreak, Walking Dead for herds that reach the countryside. Four intermediate axes reshape one aspect of the world without needing to understand the others, and every slider underneath stays available. In game, the pause menu exposes a single control: zombie density. Everything else follows from it. The mod measures your machine on startup and adjusts its own limits accordingly, downwards and upwards alike. Compatibility Living Hordes keeps no list of mods. What works, works by design. Sound arrives through the engine event, not through a list: a gun added by a mod, a generator, an alarm, anything that makes noise feeds the system with nothing to declare. Outfits are held by name whatever that name is, so a mod that dresses zombies differently sees its outfits travel in horde wardrobes just like the base game's. Modded maps work: water fills in through exploration and unknown room names are classified by pattern matching. The balance is not guaranteed, however. A custom map is populated consistently with its own room names, which is not the same thing as being populated correctly. Documentation Every system is described in detail: https://belerion63.github.io/Living-Hordes/ Question & Bug ? FAQ https://steamcommunity.com/workshop/filedetails/discussion/3691686404/800091219296382097/ Bug/Performance report : https://steamcommunity.com/workshop/filedetails/discussion/3691686404/800091219296413154/ Workshop ID: 3691686404 Mod ID: ZombieMigration Discord : https://discord.gg/wdzDmZ5X5y Channel : https://discord.com/channels/908422782554107904/1485669657573589112 Workshop ID: 3691686404 Mod ID: ZombieMigration

2,411 téléchargements Détails →
eris_minimap_coyote_county_araxas_vanilla_plugin – Project Zomboid Mod

eris_minimap_coyote_county_araxas_vanilla_plugin

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eris_minimap_cca_vanilla_plugin This is a plugin that adds the community map Coyote County Araxas (Vanilla) to eris_minimap. THIS IS FOR THE ROAD TRIP SCENARIO ACCESSIBLE FROM THE VANILLA MAP! Subscribe to the (Standalone) version if you are using the standalone scenario of the map! Credits With credit to turbotutone, TIS and anyone involved with creating cartoZed, thankyou! eris_minimap - Minimap mod. And big thanks to eris for making eris_minimap, giving me permission to create plugins, and all the help in doing so! And thanks to Erin Azakaela Redfire, the author of the map, for granting permission for this plugin. If you run in to any problems, don't hesitate to ask, I will do my best to assist. :) note: if your minimap won't open, or the tiles from a plugin aren't loading, restart Project Zomboid and load your save again, it should work then. Join us on TheGoodOldDayz Server! Workshop ID: 2570300666 Mod ID: eris_minimap_cca_vanilla_plugin

817 téléchargements Détails →
KI5 & Papa_Chad - Translate ES – Project Zomboid Mod

KI5 & Papa_Chad - Translate ES

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📦 - Traducción al Español 📋 Descripción Traducción completa al español de todos los vehiculos de KI5's collection & Papa_Chad. 📌 Mod Original: KI5's collection Papa_Chad collection ✅ Contenido Traducido - Todos los textos del juego - Descripciones de objetos - Nombres de recetas - Menús e interfaces - Items ⚙️ Instalación 1. Suscríbete al original (enlace arriba) 2. Suscríbete a la traducción 3. Activa ambos mods en el juego, la traducción después del origininal 4. ¡Disfruta del mod en español! 🔧 Herramienta de Traducción Esta traducción fue realizada con Kasual Translate, una herramienta gratuita para traducir mods de Project Zomboid. 🔗 Descarga Kasual Translate aquí ¿Quieres traducir tus mods favoritos? ¡Prueba esta herramienta! 📝 Notas - Requiere el mod original para funcionar - Compatible con la última versión del juego - Si encuentras errores, repórtalos en los comentarios 💖 Apoya al Autor Original Workshop ID: 3577355848 Mod ID: KI5KasulateV2

1,313 téléchargements Détails →
I Can Shoot v3 – Project Zomboid Mod

I Can Shoot v3

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This is an update to the already existing Mod "I Can Shoot and Use Generators" by ddraigcymraeg. Activating this mod will increase your Aiming AND Reloading trait level when you create a character or respawn. There are 4 options to choose from : (only activate one at a time) - I Can Shoot (negative XP Fixed) ---> will only set Aiming/Reloading to 5. So The Aiming/Reloading trait of occupations that increase your Aiming/Reloading will be overwritten. ModID: ICanShootXPFixed - I Can Shoot (negative XP Fixed) And Use Generators ---> as above, but adds the "How to use Generators" Magazine to your inventory. ModID: ICanShootXPFixedAUG - I Can Shoot (negative XP Fixed) Levels Unlocked ---> will add +5 to your Aiming/Reloading trait. Example: Veteran with this mod activated => +7 Aiming/Reloading. ModID: ICanShootXPFixedLU - I Can Shoot (negative XP Fixed) And Use Generators Levels Unlocked ---> as above, but adds the "How to use Generators" Magazine to your inventory. ModID: ICanShootXPFixedLU_AUG Choose one in the mod menu Restart your game after activating the mod in the mod menu! Earning XP after spawning is not changed by the mod. Works with all occupations. (Modded occupations have not been tested but could work) Tested on B41.5 IWBUMS. For Multiplayer/Servers: Use at your own risk. Credit to ddraigcymraeg's mod: https://steamcommunity.com/sharedfiles/filedetails/?id=932935059 Also credit to Zärtlicher Schutz for updating it: https://steamcommunity.com/sharedfiles/filedetails/?id=1315669400 This version of the mod fixes the negative xp bug. Workshop ID: 2454513565

2,352 téléchargements Détails →
UmaBoid B42 [ UNOFFICIAL PORT] – Project Zomboid Mod

UmaBoid B42 [ UNOFFICIAL PORT]

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Hi all survivors ^_^. I'm happy to bring the UmaBoid costumes from B41 to B42. This version is UNOFFICIAL. I'm not the creator of the original mod, so if the creator of the mod wants it removed, this mod goes bye bye. Yes one day i will learn to make good descriptions ^_^. Have fun with the mod, and report the bugs if any happens. The mod should work in SP and MP without problems. Workshop ID: 3722974110 Mod ID: UmaBoid_B42_Miroki

3,431 téléchargements Détails →
Filip's Adaptation of Vaccine Mod – Project Zomboid Mod

Filip's Adaptation of Vaccine Mod

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Description: Adaptation of DrHyde's Vaccine Mod allowing it to fit into the roleplaying world of many servers. Main goal of this mod is to allow players to survive the zombie infection. It provides players with many tasks to complete during the whole vaccine development process. It is compatible with both SP and MP. Features: Many laboratory items and equipment with custom models and textures. Ability to extract different substances from both the dead and the living and then do complex research on them. Many different recipes that allow you to craft not only vaccine related items but many more assisting items and equipment. Functional blood testing that displays if blood is infected and the stage of its infection. Vaccine testing on infected blood that has a chance to produce a formula for improved vaccines. MP right-click option for doing medical procedures on other players with custom UI. Every medical procedure requires certain knowledge of first-aid too. Known bugs/issues: As far as I know no game-breaking or save-breaking bugs exist . Right-click option is only available when right-clicking the tile a player stands on and doesn't work for the whole player object. Right-click option sometimes shows multiple times in ContextMenu depending of how many objects are present on the clicked tile where a player stands. Right-click option is only functional in MP (on servers), it doesn't work in SP, so use recipes then. Right-click option doesn't work if a player is sitting or lying down (TrueActions Mod). Take blood sample 'right click' option spawns syringes with blood sample on the player it was taken from instead of spawning them on the player that initiated action. VaccineResearch perk is not completely balanced, some levels might be too easy to achieve and some quite the opposite. If you know a solution for any of these bugs/issues please contact me through comments or discussions, thank you. Planned additions: In the future I plan to add scientist profession, more QoL items related to this mod, more uses for the autopsy and hopefully find solutions for the previously mentioned annoying bugs/issues. Credit to: ~DrHyde~ for providing us with the base mod and a lovely coding technique. It was pleassure further developing this mod. https://steamcommunity.com/sharedfiles/filedetails/?id=2845016351&searchtext=DrHyde ~MrBounty~ for helping me figure out how to implement the player-player MP interactions. ~8hoursofsleep~ for helping me test all these new additions on MP. Workshop ID: 2865647663 Mod ID: filipvaccinemod

1,627 téléchargements Détails →
Event Tracker – Project Zomboid Mod

Event Tracker

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Event Performance Tracker - Server Admin & Modder Tool Event Performance Tracker Professional performance monitoring and profiling tool for Project Zomboid Build 42. Essential for server administrators and mod developers who need to identify performance bottlenecks and optimize their servers. Key Features - Automatic Event Discovery - Tracks ALL 267+ Lua events automatically, no configuration needed - Real-Time Monitoring - Live performance metrics updated every 2 seconds - Multiple View Modes - Sort by total time, frequency, category, or view only problematic events - Performance Indicators - Color-coded events (green = fast, yellow = acceptable, red = slow) - Detailed Statistics - Call count, total time, average time, min/max per event - CSV Export - Export data for analysis in Excel, Google Sheets, or other tools - Text Reports - Generate detailed performance reports saved to files - Category Grouping - View events grouped by type (High Frequency, Time-Based, Player, NPC/Zombie, UI, I/O) - Problem Detection - Automatically identifies events with poor performance (>1ms average) - Easy Access - Hotkey (Ctrl+Shift+E), Debug Menu integration, Admin Panel integration - Minimal Overhead - Less than 0.01ms overhead per event - won't impact gameplay Perfect For Server Administrators: - Identify which mods are causing server lag - Monitor high-frequency events (OnTick, OnPlayerUpdate, OnZombieUpdate) - Track performance over time and optimize server configuration - Compare performance before/after adding mods - Generate reports for troubleshooting Mod Developers: - Profile your mod's event handlers in real-time - Optimize callback execution times - Ensure your mod doesn't cause performance issues - Debug event registration and triggering - Compare performance across different implementations How To Use Method 1: Hotkey - Press Ctrl+ anytime to open the tracker Method 2: Debug Menu - Press F11 > Debug Menu > Main tab > Event Tracker Method 3: Admin Panel - Admin Panel > Event Tracker (requires admin privileges) Understanding The Data Performance Colors: - Green - Excellent (< 0.1ms average) - Yellow - Acceptable (0.1-1.0ms average) - Orange - Monitor (1-5ms average) - Red - Problematic (> 5ms average) Key Metrics: - Calls - Total number of times event was triggered - Total - Cumulative execution time in milliseconds - Avg - Average time per call (most important metric) - Max - Longest single execution time (helps identify spikes) Event Categories - High Frequency - Events called every frame (OnTick, OnRenderUpdate) - keep these FAST - Time-Based - Periodic events (EveryOneMinute, EveryTenMinutes, EveryHours) - Player - Player-related events (OnPlayerUpdate, OnPlayerMove, OnPlayerDeath) - NPC/Zombie - Character events (OnZombieUpdate, OnZombieCreate, OnZombieDead) - UI/Rendering - Interface and drawing events (OnPreUIDraw, OnPostUIDraw) - I/O - Loading and saving events (OnLoad, OnSave, LoadGridsquare) Performance Tips - OnTick events should stay below 0.1ms average - EveryOneMinute events should stay below 10ms - Events with >22,000 calls in a minute are very high frequency (like OnZombieUpdate) - Watch for sudden spikes in Max time - indicates optimization opportunities - Export CSV data to track performance trends over multiple sessions Technical Details - Uses getTimestampMs() for precise measurements - Automatically discovers all available events at runtime - Registers lightweight tracker callbacks on each event - Updates statistics in real-time with minimal memory footprint - Thread-safe and multiplayer compatible - Works on both client and dedicated servers Compatibility - Build 42.13.1+ fully tested and supported - Compatible with ALL mods - purely observational, doesn't modify game behavior - Works in singleplayer and multiplayer - Server-side compatible for dedicated servers - No conflicts with other mods FAQ Q: Will this slow down my game? A: No. The overhead is less than 0.01ms per event call, which is negligible. Q: Do I need admin permissions? A: Debug mode OR admin privileges are required to access the UI. Q: Can I use this on a dedicated server? A: Yes! It works perfectly on dedicated servers. Q: Will data persist between sessions? A: No, statistics reset on each game start. Use Export CSV to save data permanently. Q: Why are some events not showing up? A: Events only appear after they've been triggered at least once. Some events (like OnPlayerDeath) only fire under specific conditions. Support & Feedback Report bugs, request features, or ask questions in the discussions section! Developed for Project Zomboid Build 42 Compatible with future Build 42 versions tags=Build 42;Interface;Multiplayer;Realistic;Server Tools;Admin Tools;Performance;Debugging You can freely use this mod on your server. Mod permission according to TIS policy: Ask for permission . Redistribution of this mod without explicit permission from the original creator is prohibited under any circumstances. This includes, but not limited to, uploading this mod to the Steam Workshop or any other site, distribution as part of another mod or modpack, distribution of modified versions. The product can be published on Steam only through an account with the name 4Zeta © 2025 4Zeta FOUND A BUG? Contact me Workshop ID: 3633382126 Mod ID: EventTracker

2,263 téléchargements Détails →
True Moozic: Red Hot Chili Peppers – Project Zomboid Mod

True Moozic: Red Hot Chili Peppers

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Red Hot Chili Pepper Songs now in B42.13.2 and B42.14.0 Currently Adds -------------------- Scar Tissue Californiacation Under the Bridge Otherside Can't Stop Dani California Snow By the Way -------------------- By the Way Requested by: ogurec24555 Want a song added? Just put a comment with the song name! Workshop ID: 3662275722 Mod ID: TM_RedHotChiliPeppers

2,495 téléchargements Détails →
[COS] Lady_Hunk_Reaper – Project Zomboid Mod

[COS] Lady_Hunk_Reaper

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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 Workshop ID: 3281485689 Mod ID: Lady_Hunk_Reaper

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RestrictedArea – Project Zomboid Mod

RestrictedArea

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RestrictedArea by Glytch3r Update: Fixed the error when driving above the tiles Fixed the error when teleporting away when youre near the tiles Added Anti-Sledge Function Warning: DON'T SLEDGE (If you are not admin) Adds 2 admin placeable tiles Bright Yellow Zaps players and Dark Brown Kills players Custom Tile, Custom Animation, Custom Sound To spawn: Enable Brushtool Cheat > rightclick on the ground > click brush tool > click tilepicker Search for RestrictedTiles Glytch3r Commissioned by Mathoul and Yayo Days End RP server Discord.gg/dsysend Contact me for custom mod commission: Glytch3r#7331 / glytch3r Support Me: https://ko-fi.com/glytch3r Workshop ID: 2950660206 Mod ID: RestrictedArea

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ZAP Noise Makers – Project Zomboid Mod

ZAP Noise Makers

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The original noise maker only hits 17 tiles, which is like a shout and seems useless to me. Adds 3 new Noise Makers - Noise Maker (Low DB) - has a 40 tile range. - Requires 2 amplifiers and 14 electronics. - Skill: Electrical=3. - Noise Maker (Med DB) - has a 60 tile range. - Requires 4 amplifiers and 28 electronics. - Skill: Electrical=4. - Noise Maker (High DB) - has a 80 tile range. - Requires 8 amplifiers and 56 electronics. - Skill: Electrical=5. Looking into adding mod options for this (haven't done that yet) so users can adjust values at will.tags= Workshop ID: 2884295842 Mod ID: ZAPNoiseMakers

1,809 téléchargements Détails →
Time Accurate Police Light Bar Sounds – Project Zomboid Mod

Time Accurate Police Light Bar Sounds

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This workshop item aims to change the police lightbar sounds police vehicles make in Filibuster Rhymes Used Cars mod. NOTE: Works in MP and SP !!!!!--IMPORTANT--!!!!! THIS MOD REQUIRES FILIBUSTER RHYMES USED CARS TO WORK!!!!! Workshop ID: 2871398677 Mod ID: Time_Accurate_Sirens

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Sirkolbas mod – Project Zomboid Mod

Sirkolbas mod

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Cheeky cheese and Cool Sausage are back to defeat hunger and the living dead. This modification adds 3 types of new chips: Cheese, sausage, cheese and sausage. _______________________________________________________________ _______________________________________________________________ If you want to support me: https://www.donationalerts.com/r/wils0nka My little collection :D

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The Best Lockpicking FIX (42.19) – Project Zomboid Mod

The Best Lockpicking FIX (42.19)

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PLEASE let me know if the patch i made is fixing the issue for people in MP with the EXP not being given for lockpicking! Both the crowbar and the bobbypin mini game are working now. if you have any problems with it, dm or message on the mod and i'll get to it. Sorry it took awhile to get up, ending up being a bit more oof to figure out all the issues. Do not run both copies of the mod at a time. if you like the fix please rate it. thank you. IMPORTANT: the second file in the mod is for a EXPERIMIENTAL FIX for the MP exp bug. please note I have no way to test this as I am currently busy, so put it on your server at your own risk. I suggest you try it in a safe environment, let me know the results (if it doesn't work, follow the steps on the mod description in the mod section in game for how to activate the debug i have included with this addon) All credit to the original author, and if they request I will take it down. Changelog: 6/18: added a seperate file for attempting to fix the MP exp issue, mod after main mod in mod list. please post any error codes in this discord channel: https://discord.gg/BDnmudVSB Workshop ID: 3713653583 Mod ID: MPLockpickingExpFIx Mod ID: NFsBetterLockpickingP

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New Baseball Caps – Project Zomboid Mod

New Baseball Caps

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New Baseball Caps By Modder Wanna Bee This Mod adds some New Hats, mostly based on The Walking Dead and Fear The Walking Dead Series / Novels. It now has some Death Stranding caps too (Bridges) :). It's my first published mod on steam enjoy :). What does this mod do: - Add 6 new Flat baseball caps. - Add 26 new Baseball caps. - You don't find them, they find you. (They are on zombies only). What does this mod don't do: - Everything else. Updates: - I will try keeping the mod updated with the latest Project Zomboid versions and fix any bugs. - Updated to Build 41.71 - Mod public release version. - Updated to Build 41.78+ - Added 2 new Flat Baseball Caps / 6 new Baseball Caps (Details in Patch Notes). Bugs 🐛: - Probably some clipping issues with some hairstyles / modded hair. Workshop ID: 2701333303 Mod ID: MwB_NewBaseballCaps

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Barricade Peek [B42] – Project Zomboid Mod

Barricade Peek [B42]

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Stand behind a barricaded window or door and press Interact (E) to listen for zombies on the other side. Works for barricaded doors and windows if LOS is blocked. 7 message tiers, from total silence to massive horde. Immersive survivor speech based on zombie proximity. Workshop ID: 3591292061 Mod ID: BarricadePeek

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Craft Twine & Rope – Project Zomboid Mod

Craft Twine & Rope

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Allows you to craft twine from thread and rope from twine. Recipes: * 5 Thread (50% roll) = 1 Twine (20% roll) * 1 Twine (20% roll) = 5 Thread (50% roll) * 10 Twine (2 100% rolls) = 1 Rope * 1 Rope = 10 Twine (2 100% rolls) Gain Tailoring XP to your heart's content. Workshop ID: 3196734482 Mod ID: CraftTwineAndRope

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Mechanic Messiah – Project Zomboid Mod

Mechanic Messiah

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An expansion to the mechanics skill line to allow an easier leveling experience and increased long-term survivability. Features of the Mod: * Mechanic Workbook to experiment on engine parts. * Ability to make biofuel. Needs a bowl, hammer, 50 seeds of the same time can to create Waste Vegetable Oil. Combine this with Chemistry Tools (Added by this mod) and an empty petrol can to create Fermenting Biofuel. Set this out in a container or inside your base so it can ferment for about a week. Future Features of the Mod: * Allow more gas to be created at once through the use of a petrol barrel (In-Progress). * DIY Car Parts. * Ability to make Spare Engine Parts, the amount varying based on your Mechanics and Metalworking skill (Finished). * More ways to make Biofuel. Big thanks to Def's Long Term Survival, who inspired me to make this mod. Workshop ID: 2482624520 Mod ID: MechanicMessiah

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CaiGou's Trading Post&Shop [SP&MP]  [42.15] – Project Zomboid Mod

CaiGou's Trading Post&Shop [SP&MP] [42.15]

par 76561198279659185

Currently, this mod has completed the English localization translation text. If you have any questions, please leave a comment. Q: What is the function of this mod? A: It allows players to purchase supplies from the system shop, list items for trading with other players, or deposit/withdraw currency via the bank. Q: How do I access the shop? A: By default, right-click on any Ham Radio (Military, Civilian, or Makeshift) and select the "Access Shop" option. This can be disabled in Sandbox settings. Alternatively, admins can use the "Brush Tool" to search for the "CGShop" NPC model, place it, and right-click the NPC to access the shop. Q: What is the currency for purchasing items? How do I obtain it? A: The current currency is vanilla Dollar Bills, which have a chance to drop from zombies. or can be obtained by selling items in the shop. Q: Why does clicking the "Buy" button in the NPC shop have no effect? A: The system shop uses your bank balance for purchases. Please deposit money into the bank before spending. Q: Dollar bills pile up and are annoying to transfer one by one. Also, they get very heavy in large quantities! A: Right-clicking on dollar bills allows you to exchange them for Hundred-Coin tokens. These tokens can also be converted back into 100 bills and are extremely lightweight. Note, however, that coins cannot be recognized by the shop or the bank, but they can be used to purchase vehicles from the Vehicle Store. Q: Physical currency is cumbersome. Can we use bank balance for purchases instead? A: The system shop now uses bank balance for purchases. However, the player Trading Post still only recognizes Dollar Bills carried in the player's main inventory. Q: What is the purpose of the car tickets sold in the shop? A: Right-clicking a car ticket in an open area will spawn a fully repaired and fueled vehicle, which is already hotwired and requires no key. Q: How do I use the player bank? A: When carrying enough currency, enter the deposit or withdrawal amount and click the corresponding button. To prevent bugs, the maximum single transaction is limited to $500. Q: Is the bank balance lost when a character dies? A: In multiplayer mode, no—the bank account is bound to your server account. In single-player mode, the balance may be lost upon death. Q: How does the player trading post work? A: There is a brief instruction on that page. Drag an item into the blue box; if that item type is allowed for listing, a listing panel will pop up. Enter your asking price, ensure you are carrying enough handling fees (currency must be in your main inventory, not backpack), then click the "Submit" button to list it. Currently, only single items can be listed. If multiple items are dragged into the blue box, only the first item will be recognized. The maximum asking price is $5,000. Any value exceeding this will prevent listing, and clicking the button will have no effect. When a listed item is purchased by another player, the proceeds are directly deposited into the seller’s bank account. To purchase items from other players, you must carry enough Dollar Bills in your main inventory. Update! Weapons and items with full durability can now be listed on the Trading Post! Attachments on firearms may be lost upon listing, so please remove them beforehand. Q: Which items cannot be listed? Why not? A: Food, clothing, and vehicle parts currently cannot be listed. This is because listing might reset certain attributes of these items. To prevent players from exploiting this potential issue, listing is temporarily disabled. Please wait for future updates. Q: Why can’t I see other players’ listings on the trading post? A: Try clicking the refresh button. If nothing appears after refreshing, it’s possible that no one has listed any items yet... Q: I want to customize system shop items, recyclable item types, modify handling fees, and adjust zombie money drop rates. How do I do this? A: Handling fees and drop rates can be adjusted in the Sandbox settings. The customization features for system shop items and recyclable item types are only supported in multiplayer mode. Admins can list items by using the blue box next to the shop (after listing, you need to manually click refresh or close and reopen the shop interface for the items to appear), or use the delete button next to the blue box to remove items. This MOD is continuously being improved and refined, including fixing BUGs. MOD tags: trading, currency, gameplay. Workshop ID: 3630269578 Mod ID: CaiGou's Shop(test version) Workshop ID: 3630269578 Mod ID: CaiGou's Shop(test version) Workshop ID: 3630269578 Mod ID: CaiGou's Shop(test version)

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