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Mods et plugins pour Project Zomboid
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.
SolarFloodlight Battery Pack
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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
[B41] People Were Preparing: Gasoline Stockpiles
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Build 41 only. Increases the chances of gas cans and other gasoline containers (i.e. bottles) spawning in people's homes as they were readying up for the end of the world. Allows for more gasoline to be scavenged, perfect for zero fuel in fuel pumps custom settings to make gameplay not so dependent on siphoning cars alone. As a vanilla item inserted into vanilla spawns, the rate is greatly affected by your custom loot settings. Extra Notes: If anyone knows how to access the fuel reserves of the fuel pumps via scripts (e.g. getPipedFuelAmount() and whatnot), please let me know. I was originally going to make a mod where you can choose the fuel pump maximum amounts by yourself. It seems that on the lowest setting, each fuel pump 'tile' still has up to 100 units of fuel (a gas can holds 8, and a gas station has 4 to 8 fuel pumps each). This means that unless you are playing with at least a dozen people, you do not need to worry about fuel management at all in the game. Permissions: Please do not mod-pack or reupload this mod anywhere else, just share the link to this page. I hope you enjoy this mod. Permissions update: as I would not return to modding Build 41, you are welcome to update (for functionality, or e.g. to make compatible with Build 42), and adapt this particular mod and its assets for your own use and for upload to Steam Workshop. Consider giving credit and link to the original page. If my mod is deleted you are welcome to reupload to Steam Workshop only. Thanks. Workshop ID: 3300488391 Mod ID: GasolineStockpiles Mod ID: GasolineStockpilesDouble
TrueMoozic - PinkFloydDS - VINYL B42+
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VINYL PinkFloydDark - Pink Floyd - The Dark Side Of The Moon Full Album Workshop ID: 3659009768 Mod ID: TM_PinkFloydDark
Anthro Survivors (the "Furry Mod") Fix
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Unofficial fix for Anthro Survivors mod. Fixes bugs and compatibility issues (including Build 42). Not the original mod. Original mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2893930681 Workshop ID: 3743215660 Mod ID: FurryMod
21:9 Main Menu mod art by Im_DaFox - Lily's Journal - p4
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Main Menu mod for ultrawide monitor using Im_DaFox artwork "Lily's Journal - p4" Using 2560x1080 res For 16:9 go to here https://steamcommunity.com/sharedfiles/filedetails/?id=2756709882 Follow the artist's twitter https://twitter.com/Im_DaFox/status/1491900476840886279 Checkout our other main menu mod Im_DaFox 21:9 "Lily back at home after a long loot run" Im_DaFox 21:9 "Lily's Journal - p2" Im_DaFox 21:9 "Lily's Journal p3" Workshop ID: 3393762217 Mod ID: Im_DaFox-Lily's_Jounral-p4-MainMenu_ultrawide
Jill's Battlesuit [Resident Evil 5]
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Jill's Suit Commissioned by Billmacia This mods adds Jill's Battlesuit from Resident Evil 5. - Can be worn with open/closed vest. - Spawnable in zombies, wardrobes and closets. - Protection Stats: Bite defense:20% Scratch defense:50% Bullet defense:0% Neck protection:30% Insulation:75% Wind resistance:55% Water resistance:40% - Several colors variations. Workshop ID: 2990349134 Mod ID: Re5JillSuit
New Music - Cowboy Bebop - The Seatbelts (1998)
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New Music - Cowboy Bebop - The Seatbelts (1998) MADE FOR: NEW MUSIC GENERATED BY: NEW MUSIC BUILDER Cowboy Bebop - The Seatbelts Side A 01 Tank! 02 Rush 03 Spokey Dokey 04 Bad Dog No Biscuits 05 Cat Blues 06 Cosmos 07 Space Lion 08 Waltz for Zizi Cowboy Bebop - The Seatbelts Side B 01 Piano Black 02 Pot City 03 Too Good Too Bad 04 Car 24 05 The Egg and I 06 Felt Tip Pen 07 Rain ft. Steve Conte 08 Digging My Potato 09 Memory Workshop ID: 3759517608 Mod ID: NewMusic_CowboyBebop
Multiple Generators [B42] Patch
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Updates Multiple Generators for Build 42.20 (verified against 42.20.3), and makes the load sharing actually add up. Requires Multiple Generators . Load it after the base mod: MultipleGeneratorsB42 MultipleGeneratorsB42Patch How the sharing works - One generator bills exactly what vanilla bills. The figure comes from the game itself rather than from a table the mod keeps on the side, so it cannot drift out of step with a future build. - Generators covering the same devices split the cost evenly. Two generators, half each. Three, a third each. Own consumption included, so the number on the window divides cleanly. - Partial overlap is handled properly. Each device is split only among the generators that actually reach it, so a generator carrying part of the house on its own still pays full price for that part. Worth knowing: the combined fuel burn across all your generators stays about the same as one generator carrying everything. What you gain is runtime and total tank capacity, not efficiency. Fixed - The Generator Info window never opened. Build 42.20 moved the world context menu into Java and put the generator options inside a submenu, so the mod's lookup for the "Generator Info" entry always came back empty. The window works again, and generators that were already plugged in get picked up. - Every device in the power table read "Other". The mod was reading sprite properties through the Build 41 API, which no longer exists in 42.20. Fridges, lights, washers and the rest are named properly again. - Fuel barely drained. The mod tracked fuel as a percentage but subtracted litres-per-hour from it, roughly a tenfold under-drain, and then overwrote the engine's own figure on top. Fuel accounting is now handed back to the engine, which also means vanilla's own generator tooltip shows the shared consumption. - A device on a tile with other appliances was split too many ways. Overlapping generators were counted once per appliance sharing that tile instead of once per generator, so two generators over a kitchen could bill a third each instead of a half. - Power figures had drifted from the game. Stacked washer/dryers were billed a tenth of their real cost and never charged for both drums, stoves were scaled by temperature when the game charges a flat rate, street lights were billed even though the game exempts them, and gas pumps were not counted at all. The mod now asks the game what each device costs instead of keeping its own table. - Only unpowered devices should be free. Fridges were billed whether or not they had power. - Generator range was hardcoded to 20 tiles and two floors. It now follows the Generator Tile Range and Generator Vertical Power Range sandbox settings, respects Allow Exterior Generator, and reaches into basements. - The L/h column and the graph showed raw values rather than actual litres per hour, and rounded too hard to show a shared figure. Both now read in real litres per hour, to the same precision the game itself uses. - Clicking a light switch skipped the walk-over and the timed action, because the mod replaced the vanilla click handler with an instant toggle. Vanilla behaviour restored. Multiplayer Works on servers and in co-op. Fuel is drained server-side, so both this patch and the base mod have to be installed on the server, in that load order - a client-only install will show the right numbers in the window while the server quietly bills full price. Notes Safe to add to an existing save. Nothing is added to or removed from the world - the patch only replaces the base mod's scripts. Base mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3695167770 Workshop ID: 3786125383 Mod ID: MultipleGeneratorsB42Patch
MX - Economy [B42/41]
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Trade your way through the Apocalypse! This mod introduces a functional economy system where every strike against the undead earns you cold, hard cash. Features: - The Shop (Press 'O'): Open a mobile interface to buy essential items, training, or manage your funds. - Combat Rewards: Every successful hit on a zombie generates a random amount of money. - Banking & ATM: Withdraw or deposit physical money (Base.Money) or Bundles into your digital balance. - Customizable Experience: Adjust starting money and gain multipliers directly in the Sandbox settings. Death Mechanics: - High Stakes: Upon death, all digital cash is converted into physical Money Bundles (1 Bundle = $100) and dropped at your location. - Note: Values are rounded down to the nearest $100 to optimize performance and prevent excessive item clutter. Multiplayer Support: - Fully Compatible: Works on Dedicated Servers and Host-mode. - Inventory Sync: Continuous improvements are being made to ensure instant item delivery to your inventory. Compatibility: - Build 41: old version only - Build 42: Fully Supported. Supported Languages: EN, CZ Workshop ID: 3498412361 Mod ID: MX-Economy
Pym Capsule
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Pym Capsule — 皮姆胶囊 订阅了一堆喜欢的车辆 Mod,但每次刷图找到好车,还得千辛万苦开回基地? 有了皮姆胶囊,把它塞进口袋就行了。 Ever subscribed to a bunch of vehicle mods, only to find your dream car miles from base with zombies on your tail? With Pym Capsule, just pocket it. 是什么 / What Is It 受蚁人"皮姆粒子"启发的黑科技道具。对着任何车辆右键,将它收纳进一枚小小的胶囊——连车况、油量、后备箱里的物品全部完整保存。找到合适的地方再右键胶囊,预览放置位置,一键释放,车辆原封不动出现在你面前。 A Pym Particle-powered gadget inspired by Ant-Man. Right-click any vehicle to shrink it into a capsule — condition, fuel, trunk contents and all. Find a good spot, right-click the capsule, preview the placement, and release. Your vehicle appears exactly as you left it. 功能特色 / Features - 完整状态保存 / Full state preservation:车况、油量、每个零件耐久度、后备箱/手套箱物品、门锁状态 - 车钥匙自动迁移 / Auto key migration:释放后背包里的车钥匙自动更新,直接上车走人 - 放置预览 / Placement preview:释放前绿色高亮显示落点,红色表示不可放置 - CarryMore 兼容 / CarryMore compatible:扩容后的后备箱容量照样保存和还原 - MOD 车辆全兼容 / All vehicle mods supported:只要游戏里能开,就能收纳 - 可合成 / Craftable:电子废料 × 3 + 废铁 × 2 + 胶水,无需工作台 - 可在汽修店找到 / Found in mechanic shops:当然也可以直接去翻 使用方法 / How to Use - 背包里准备好一枚空皮姆胶囊(合成或去汽修店找) - 走近目标车辆,右键 →「收纳车辆」,站着别动等读条完成 - 需要取出时,右键背包里的胶囊 →「释放车辆」 - 在地面上预览放置位置,点击确认,车辆原地复原 注意事项 / Notes - 车内有人时无法收纳 - 单机 / 多人均可使用 - 兼容所有添加新车辆的 Mod,包含沙皇改装、房车内饰模组 - 沙皇改装(Autotsar)车辆:改装件外观完整保留,释放后自动还原 - projectRV Interior(房车内饰):内饰房间绑定完整保留,释放后进入原有房间,物品不丢失 - 重要提示:后备箱 / 车内物品会完整保存还原,收纳前请放心使用 兼容性 / Compatibility - 沙皇改装 / Autotsar + tsarslib ✓ 改装外观自动重建 - projectRV Interior(房车内饰) ✓ 内饰房间和物品完整保留 - CarryMore ✓ 扩容后的容量同步保存 - KI5 车辆包 ✓ 完全兼容 Workshop ID: 3716491848 Mod ID: PymCapsule
Burnt Challenge
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Try a new challenge. You were a firefighter in Louisville. While fighting a fire in a chemical warehouse, you were badly injured. The doctors put you in a medically induced coma. Due to the emergency events taking place in the district, relatives transported you from the hospital home. Today, the effect of the medicines has ended and you woke up. Challenge goal: leave the county via Louisville Northbridge. Optional: 1. The character must be absolutely healthy. 2. Reach the challenge goal in 10 days or less. Note: At first, the character will feel negative effects - these are the consequences of being in a coma. Watch the weight of the character and his strength will gradually recover. As the number of zombies killed increases, the character becomes braver. * It is strongly recommended to complete the challenge without additional mods for a character with a firefighter profession. Good luck, survivor! Пройдите новое испытание. Вы работали пожарным в Луисвиле. При тушении пожара на складе химических реагентов вы сильно пострадали. Врачи ввели вас в медикаментозную кому. В связи с чрезвычайными событиями, происходящими в округе, родственники перевезли вас из больницы домой. Сегодня действие медикаментов закончилось и вы проснулись. Цель испытания: покиньте округ через северный мост Луисвиля. Дополнительно: 1. Персонаж должен быть абсолютно здоров. 2. Достигните цели за 10 дней или раньше. Примечание: В первое время персонаж будет чувствовать негативные эффекты - это последствия нахождения в коме. Следите за весом персонажа и его силы будут постепенно восстанавливаться. С ростом количества убитых зомби персонаж становится храбрее. * Настоятельно рекомендуется проходить испытание без дополнительных модов за персонажа с профессией пожарного. Удачи, выживший! Workshop ID: 2772102589 Mod ID: BurnedChallenge
Kino Music | Album: Группа крови
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Kino Music | Album: Группа крови Generated with New Music Builder Группа крови Side A 01 Группа крови 02 Закрой за мной дверь, я ухожу 03 Война 04 Спокойная ночь 05 Мама, мы все сошли с ума Группа крови Side B 01 Бошетунмай 02 В наших глазах 03 Попробуй спеть вместе со мной 04 Прохожий 05 Дальше действовать будем мы 06 Легенда Workshop ID: 3753830929 Mod ID: 6AlbumKino
Fiat Punto 188 Facelift [B41/B42]
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Hello survivors! I am proud to present my very first mod for Project Zomboid: the Fiat Punto 188. Even though this is my first step into modding, I put a lot of effort into the details and I honestly think it turned out great. I wanted to bring a classic, compact, and reliable vehicle to the streets of Knox Country. Mod Features: Fully Functional: The car is driveable, has working lights, seats, trunk, and mechanics. It's ready to be your daily driver in the apocalypse. High Quality Model: Designed to fit the game's atmosphere perfectly. Work in Progress (Done!): I am currently working on the Rust and Damage textures. They are not included in this version but will be added very soon in a future update. I hope you enjoy driving it as much as I enjoyed making it. Since this is my first mod, your feedback and ratings are very important to me! Drive safe! Workshop ID: 3607285702 Mod ID: Hgtpunto
[B42] Cannibalize Bandits
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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
[B42/41] Nx's Compare items
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Description Now updated to build 42 ! A mod to compare an item in inventory/container with equipped ones. How to: Hold LSHIFT (by default) while hovering an item to see the equipped ones (if any). This mod is compatible with ModOptions to change the key bind. This mod should be compatible with other clothing/weapon mods. Todo list - Improve performances - Compare stats in tooltips (need to override default item tooltips) - Probably impossible for now Support Source Code: Gitub Have a bug ? Open an issue Workshop ID: 2961069019 Mod ID: nxcompare Workshop ID: 2961069019 Mod ID: nxcompare
Acceleration Patcher for Better Physics and Modded Vehicles
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It only includes W900 Semi Truck,90 Pierce Arrow, OshkoshM911, Petyarbuilt, ATA Busses, but it's not hard to add others in the Lua file. Better Physics causes the acceleration on certain modded vehicles to be high. Better Physics dev's explanation This mod simply changes the engineForce parameter of certain vehicles. It should be loaded after the mods it is patching. Free to use, modify, etc. Workshop ID: 3138303664 Mod ID: BetterPhysW900Accel
[B42] Symbiosis
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Merge with the Knox virus instead of dying. Become a symbiote. When infection would doom you, roll for symbiosis instead of zombification. Survivors who merge gain innate passives, a skill tree, and blood powers fueled by life essence — your overall body health pool. What's New — 0.2.13 - Blood Weave — Repair clothing and seal holes from inventory - Blood Bullets — Right-click magazines to load blood rounds; Hemotoxic Rounds reworked with stacking DoT - QoL — Skill tree UI refresh + multiplayer and gameplay fixes The Merge - Symbiosis Roll — On Knox infection (or on death, via sandbox), merge with the virus instead of turning - Merge Chance — Sandbox-configurable (default 25%). Failure means vanilla Knox death - Symbiote Passives — Faster healing, but higher hunger, thirst, cold, and fire weakness unless suppressed with XP Powers - Coagulate — Seal bleeding wounds from the health panel without bandages - Blood Bullets — Press R when empty, or right-click a magazine, to synthesize ammo. Upgrade with Hemotoxic Rounds - Blood Mend — Restore weapon/tool durability. Unlock Blood Weave to repair clothing - Dark Ritual — Heal your body. 24-hour cooldown (upgradeable) - Blood Katana — Forge a blood-forged katana at a steep essence cost - Blood Familiar — Bind a zombie corpse as a follower (Singleplayer only) Skill Tree - Powers & Passives — Unlock upgrades and rank traits with Symbiosis XP - Toggles — Disable powers without losing unlock progress How to Use - Enable Symbiosis in the Mods menu - Get infected and survive the merge roll (default 25%) - Open Symbiosis Skill Tree from the right-click menu - Use unlocked powers from context menus Sandbox Options Merge timing • Merge chance • Essence/XP costs • Passive multipliers • Auto-coagulate chance • Symbiote visuals Enjoying the mod? Solo indie dev building Barvista — updates at signalrain.com. Mod Information Build 42 only | Mod ID: Symbiosis | Author: poopie pants | Version: 0.2.13 Build 42 is still changing — check for updates if something breaks after a patch. Report bugs & feedback in the discussion thread below. Workshop ID: 3738109511 Mod ID: Symbiosis
It's Always Sunny In Louisville
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Visit the worst bar in Kentucky, Paddy's Pub. Enjoy a refreshing Wolf Cola, work out with some Fight Milk, and enjoy one of Frank's Delicious Creampies. Still a little peckish? Why not fix yourself some of Mac's Famous Mac and Cheese or whip up some Rum Ham? The possibilities are endless. Will you run into characters you know and love from the hit TV show "It's Always Sunny in Philadelphia", such as Frank Reynolds, Charlie Kelly, Sweet Dee, the McPoyles, Mac, Country Mac, Gail the Snail, or Dennis? Will beloved characters invite you to partake in apocalypse fueled hijinks? Will you find yourself amidst another scheme to thwart the owners and patrons of Paddy's Pub? Workshop ID: 3294319897 Mod ID: ItsAlwaysSunnyInLouisville Map Folder: ItsAlwaysSunnyInLouisville
Custom Intro Text
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A tiny itty bitty little mod that gives a simple-ish way to change the flavour text when loading into the game. To change the text just open "C:\Program Files (x86)\Steam\steamapps\workshop\content\108600\2782997073\mods\CustomIntroText\media\lua\shared\Translate\EN\UI_EN.txt" and edit the lines from first to last displayed. Workshop ID: 2782997073 Mod ID: customintrotext
Perishable Food Distribution
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Perishable Food Distribution Fixes Perishable food distribution by marking food and drinks that aren't really perishable ingame (alcohol, tonkies, sno globes etc) as Canned Food. This means that if you have a 10 years later scenario, you can set Non Canned Food loot rarity to None so that you don't get vegetables and other food prone to rotting spawning in. Since realistically all of this would have all rotted away by now. Might have missed some items since I went through the list manually, so if you find any items that shouldn't spawn, write them in the comments! Monkey Commissioned by: Klean I do mod commissions - Discord: _mon.key Workshop ID: 2971618255 Mod ID: PerishableFoodDistribution
[B42.20] 2023 Audi A6 / S6 / RS6
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The C8 generation of the Audi A6 / Audi S6 / Audi RS6 is what happens when German engineering stops trying to whisper and starts speaking in a perfectly tailored, expensive accent. From 2018 onward, Audi turned the A6 into something that looked less like a company car and more like it had diplomatic immunity. Razor-cut body lines, a grille big enough to inhale continents, and lighting signatures sharp enough to feel mildly judgmental at night. Features - Three distinct models from the C8 generation, the A6, S6 and RS6. The RS6 also has a Performance variant. - Unique textures for each car variant with different bumpers and trims. - Each car has colors that match real life factory options. - Unique stats for each vehicle, with matching real life engine horsepower values. - Supports damage, rust and blood. - Spawn rates that make sense for each vehicle. Works for both Build 41 and 42. The Vehicles A6 In the collapse of civilization, the A6 becomes something terrifyingly efficient: the ghost of the highway system. While cities burn and panic eats itself alive, the A6 slips through with its 2.0 litre turbocharged engine, producing 204 horsepower, mated to a dual-clutch gearbox. S6 The S6 was built for roads that no longer have rules. Fast enough to outrun collapsing hordes, sharp enough to thread through wreckage at impossible speed. Inside the engine bay sits a 444 horsepower 2.9 litre turbocharged V6, working with a dual-clutch gearbox. RS6 If the world ends, the RS6 doesn’t adapt, it takes command. Wide enough to bully through wrecked streets, brutal enough to turn escape into domination, practical enough to carry fuel, food, weapons, and the people worth saving. Its 4.0 litre V8 roars to life producing 591 horsepower, along with a ZF8 gearbox, and all-wheel drive quattro system. RS6 Performance If the standard RS6 survives the apocalypse, the RS6 Performance conquers what’s left of it. This isn’t the escape vehicle. This is the machine people whisper about over dying campfires, the thing seen tearing through ruined motorways at impossible speed, headlights cutting through ash storms like the end of a prophecy. The 4.0 litre V8 under the hood produces a staggering 621 horsepower, working together with a ZF8 gearbox, and of course, quattro all-wheel drive, creating simply put, a monster. Created by Amash. Contact me if you encounter issues or have any questions. Permission Required This mod may only be modified or expanded with explicit permission from the original creator. If permission is not granted, the mod must not be altered in any way. Repacking or redistributing this mod in any form is strictly prohibited. Workshop ID: 3728223552 Mod ID: 23c8
Elysium - Map
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Elysium Map Workshop ID: 2855933370 Mod ID: Elysium Map Folder: ElysiumMap
Zeybek Multiplayer Sync [B42]
par 76561198053907421
Zeybek Multiplayer Sync A lightweight, ping-aware synchronization safety layer for small Project Zomboid Build 42 multiplayer servers. It supplements vanilla networking; it does not replace the game's network engine. Player position synchronization - Sends position reports only to players within 60 tiles. Reports are never globally broadcast. - Measures client/server RTT every 2 seconds and smooths the result over time. - Moving report interval adapts to RTT: 150 ms at 60 ms or lower, then 200, 250 or 350 ms as ping rises. - Idle players send one heartbeat per second. Movement start, stop and floor changes are reported immediately. - Uses reported velocity and up to 400 ms of delay prediction, with speed clamped to 12 tiles/second. - Normal movement stays on vanilla interpolation. The mod intervenes only after repeated material divergence. - Soft errors begin at 2.5-3.7 tiles depending on ping, require 4 confirmations and blend only 25% toward the target. - Hard errors begin at 6-6.8 tiles, or a floor error of at least 0.5 levels, require 2 confirmations and then snap. - Correction cooldown scales from 500 to 900 ms. Higher ping therefore produces fewer visible corrections. - Out-of-order sequence numbers are rejected. Sequence tracking may reset after 5 seconds without a valid update. - Position reporting and correction stop in vehicles and remain disabled for 1.5 seconds after exit, leaving seats and exit placement to vanilla. Hood and trunk visual synchronization - Synchronizes EngineDoor, TrunkDoor and DoorRear open/close transitions for observers within 80 tiles. - The acting player keeps the local vanilla animation; the relay excludes the sender to prevent double playback. - A completed action commits the authoritative door state on the server even when nobody is nearby. - A single vehicle pass every 2.5 seconds repairs missed actions, late joins and vehicles that stream in later. - Unchanged states are refreshed no more often than once every 10 seconds, rather than every scan. - Packets received before a vehicle streams in are retried every 100 ms for up to 10 seconds. - A queued transition older than 500 ms becomes a static Opened/Closed pose instead of replaying an old animation. - The transition is settled into its persistent pose after 800 ms. - The periodic vehicle pass sleeps when fewer than 2 players are online. Repetitive debug logging is disabled. The mod cannot create missing animations for a modded vehicle whose script/model does not define them. Performance and Big-O Let P be online players, V be vehicles currently loaded by the server, and Q be temporarily queued client vehicle packets. - Client position sampling and one received position update: O(1) average. - Server relay for one accepted position or vehicle action: O(P), because the online-player list is checked once for distance. - All moving players together: O(P²) worst case. Network fan-out is limited to nearby player pairs. - Authoritative vehicle fallback: O(P×V) every 2.5 seconds. Only 3 supported door parts are checked, which is a constant factor. - Client pending queues: O(Q) with direct vehicle lookup; worst-case O(Q×V) only if the engine lookup fails and a vehicle-list fallback is needed. - Cache memory: proximity-bound in normal use; theoretical vehicle-state worst case is O(P×V). Expired and out-of-range entries are removed. Practical 3-player example: At the fastest 150 ms rate, all 3 moving players produce about 20 reports, at most 60 player-distance comparisons and at most 40 nearby relay deliveries per second. Idle players produce only 3 reports and 9 comparisons per second. The vehicle fallback performs at most 3×V distance checks once per 2.5 seconds, then reads door parts only for nearby vehicles. Validation and safety limits - Server rate limit: one accepted position packet per player per 100 ms. - Rejects invalid numbers and floors outside Z=0-31; clamps ping to 0-2000 ms and reported speed to ±12 tiles/second. - Vehicle actions must reference a real supported door and originate within 12 tiles of that vehicle. - Temporary client caches are cleaned every 10 seconds; remote player state expires after 15 seconds and vehicle visual state after 60 seconds. What it does not change Inventory, items, weapons, magazines, combat, damage, health, zombies, animals, vehicle physics, driving and seat placement are untouched. Author: Zeybek Workshop ID: 3777741565 Mod ID: ZeybekMultiplayerSyncB42
Fix Craft Helper Receipt Character Corruption [B41]
par 76561198104032910
Fix Craft Helper Receipt Character Corruption CraftHelperContinued use a custom method to favorite recipes, which causes some recipes to get bugged, as described in the mod fixRipClothingCorruption This is a Patch for mod: Craft Helper Continued https://steamcommunity.com/sharedfiles/filedetails/?id=2787291513 Modpack included - Fix "Rip Clothing" Character Corruption Workshop ID: 3085491446 Mod ID: fixRipClothingCorruption For Multiplayer This mod must be loaded after CraftHelperContinued How to check if this Patch is working Check Logs folder in /Zomboid/ _____ Workshop ID: 3384313958 Mod ID: NoneNoneCraftHelperPatch
Project Zomboid Guides
Installer des mods Project Zomboid - Guide Workshop
Installe proprement des mods Project Zomboid via le Steam Workshop : saisir les IDs, vérifier l’ordre, redémarrer le serveur et corriger les erreurs typiques.
Louer un serveur Project Zomboid – guide multijoueur
Configurer un serveur Project Zomboid : RAM, paramètres sandbox, mods Workshop, droits admin et vérification propre des erreurs typiques.
Serveur Project Zomboid avec support des mods
Installez les mods compatibles et pris en charge depuis le tableau de bord.
Louer un serveur Project Zomboid