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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.
The Only Cure [B42] - Русификация
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Русификация The Only Cure Когда вас укусили, у вас есть выбор. Смириться с вирусом или отрезать зараженную конечность, чтобы прожить ещё один день. Реалистичная система ампутаций и протезирования. Что делает мод? • Ампутация: Пилой или садовой пилой отрежьте укушенную конечность. Используйте жгут, чтобы снизить урон, и бинты/швы для повышения шанса выживания. • Заживление: Следите за состоянием культи в медпанели. Регулярно перевязывайте рану, пока она не заживёт полностью, иначе возможны кровотечения. • Протезирование: Восстановите функциональность с помощью протезов-крюков или полноценных рук. Прокачивайте навык владения протезом для ускорения действий. • Важные нюансы: Ампутация выше локтя не позволит использовать протез. После операции вы получите перк, ускоряющий действия одной рукой. Ключевые особенности: Жёсткий выбор, глубокая механичка выживания, интеграция в ванильный геймплей, поддержка мультиплеера. Dear foreign friends, this mod is only a localization of the main mod. If you came here because of the preview or text on it, you can safely go to the modification page itself. Хочу перевод Поддержать переводчика Workshop ID: 3587267195 Mod ID: THONCURUS
痛车刷新更改
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喜欢全是痛车 Workshop ID: 3378263634 Mod ID: More Mustang Car Skin
Instinctive Hearing [B42]
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HOW TO USE: WHILE CROUCHING AND STANDING STILL, HOLD YOUR LISTEN MODE KEY (default: ALT): To use Listen Mode, simply crouch, stand still, and hold your Listen Mode key. Nearby zombies within your listening range will be highlighted, with your hearing trait affecting how far you can hear and how many zombies you can detect. The active listening radius can be shown as circles around your character. You can turn this on/off in the Sandbox settings if you prefer a cleaner look. The outer circle shows your total listening range, while the smaller inner circle shows your close perception range, where nearby zombies are clearly detected. Sandbox CROUCH TO USE When enabled, you must already be crouching to activate Listen Mode. When disabled, simply holding your Listen Mode key while standing will automatically make your character crouch and enter Listen Mode. REALISTIC MODE (WIP) When enabled, Listen Mode becomes more dependent on your character's hearing. Distant stationary zombies are detected through radar-like pulses instead of being constantly tracked, while moving zombies are easier to detect depending on their movement speed. Zombies within the smaller inner perception radius are always clearly detected. When disabled, Listen Mode works as it traditionally has, acting as an Easy Mode where zombies within your listening range are continuously tracked and clearly highlighted. HEARING TRAITS HARD OF HEARING - Reduced listening range: 12 tiles - Close perception range: 5 tiles - Maximum of 4 zombies detected DEFAULT - Standard listening range: 20 tiles - Close perception range: 6 tiles - Maximum of 8 zombies detected KEEN HEARING - Increased listening range: 25 tiles - Maximum of 10 zombies detected - No black background handicap DEAF - Listen Mode cannot be used EXTRA I originally made this mod for personal use because I really liked The Last of Us' Listen Mode mechanic and wanted to try recreating something similar in Project Zomboid. If you run into any bugs or weird behavior, feel free to report them! I'd really appreciate it. i havent tested this mod in multiplayer, so i have no idea if it works properly there or not. Check out my other mods! https://steamcommunity.com/sharedfiles/filedetails/?id=3792957345&savesuccess=1 Workshop ID: 3789584579 Mod ID: ListenMode
[B42] Railroader MP (Community Edition)
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Update: this netcode is being merged into the official Railroader as the foundation of its multiplayer, in agreement with SlavaPo. This mod stays up as a working MP option until the official multiplayer ships — then it will be sunset. Expect experimental bugs meanwhile. RailroaderMP - the multiplayer edition of Railroader for Build 42 This is the multiplayer version of the original singleplayer mod Railroader - Railway Transport & Profession by SlavaPo. It is not an official update - it is a community-made port that lets you operate the 800 locomotive together with other players. IMPORTANT - Singleplayer Mods on Servers Unless a mod explicitly states that it supports multiplayer, do not enable it on a multiplayer server - its scripts are not designed for multiplayer. In particular, do not enable the original singleplayer Railroader mod alongside this MP edition: running both at once won't double your fun - it will make both misbehave. IMPORTANT - Anticheat Setting If you are kicked from the server and see: You have been kicked from this server. Malformed packet or suspicious activity was detected. Please turn off speed anticheat in server settings .ini file (contact server host): AntiCheatSpeed=4 Multiplayer Features - Server-authoritative locomotive: physics, position, collisions, fuel, seats, switches and persistence all run on the server, so every player sees the same train at the same place. - Source Engine-style network sync: the sync model follows Valve's Source Engine multiplayer networking - client-side prediction, server reconciliation (small errors blended, large errors rolled back), and entity interpolation of remote snapshots along the rail spline, using delta-encoded snapshots at 20/10/4 Hz by distance. - 1 driver seat + 5 passenger seats: the driver controls throttle, reverser and brake; passengers are locked to their seats by the server. - Authoritative collisions: zombies are crushed, players are ejected, cars are wrecked, railcars and walls stop the loco - same rules for every player. - Switches (points) are synced: state is broadcast, persisted, and safe for late-joining players. - Crew refueling and repair: depot refueling and a 5-minute wrench repair (server-authoritative, +5 durability). - Co-op hosts and dedicated servers: both supported; game speed is locked to 1× while the train is moving or being worked on. Quick start Spawn the 800 at the Muldraugh engine shed (easiest access point). Board with E, tap W to crank, R to cycle the reverser, W/S for throttle notches, Space to brake. Driving still requires the Railroader profession (4 points), exactly like the original. Important - This is a rough technical validation (proof of concept), not a polished release. Bugs are addressed on a best-effort basis with no guarantee of resolution. - The original author (SlavaPo) is free to take and use all of this code at any time. Made with This mod is fully AI-programmed: all code was generated by Codex (DeepSeek V4 Flash - 0731) under the maintainer's direction - no human wrote it line by line. Reviews and bug fixes are AI-assisted as well. Credits Original mod: Railroader - Railway Transport & Profession by SlavaPo. EMD GP7 model: "EMD GP7 Western Pacific 713" by Jesper Landin (Sketchfab), CC BY 4.0. Translations English, Русский and 简体中文 are supported. If you'd like AI-powered translations for 1300+ popular mods, check out Project Babel - it provides AI translations for popular Project Zomboid mods in multiple languages. Workshop ID: 3776795836 Mod ID: RailroaderMP
retexture of firefighters clothing
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Retexture of firefighters clothing Workshop ID: 3312796602 Mod ID: FCRetexture
PALSJ's Hit-Or-Miss Clothing [B41]
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For B42.15+ SP/MP, Click here. PALSJ's Hit-Or-Miss Clothing This mod adds some vanilla-ish friendly clothing that I...just wanted to make, I guess. All clothes work for the male and female models and have custom textures, meshes, and icons made by me (for better or for worse) designed to (hopefully) slide well into your game. I take no responsibility for the proportions gained or lost by putting on or removing these clothes. Included (so far): - Wedding Dress (White, Dark, and Bloody) (Rare spawn, just like vanilla, in churches...maybe.) - Wedding Veil (White, Dark, and Bloody) (Rare spawn, just like vanilla, in churches) - Sweater Dress (9 Colors) (Clothing stores, houses, etc., and a Y2K zombie) - Ribboned Apron (6 colors) (Kitchens & other apron spawn places) - Ankle Boots (3 Colors) (Clothing stores, houses, etc., and a Y2K zombie) - Boots With THE Fur (4 Colors) (Clothing stores, houses, etc., and a Y2K zombie) - Belted Denim Cargos (6 colors) (Clothing stores, houses, etc.) - Kitty Ear Motorcycle Helmet (6 colors) (Zombies, and maybe survivor houses?) Planned: - Off-shoulder cardigan - Oversized t-shirt - Puffy slacks - Wedding tux (slacks and MAYBE a jacket but I promise NOTHING okay) - uhhhh idk maybe some more shoes? crocs or like. sandals or somethin'. This mod should be compatible with everything as it only adds content and does not otherwise modify any existing stuff. In This Update (March 2025) - Backported this to B41. In other words, we live. - I'm fully ngl I don't think the wedding dress spawns, but it's supposed to be so RARE I have like no way to confirm that. Please keep me posted. - Fixed some minor typos in the ProceduralDistributions file. Known Bugs - Minor clipping and the like. I can't catch it all for every scenario, so keep an eye out and let me know what you see. - Working on more clothing, but nothing that is currently distributable. If it isn't listed up above, it isn't ready for regular distribution. Don't be surprised if your shit breaks because you equipped broke clothes. FAQ Is this available for B42? My brother in Christ, where did you come from. Yes, click here. I see what you've done and I want you to know that you will never see the pearly gates of God's kingdom. Correct. Okay but this is just too thicc. Can you tune it down? No. I think I see clipping with x model and y piece of clothing from your mod and/or vanilla. Can you fix that? Maybe. I think I see clipping with x model and y piece of clothing from a different mod. Can you fix that? Probably not. Why are the male versions of the clothes, especially shoes, so freaking huge? The average zomboid male is built like a semi and an overflowing dumpster had a baby. In other words, they just kinda look massive like that. It's something you don't notice until you do, and when you do, you can't ever unsee it. If it's excessive, let me know and I can try to tune it down a bit. But (gently and kindly) blame the devs (with your love and constructive feedback). Not me. I have a request, a question about modding, or I want to support you in making this mod. Great, but I can't promise anything. Any requests can go in the comments, and if anyone wants to support, please feel free to reach out. Same if you have any questions. I'm @PALSJ on Discord. Can I put this mod into a mod pack? No. And I wouldn't encourage you to do so anyway. I want folks to have access to the most up to date version of this mod, which may happen at any time...subject to my life/schedule. Like what I do? Visit my Ko-fi to tip or request a commission! Workshop ID: 3445839276 Mod ID: PALShit41
Import Export Character Build Traits
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This mod allows you to import and export build of your character to share it with your friends. Workshop ID: 3445834514 Mod ID: buildimportexport
Metal Work Unusable B42
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This Mod is an Addon that adds more options to the metalworker profession Updated to B42-Unstable Metalworkers can now turn Empty Cans and Accessories into Scrap. I intend to add more functions to the Addon This mod already has the Fix for the BlowTorch and Propane Tank! Metalworkers can now. Create Nails (50x) Craft Screws (50x) Accessories such as (Earrings, Necklaces, Rings etc...) in Scraps <- Update 12/21/24 Create Metal Scraps All of the above items can be found in the Metalworking creation menu By right clicking you will find the option "Metal Work" or "TM at the end" Workshop ID: 3388241377 Mod ID: MetalWorkUnusable Workshop ID: 3388241377 Mod ID: MetalWorkUnusable
Disinfect Stuff With Cologne And Perfume!
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This is a mod that simply adds the ability to disinfect bandages and wounds with cologne/perfume. Workshop ID: 3046041700 Mod ID: DisinfectCologne
Delete All Fix
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Small bug fix when deleting items from containers. When deleting the contents of a container with the delete button a confirmation window pops up, if you change containers while this window is up (or too quickly after hitting yes on the confirmation window) it will delete the container that you changed to and not the container you opened the confirmation window on. To fix this i did a hard override of the delete function to capture the original location of the container the confirmation window was created on, and to delete that container. Should work with controller but i didnt test (please let me know if it does), probably not compatible with other mods that effect the "ISInventoryPane:removeAll" and "ISInventoryPane:onConfirmDelete" as this is a hard override of those functions. Workshop ID: 3324752609 Mod ID: DeleteAllFix
Repair Any Tool
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All you need is a sharp stone Workshop ID: 2436625267 Mod ID: RepairAnyTool
True Vehicles
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2 Workshop ID: 3640701586 Mod ID: Highwayman Mod ID: LCJ_80_MK2 Mod ID: TrueVehicles42
[RUS] Server Messages
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Русский перевод оригинала мода: https://steamcommunity.com/sharedfiles/filedetails/?id=2759895539 Я не претендую на авторство, лишь сделал перевод. Оригинал для работы не требуется. Workshop ID: 2812408492 Mod ID: ServerMessagesRUS
Re:Code After the Fall: Barricaded Decay AddOn
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🪵 After the Fall: Barricaded Decay — Build 42.20.x Survivor traces. Failed safehouses. Buildings that tell a story. Barricaded Decay is a standalone modular expansion for the After the Fall ecosystem. It adds barricaded buildings, abandoned shelters, looted interiors and environmental storytelling to make Knox Country feel like people actually tried to survive here before you arrived. Not just clutter — traces of a world that already failed. 🌐 Multiplayer Multiplayer is supported, but still considered Work in Progress across different server setups and large modpacks. If you find MP issues, please report them with your DebugLog, mod list and screenshots. 🧩 What It Adds - 🪵 Partially barricaded buildings - 🏚️ Failed safehouses and abandoned shelters - 🛏️ Mattresses, makeshift setups and survivor traces - 📦 Looted-building signatures - 💀 Small “last stand” and temporary shelter scenes - 🛡️ Protected-building support - ⚙️ Configurable sandbox settings The goal is to make buildings feel lived in, defended and lost instead of freshly abandoned. 🚪 Smarter Barricades Build 42.20.x includes a major barricade-generation rework. - Partial barricading now actually affects only part of the building - Not every window is automatically blocked - Exterior doors have a much lower barricade chance - Double-sided barricades are much rarer - Buildings keep a usable emergency exit - Fully barricaded buildings remain disabled by default Buildings can still look heavily fortified without turning every spawn house into a sealed prison. 🌎 Standalone or With After the Fall Barricaded Decay works standalone and does not require the Core mod. For the full Years Later atmosphere, it is recommended alongside: ➡️ After the Fall — Core 🧠 Why It Matters After the Fall makes the world feel older. Barricaded Decay makes it feel like people were actually there. - Failed defenses - Abandoned hideouts - Survivor mistakes - Signs of scarcity and panic - Buildings with an immediate visual story A house shouldn’t just be loot. It should sometimes be a warning. ⚙️ Sandbox Customization The system is designed to be tunable from subtle to brutal. Depending on the current version, options include: - Barricade frequency - Building selection chance - Full barricade chance - Survivor traces - Story-scene intensity - Safehouse remains ✨ Build 42.20.x Improvements - Dedicated Build 42.20.x compatibility - Reworked barricade distribution - Added safe-exit handling - Improved world-object synchronization - Fixed Protect / Unprotect server handling - Fixed sandbox translation formatting - Fixed German translation encoding - General compatibility and stability cleanup Tested on Project Zomboid 42.20.2. 💾 Save Compatibility Because this mod changes building states and world objects, a fresh save is recommended for major updates. Already generated barricades will not automatically disappear after updating. - Minor tuning may work on existing saves - New buildings use the latest generation rules - Major generation changes are best tested on a fresh world ⚡ Performance Barricaded Decay uses controlled building processing rather than constantly modifying the world around the player. Performance still depends on your mod list, RAM allocation and sandbox intensity. For large modpacks, add world-generation mods one by one and test before increasing intensity. 🛠️ Development Philosophy - Atmosphere first - Controlled generation - Weighted distribution instead of chaos - Sandbox-configurable intensity - Performance matters - Modular compatibility Not random mess everywhere. Believable buildings with traces of the people who came before you. 🐛 Feedback & Bug Reports Found a completely sealed building, strange barricade placement or multiplayer problem? Please report it through Discussions or Discord with: - DebugLog - Mod list - Screenshot - Building / map location if possible ❤️ Vision Barricaded Decay is one layer of the larger After the Fall world-state project. 🌿 Nature reclaimed the world. 🪵 Survivors tried to defend what was left. 🏚️ Their buildings are still here. You arrive after they’re gone. 💬 Discord & Support 🆔 IDs Workshop ID: 3672699480 Mod ID: AftertheFallBarricadedDecay
ParasiteZed
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Parasite Zed (Updated) A Project Zomboid Bug? Updates: Animations for admin parasite adjustment Added bunch of items tilesets materials and more Collect materials to be able to craft these items Base.ParasiteZed_Armor - Also an inventory container (bag) - can be worn 2 different ways Base.ParasiteZed_Mask - Allows you to view the number of parasite zed killed by players, by hovering over the characters SQUARE (including self) Base.ParasiteZed_Sword - Compatible with my mods Katana Stance and Katana Stance II Base.ParasiteZed_Spear (Death Scythe) - can be used to spear fish, chop trees, cut plants (untested) Moveables added: Throphies / decorations Can be crafted using vanilla items and parasite zed materials Base.Mov_ParasiteEgg Base.Mov_ParasiteDummy Base.Mov_ParasiteHead Base.Mov_ParasiteAnatomy Nests feature comming soon(upper row) Parasite Materials: Base.ParasiteZed_Exosac Base.ParasiteZed_Mandibles Base.ParasiteZed_Raptorial Base.ParasiteZed_HeadCapsule Base.ParasiteZed_Metasoma Base.ParasiteZed_Aculeus Base.ParasiteZed_DorsalVessel Base.ParasiteZed_HindLimb Parasite Zed drops materials (FIXED 10% chance to spawn) these can be used to craft the items and moveables however you still need to kill a certain number of parasite before you learn how to craft these items you may adjust the killcount via sandbox options Adds Parasite Zed to the game Custom Model, Animation, Sound Effects, etc... Update: patched sync issue improved attack animation and timings patched missing sound effects patched context missing menu patched non admins becoming parasite added sandbox option for admin parasites to infect target (untested) changed infection delay to in game minutes (multiply your old setting to 60 if you want to keep it. Just dont forget to restart server when you do) patched infection bug patched movement bug patched reward drop Behavior Delayed Chase Chase Distance Limit Infection Variant - Cure mods wont cure this, has its own timer Guaranteed Infection when hit Death by Infection will spawn Parasite Admin Features Admin Skin - Allows admins to play as Parasite Zed Spawn / Despawn Parasite Zeds Kill Nearby Parasite Zeds Kill Nearby Zeds Except Parasite Zeds Custom Emotes(used for testing during the time of making this mod. probably not worth anything but i kept it) Shout Triggers Custom Sound Effects Clear Infection Sandbox Options Parasite Infection Delay Distance To Chase Seen Time - Delay before Going Aggressive Alert Indicator - Just a way to tell if they are observing target Sound Effects Rate Spawn Rate - set to 0 to Disable Natural Spawn Death Rewards - List of potential item drops Drop Rate - Chance to Drop Items Parasite Spawn When Player Dies from Infection Players Infect Players - Admin parasites to infect target (untested) Each of the items Kill count requirement - reaching the kill count auto teaches the recipe, theres no other way to learn how to craft the items NOTE TO MODDERS: To disable parasite from recieving your modifications use ParasiteZed.isParasiteZed(zombie) for zombies ParasiteZed.isParasitePl(playerObject) for players ----------------------- Built for B41 MP Can be installed mid save Not compatible with mods that automatically change zombie walktypes THIS MOD IS STILL BEING DEVELOPED Mod update cancelled by client who commissioned the mod Queen parasite model and animations are done , sadly it wont be released Care to sponsor the update? contact me via discord tiledef=ParasiteZedNest 111 pack=ParasiteZedNest ----------------------- Lore: ZX-2024 (Parasite Zed) Sometime in June, an asteroid was discovered by NASA, named ZX-2024. After extensive calculations, it was determined that the asteroid was heading for a direct impact within three days. How could no one have seen this coming? In response, SpaceX and NASA formed a Special Operations Team to come up with a plan to deflect the incoming impact. The world wondered if it was too late to stop the end. This asteroid was the size of the one that wiped out the dinosaurs. On the day it drew close, they launched their plan, which seemed solid. The plan was to launch nuclear missiles and detonate them in close proximity to the asteroid to change its trajectory. As the world watched on TV and social media, people were terrified. Missiles were getting close enough to potentially wipe out entire countries. Then, there was a massive flash in the sky. Silence followed as the world waited to see if they had been saved. A few moments later, NASA informed the world that the deflection had been successful, and the world was safe. However, they also delivered some bad news: a piece of the asteroid had broken off and was still heading toward Earth. While the world would survive, thousands would still die. Less than 24 hours later, the impact struck Europe, destroying over 25% of the continent. A few days passed, and the media began reporting on a strange, unseen space parasite that had emerged from the asteroid debris. The lab that received the piece had an outbreak, and within hours, the world had changed forever. Whatever this was, it spread quickly... It's been almost a year since the ZX-2024 changed the world forever. The dead never truly die, and the graves behind the church are filling with our friends, family, and loved ones. We barely survived our first winter—thank the gods we still had power. But next winter, we might not be so lucky. Who knows when the grids will start to fail? Finding supplies is getting harder. We're being forced to expand our search radius, but the farther we go, the more dangerous it becomes. Bandit groups are on the rise, and the hordes are growing larger. The dead are getting hungrier. Soon, the living may starve. The way we used to live didn't prepare us for this world. Only the strong survive now, and as for the weak—well, they either die or fall in line like sheep. ------------------------ Mod by Glytch3r Commissioned by drunkin_nips The Last Shelter Server The Last Shelter Server ------------------------ Check Out My Other Special Zeds Mods Leaper Zed Goose Zed Tank Zed Psycho Zed Dog Zed Parasite Zed ------------------------ All my mods are commissioned including this one For custom pz mod commissions Contact Glytch3r via discord discord: glytch3r / glytch3r#7331 https://ko-fi.com/glytch3r Workshop ID: 3458740967 Mod ID: ParasiteZed
Resident Evil : Hunters
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Adds the classic Hunters from Resident Evil to Project Zomboid. Includes: Hunter Alpha, Beta and Gamma Each appearing as dangerous infected variants with their own models and spawn settings. They are 3x stronger than normal infected. Sandbox variables available to choose if one type or all types spawn and spawn chance for each type. Planned Features: -Hunter Audio -Custom spawning dependencies -Custom Behaviour -Potentially custom animations (aslong as I can get it working in MP) I am also working on bringing more BOWs, so watch out. Workshop ID: 3787389410 Mod ID: ResidentEvilHuntersB42
Zofia
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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
Better Food Conservation
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Enhancing food conservation gameplay through meaningful recipes and crafting mechanics combining farming and cooking skills. Introduction This mod comes from a discussion with a few friends while we were playing through a run. We realized that, with someone focusing on cooking and farming at the main base of a survivor group, the possibilities and gameplay mechanics were a bit limited. After a bit of brainstorming, I had the idea, thinking of my grand-parents, to use old ceramic pots they were using to make Sauerkraut as a way to add a similar mechanic as the jars. This also became a way to make the farming and cooking perks more interesting : you don't only spend your time watching seeds growing, you can also craft clay, cork, clay pots... and level up your skills. You won't feel like a farmer that has forgotten almost every survival skills after a zombie outbreak. The main goal of the mod is to allow better conservation of the food through recipes, crafting and perks levels. The balancing is done by limiting the access of these recipes behind perks levels. Overall mechanic To create food ceramic pots, you will have to do through several steps. 1. Craft Clay, you'll need dirt and water. No perk level is required, this might be a solution to level up your farming skill. 2. Craft a Clay pot, you'll need 4 clay and water. This recipe requires your farming perk to be a level 3 and cooking at level 1. 3. Cook your clay pot in a oven. Cooking time is pretty long but well... cooking ceramic is long! 4. When the cooking process is done, you got your ceramic pot. Keep it on the side and craft a cork for it. You'll need twigs and a farming level of 1. 5. You now have everything, gather some vegetables, get your ceramic pot, your cork and some water, and you can create your first pot with vegetables. This recipe requires your farming perk to be a level 1 and cooking at level 3. 6. Store it somewhere, it will remain fresh for a whole year. 7. When you're hungry, get your ceramic pot, a knife... open it, and cook something nice for your fellow survivor friends! TLDR: To craft your first food pot, you'll need to be level 3 farming and cooking. From there you can search for recipes in Cooking and Farming categories of the crafting menu. Keep in mind that there is two types of pots : tiny and big. You will need to be level up both perks to access big ones. Opening a ceramic pot First, the initial recipes were simple to open the pots. But we thought it would be funnier to make it a bit... more interesting. Opening a ceramic pot with food in it only requires you to have the pot you want to open and a knife. But! The overall process of opening a pot is based on your cooking perk level and other parameters like : - Your success rate at opening the pot will be between 95 and 99% under level 6. And even at max level there is always a 1% to break it. - Under level 6, there is an heavy negative modifier if your character is between 60 and 70% fatigue. At level 1 you have less than 50% chance to open it in this case. If you are tired, either sleep before trying to open it or wait to be at least level 3 in cooking (over 75% chance). - With a fatigue over 70% you won't be able to open a pot no matter how high are your cooking or farming perks. - If you fail to open the pot, you might injure yourself. There is a 10% chance to scratch your hand. - If you succeed to open the pot, you might break the cork. The cork might break depending on the age of the pot... at the beginning there is only 15% chance to break it. If the pot is over 310 days old, you will break the cork no matter what. Current state The mod currently allows creation of pots for : Bell Peppers, Broccoli, Cabbage, Carrots, Potatoes, Lettuce, Red Radish, Tomatoes. This will most likely be updated in the future with new recipes and mechanics. Credits Coding: __MaX__ 3D Assets and textures: Fwouedd Thumbnails / cover art: nitoo Design, ideas, balancing and tests: __MaX__, Fwouedd, Lirian, Vasquaal, nitoo A huge thank to the modding community of Project Zomboid. This mod has been made possible thanks to all the awesome resources and mods available. Workshop ID: 2714223470 Mod ID: ozBfc
Global Storage SiK
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Global Storage SiK is a centralized storage network for Project Zomboid B42, built for both singleplayer and multiplayer. A terminal turns every container in your base into one searchable inventory. Dump a whole raid in one click, find any item instantly, and let your loot sort itself by category and priority. 🏠 Your base. One inventory. Full control. Connect your containers to a network and manage it from a single terminal. Deposit, withdraw, search and sort, all from one place. ⭐ What we bring 📦 Central storage Bulk deposit and withdrawal, instant search and filters. All your containers, one inventory. 🗺️ Zones Define what's part of your network without touching containers one by one. Mark a whole room, an entire building, or draw your own selection by hand, tile by tile. Each zone rescans itself and picks up what's inside, new containers included. 🏷️ Acceptance protocols Decide what enters each zone and container with OR, AND and NOT rules. Combine categories, subcategories, details, names, weight or an exact item; inherit a zone setup or fine-tune one specific container. 🔍 One consistent classification across the network Category, subcategory and detail use the same engine across Storage, Zones and nodes, deposits and Auto-sort. The most specific match applies first; affinity and priority then resolve the destination deterministically. ⚖️ Fill priority Set each container on a 1 to 100 scale, where 1 fills first, with quick High/Normal/Low shortcuts. Every item goes to the right container, in your order, no manual sorting. 🌐 Network, permissions and full control Nodes, terminals and multiplayer access under your command, with sandbox options for power, limits, deposit and crafting. Wire up your base, configure it once, and never dig through chests again. 🎨 Integrated SiK UI A self-contained, consistent and resizable interface with per-character dark themes, contextual help, reusable tables, and an Options tab that brings status, administration and appearance together. 🛠️ How it works Opening the interface Hover the left-side inventory menu to expand it and click the Global Storage SiK icon, or use the keyboard shortcut (F9 by default, configurable in Options > Keybinds). Installation - Find the GS Network Monthly magazine (bookstores/electronics shops): teaches you to build the GS Floppy Drive and its parts, all found in the world. - Craft it with an electronics soldering iron and any screwdriver, plus a GS network floppy disk found in the world. - No computer? The Home Computing Digest magazine teaches Get PC, which drops one straight into your inventory. - With the reader and disk in your inventory, right-click the disk next to the computer to install (or open the mod's window: it tells you what's missing). - Create a new network or join an existing one. Reader and disk aren't consumed: use them to install as many terminals as you want. Container management - Mark zones from Zones and nodes: a whole room, an entire building, or draw by hand, tile by tile, exactly what you want included. - Configure one protocol for the whole zone and extend it to its containers, or fine-tune individual containers with rules, priority and labels. Search - Works from Storage: find any item instantly, deposit or withdraw in bulk, with filters. 🛡️ Reliability and performance - Reliable transfers: confirmed micro-batches, bounded retries, and optional progress on your character. - Built for big networks: cached views, virtualized lists and incremental scans with a time budget. - Controlled auto-sort: only the network owner or admin can trigger it, with a clear summary of what moved and where. - Deterministic routing: match, affinity and priority never contradict each other, category by category. - Fast setup: copy/paste rules from one container to a whole zone, and set priority for an entire zone. - Built-in diagnostics: structured logs and a server-to-client relay, so you can debug without chasing files by hand. - Safe to add or remove mid-save: every terminal is installed on a regular vanilla computer; your containers and their physical contents remain in the world. 🎮 Game modes ✅ Singleplayer · ✅ Multiplayer (dedicated server and hosted games). ✅ Requirements None. The interface is fully self-contained, no other mods needed to work. 🧩 Official addons Extend the terminal by installing any of these separately or combined: 🧷 Other SiK mods 🌍 Languages , , , , , , , , , . English is the fallback for any other game language. All translations besides English and Spanish use AI assistance and may have mistakes - let us know in a comment and we'll fix it, or contribute your own correction. 🐞 How to report a bug - Restart the game after the Steam update. - Enable Debug Mode in the sandbox options (in MP, the relay already brings server logs to your own console). - Reproduce the bug and note what you expected versus what happened. - Comment with the visible version, the steps, and your console.txt. We also appreciate ideas, likes and favorites. This mod was developed with AI assistance. If you disagree with that, nothing obligates you to install it. Global Storage SiK Build: 42.20+ Status: actively maintained Mod ID: GlobalStorageSiK Steam Workshop ID: 3750612158
[Ashland Armory] Beretta 92G Brigadier Elite II
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Beretta 92G Brigadier Elite II An Ashland Armory Replacer Series Beretta 92G Brigadier Elite II Ashland Addon, Brutal Survival, For Kentucky Aesthetic & Visuals Based on the premice of brutality, Pain, grim survival, from the theme of Obscurem Pandemic, & Fallout Dust Ashland Modules Replace a specific section of zomboid. MODULE 5: WEAPON REPLACER Death, Pain. Boredom & Starvation. This is your kentucky. there is no happy ending for you here. Only suffering. Adds A Standalone Ash Made Firearm Replacer & Many Parts for it To completely Overhaul the TERRIBLE Vanilla M9! FULLY ANIMATED FIREARM. REQUIRES AWCWF! HELP! MY GUN DOESNT FIRE? Does it, Have a slide? IF NO? put one on it! Pixel Perfection 512x512 Textures & Re-Styling By Ash Based On the Original Model By: eNse7en (https://sketchfab.com/3d-models/beretta-92g-brigadier-elite-ii-474cb73931114a669780783c44b5bb88) Support Free & Open Modding! You can Grab ALL of my mods including ones steam hates or has nuked Etc From report spam On My Discord! The Mod Haven Discord Project AVA V3X Is Found there :P PERMISSIONS. ASK FOR ALL MOD INQUIRIES RELATED TO PERMISSIONS: IE: do not re-upload this Mod under ANY circumstances. Not On the Workshop, or Anywhere. Support the 'Apocalypse Friendly Official' Release. Workshop ID: 3527901031 Mod ID: Ashlands_Beretta_92G_Brigadier_Elite_II
Z'Ware Storm Strikes: Lightning You Can See [B42]
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The storm was already dangerous. Now it looks like it. Z'Ware Storm Strikes adds real, visible sky-to-ground lightning to Build 42 storms: jagged, forking three-layer bolts that strike 12–30 tiles away with a ground flash, spark burst, and subtle sky flicker. No fake weather timer. Storm Strikes reads Project Zomboid's real rain intensity, so heavier storms produce more frequent strikes—roughly every 8–25 seconds during severe weather. FEATURES • Procedural sky-to-ground lightning • Randomized jagged bolt paths • Visible branching forks • Three-layer glow/body/core rendering • Ground impact flash and sparks • Subtle atmospheric sky flicker • Strike distance of roughly 12–30 tiles • Rain-intensity-driven frequency • Storms Only / Any Rain / Off modes • Right-click controls • No hotkeys COSMETIC ONLY Storm Strikes is built for atmosphere, not random punishment. Lightning causes: • No player damage • No zombie damage • No fire • No building or vehicle damage • No zombie attraction • No environmental destruction Your base is safe. The lightning only looks dangerous. THUNDER Z'Ware strikes run on their own dramatic schedule and are not synchronized to vanilla thunder audio. Rather than pretend otherwise, the mod says so plainly. Thunder-sound support is probed at runtime, and unsupported audio features stand down cleanly while the visual lightning continues working. WHY STORM STRIKES? Project Zomboid already knows when the weather turns ugly. Storm Strikes gives that weather the visual event it deserves. Hard rain. Dark fields. A sudden flash. A branching bolt tears out of the sky and detonates beyond the road. Then darkness returns. The game decides when the weather is bad. Z'Ware decides how good that bad weather should look. Singleplayer-focused. Support Z'Ware on Patreon: https://www.patreon.com/c/Wareverse Workshop ID: 3781473300 Mod ID: ZW_StormStrikes Workshop ID: 3781473300 Mod ID: ZW_StormStrikes
True Music Addon: musicanaz
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naz Workshop ID: 3201809482 Mod ID: naz
Coin Flip
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Adds a gold coin to Zomboid that can be flipped and land on heads or tails. This mod was custom made for the The Grimsby Elite RP server. ( https://discord.gg/tgye ) Workshop ID: 2918252803 Mod ID: coinflip
Mitsubishi Pajero and L200 [B41] [B42]
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This mod adds two pajero 1 two doors and four seats with and without safety roll, the safety ring is not only aesthetic, the player takes less damage in case of accident it was improved over time VERSION TEST NOT COMPLETED!! Ce mod ajoute deux pajero 1 deux portes et quatre sièges avec et sans arceau de sécurité ,l'arceau de securité n' est pas que esthétique, le joueur prend moins de dégats en cas d'accident, il cera amelioré avec le temps TEST DE VERSION NON TERMINÉ !! https://steamcommunity.com/sharedfiles/filedetails/?id=3414805788&searchtext=patrol ps ebrardandre et ivar le désossé les boss Workshop ID: 3403963078 Mod ID: pajero
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