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Mods et plugins pour Project Zomboid

60 000+ mods disponibles Source : Steam Workshop ↗

Ce catalogue répertorie 60 000+ 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 Raccoon Reckoning: Rodent Meat Reclassified – Project Zomboid Mod

The Raccoon Reckoning: Rodent Meat Reclassified

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As a former biologist, I am really bothered to see raccoons classified as rodents. They are not rodents. In fact they belong to the procyonid family and are more closely related to weasels and bears. This is a simple mod that reclassifies "Rodent Meat" as "Small Animal Meat". Here's what happened: The year is 1993. Civilization clings to order with duct tape and denial. In the ashes of ecological collapse and late-stage capitalism, a single memo from the Department of Food Identity and Classification sends shockwaves across the crumbling remnants of society: “Effective immediately, raccoons are to be reclassified as rodents.” What starts as a bureaucratic hiccup spirals into utter pandemonium. Hunting laws implode. Street food stalls go rogue. Five-star chefs riot. Backwoods survivalists rejoice. Vegan militias march. And somewhere in a fortified basement bunker, a government whistleblower gnaws on smoked raccoon jerky while uploading the truth to the darknet. Enter Kate, a disgraced food inspector turned underground document smuggler with a raccoon sidekick named Spiffo. She’s on a mission to uncover the sinister origins of the reclassification. Blending post-apocalyptic satire, culinary horror, and rodent-based resistance, The Raccoon Reckoning is a darkly hilarious, hyper-paranoid tale of identity, meat, and what happens when you underestimate the raccoons. Tagline: They called them pests. They called them dinner. But they never asked... what do the raccoons call us? Workshop ID: 3449554731 Mod ID: MeNoRodent

616 téléchargements Détails →
Antibodies (v1.85) RU – Project Zomboid Mod

Antibodies (v1.85) RU

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Полный перевод мода (настройки, меню и т.д.) Протестировано в SP и MP. Инструкция для корректной работы в MP: -Включить оба мода в клиенте. -НЕ ДОБАВЛЯТЬ перевод мода (Antibodies (v1.85) RU) на сервер. Ссылка на оригинальный мод: https://steamcommunity.com/sharedfiles/filedetails/?id=2392676812 Workshop ID: 3233010848 Mod ID: lgd_antibodiesRU

1,001 téléchargements Détails →
更多特质的汉化 – Project Zomboid Mod

更多特质的汉化

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1.0 完成全部翻译 ps:有的词语翻译出来有问题,看到了可以反映给我,我改一下 Workshop ID: 2818158112 Mod ID: 姊︾埍3

926 téléchargements Détails →
Ricky's Shirt – Project Zomboid Mod

Ricky's Shirt

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You have to use debug/admin menu to spawn it in. Now this is a little different than most transmissions. First up, drive doesn't work but third does. Neutral is park, Reverse is second. If you want to use reverse, put it in drive. Workshop ID: 2784198895 Mod ID: Rickys_Shirt

885 téléchargements Détails →
Kolzz Camisa de Times – Project Zomboid Mod

Kolzz Camisa de Times

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esse mod adiciona camisa de times brasileiro, voce pode encontrar em guarda roupas e criados ao lado da cama. Workshop ID: 2707789102 Mod ID: CT

1,050 téléchargements Détails →
Lake Ivy Loot Map English Version – Project Zomboid Mod

Lake Ivy Loot Map English Version

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Work to 41.56 4 cards of different quality of Lake Ivy. The map is enlarged and worked out. 1 paper 2 old 3 faded 4 photocopy. + added ADDON to dirty maps (optional). Contains 5 stained cards, three of which you can try to wipe off in different ways: a bottle of water, a rag, a towel, a wet towel, a rag, and a wet rag. It is also possible that survivors' notes will be added indicating interesting places (in the plans). PS: Thanks to Jifantroop for editing the fonts and translating Same way: Thanks to modders DarkSlayerEX, Trash Queen, PARANOID and AFRAID for their work. Workshop ID: 2664387772 Mod ID: AddonLakeIvyLootMapEn Mod ID: LakeIvyLootMapEn

729 téléchargements Détails →
FC – Project Zomboid Mod

FC

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FC Workshop ID: 3717507805 Mod ID: FC_RMBDrop

1,089 téléchargements Détails →
야옹 – Project Zomboid Mod

야옹

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야옹1 Workshop ID: 2992239093 Mod ID: catsound

974 téléchargements Détails →
Dive Through Windows ES – Project Zomboid Mod

Dive Through Windows ES

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Traducción al Español del mod Dive Through Windows. (Workshop ID: 2891779083 - Mod ID: diveThroughWindows). Todos los créditos van para su creador. Workshop ID: 2962027791 Mod ID: diveThroughWindowsES

899 téléchargements Détails →
Plastic Bag Mountain – Project Zomboid Mod

Plastic Bag Mountain

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Too many plastic bags? Make them into garbage bags! A Super simple recipe to be updated at some later time in to something much less omnipotent sounding. ====03/20/2017==== Update is Immenent, with ItemZed around I have no excuse not to fix this up. I'll be adding things to the game as I see fit, if it overlaps any current ones (which I will try not to) then I'll see about retractions or balancing. ================= Everyone say thank you to Dudeman325 (and now Robbie too). Current Version 1.0.2 / Compatibility With Mods (Re: Hydrocraft) This should work with all versions ever of PZ unless they change their own game base and shouldn't screw up any mods or the like. It just (so far) adds simple recipies so that you don't have to live with the daily struggle of plastic bags and lining your barrels. - Tested by Mello and myself, it works! Yay! Now I can move on to making other things like the liners and the like and tarps that can be used for barrels as well! What does it do? Plastic bag mountain allows you to use "Plastic Bags" - the useless bag we have that we carry around and sometimes find 80+ of if we're (un)lucky and then turn those in to garbage bags (or liners in the future) for use in collecting water and using in recipes. In the future it will also add other liners and possible other uses for bags. Recipe 4 Plastic Bags, any sort of "Tape", and 5 seconds of your precious, dwindling, in game life time. Please let me know what you think of the recipe -- More are being added in a testing folder, so there will be updates in that aspect, too. Are mods not showing up for you in Steam? Robbie helped me out. 1. Go to your Library 2. Right click Project Zomboid 3. Click Properties 4. There'll be a little button named "Set Launch Options" 5. A little prompt will pop up, type in "nosteam off" without the quotations and accept and it should work. I personally didn't set a nosteam on, so this may crop up for random people, too. Thank you again Robbie! Boring Preface First mod of lame-o-ness or not, I've finally done it thanks to the help I got that made it so elementary even an idiot like me could do it! I'll be working on it to maybe give it its own sprite and also adding other things like using tarps or other sorts of bags if I can manage. I'm open to a bit of constructive criticism, suggestions and maybe a nudge in the right direction. Be gentle I'm still a tiny baby at this. Permissions Please don't do things with my mod in packs/place it places without my permission if you'd be so kind! Linking back here's probably the easiest way to keep it up to date, I'll be keeping my best eye I can here. Thank you! Also Available pz-mods.net version TO DO - Giving the bag-liner its own sprite instead of being a lame-o (top priority) - Add "bucket + liner" for a non-carpentry water barrel ... some how. - Add bucket + no liner + outside (?) 'cause let's face that, you step outside shove a bucket and there you go. - Add pot/pan water collection? Different mod? - Adding a "Melt" feature so that you can dispose of them, if you want. Will do this to garbage bags too. Why would you want to do this though? Idk you figure that out, I'm just adding features. - "Burn" other bags/items feature once they become unuseable? - Add an ACTUAL barrel liner, if we can have buckets, why can't we have a liner for the barrel as it's meant to have? They're a product. Note to self, please google the weight of said liners. - Should there be small/big liners. - Add "half" liners as an item and use tape/glue/etc to "fix" them. - Look in to the "fix" system to see if I have to "fix" anything. - Add "packaging" it comes in. Possible boxes? - Is there a way to kill/nullify zombies with plastic bags? - Add that ridiculous cat thing mom has on the fridge to shove those things in and has a million of them in there. - Add something for the garbage bags (if you guys haven't tried Hydrocraft for this yet, you should!) - Figure out a recipe for the tarps from tents to be used as "liners". - Adding other sorts of "liners". - Adding Hydrocraft Support or Version if needed (there should be no conflict). - Posisbly adding other things I've wanted myself item wise, may make separate mod for that once this one is more complete (shhhh I want my pet fish, damnit). - Hope to any Deity willing to listen that I'm doing this right.

718 téléchargements Détails →
True Music: Old School Rap – Project Zomboid Mod

True Music: Old School Rap

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100+ Bangers Comp of good ol rap songs that i personally like and turned them into a playable bangers in project zomboid Detailed Tracklist: Albums & Collections 2Pac - All Eyez On Me Eazy-E - Str8 Off Tha Streets Of Muthaphuckin' Compton Eazy-E - 5150 Home For Tha Sick Eazy-E It's On (Dr. Dre) 187um Killa Biggie - Life After Death NWA - Straight Outta Compton NWA - The Best Of Straight Outta Compton Wu Tang Clan - Enter The Wu Tang 36 Chambers 2Pac 2 Of Amerikaz Most Wanted All About U All Eyez On Me Cant C Me Do For Love Hail Mary Hit Em Up Holla At Me How Do You Want It Me Against The World Open Fire Picture Me Rollin Shorty Wanna Be A Thug Biggie Another Big Poppa Get Money Going Back To Cali Hypnotize I Love the Dough Juicy Last Day Miss U Nasty Girl Notorious Thugs One More Chance Stay With Me Sky's The Limit Ten Crack Commandements Warning Who Shot Ya Youre Nobody Eazy-E Niggaz My Height Dont Fight Any Last Werdz Boyz n Tha Hood/Boyz-N-The-Hood (all kinds of versions) Creep n Crawl Down 2 Tha Roach Eazy Duz It Eazy-er Said Than Done Gimmie That Nut Hit the Hooker It's On Just Tah Let U Know Merry Muthafuckin' Xmas My Baby'z Mama Neighborhood Sniper No More Questions Ole School Shit Only If You Want It Real Muthaphuckkin G's Sorry Louie Still A Nigga We Want Eazy Big Pun Twinz The Dream Shatterer (Capital Punishment Mix) Im Not A Player Still Not A Player Nas NY State Of Mind Nas is Like It Aint Hard to Tell Lifes a Bitch If I Ruled The World Street Dreams (Vinyl Remix) The World Is Yours Souls Of Mischief 93' Til Infinity Step To My Girl Never No More (76 Seville mix because imo shit slaps harder) Westside Connection The Gangsta The Killa And The Dope Dealer Bow Down NWA 100 Miles And Running Express Yourself Fuck da Police Real Niggaz Real Niggaz Dont Die Straight Outta Compton Wu Tang Protect Ya Neck Bring Da Ruckuz C.R.E.A.M. Method Man Uzi Mobb Deep Give Up The Goods Shook Ones Pt II Survival Of The Fittest Temperatures Rising (Original) Dr. Dre Keep Their Heads Ringing Nuthin But a G Thang Still DRE Whats The Difference XXPlosive Ice Cube Bow Down (also listed on westside connection tracklist) It Was A Good Day No Vaseline The Nigga Ya Love To Hate You Know How We Do It Big L In The Game No Endz No Skinz Put It On MC Ren Same Old Shit Final Frontier Additional Tracks CRU - Just Another Case Snoop Dogg - Murder Was The Case Tha Dogg Pound - What Would U Do Milkbone - Keep It Real Workshop ID: 3394036158 Mod ID: true_music_oldschool_rap

935 téléchargements Détails →
PHUB LVL+ SOUND – Project Zomboid Mod

PHUB LVL+ SOUND

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PHUB LVL+ SOUND Workshop ID: 3008631771 Mod ID: PHUB LVL+ SOUND

854 téléchargements Détails →
Mystic's Long Hair – Project Zomboid Mod

Mystic's Long Hair

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Adds a custom hair inspired by Rebecca Chang in Dead Rising 2. Workshop ID: 3775339561 Mod ID: MysticLongHairB42

1,772 téléchargements Détails →
神级系统 / God System CN [SP/MP][42.19] – Project Zomboid Mod

神级系统 / God System CN [SP/MP][42.19]

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v1.16.73 由于一直想体验一下末世系统,但是没找到和我想的比较像的,就用AI做了一个。测试环境 B42.19 栀子合集,100%纯AI制作,修复维护听天由命。 纯正义mod,可以考虑加点提难度的一起玩。虽然我什么都没加,也天天开饭。 42.20版本看这里:https://steamcommunity.com/sharedfiles/filedetails/?id=3773949382&tscn=1785341688 42.19版本不再更新 【这是什么】 一个把任务、商店、抽奖、回收、银行、成长、空间终端、仓库网络、自动装填、机器人同伴、家园传送和管理诊断放进同一套界面的中文系统型 MOD。 使用实体系统币作为主要货币。系统币可以通过击杀、任务、回收和交易获得,也会用于购买、升级、传送、医疗和其他系统服务。 【怎么打开】 进入游戏后点击屏幕上的 GS 悬浮入口打开主系统。常用动作也可以放在系统快捷栏中。 第一次使用建议先看主界面的“说明”,再按需要领取空间终端、仓库核心或购买自动装填机。 【任务与成长】 任务包含待接取、进行中、追踪、倒计时、奖励和失败惩罚;可以手动放弃,也可以开启按游戏小时自动提交已完成任务。 升级页提供人物负重、属性成长、天赋改造和医疗服务。人物负重升级会按当前角色实际接口测算和刷新,不需要死亡后重新购买。 天赋可以购买正面效果或移除负面效果;医疗提供感染检查、伤势治疗和病毒治愈。 【商城、抽奖与回收】 商城支持分类、搜索、分页和批量购买。回收解锁的商品可以隐藏、恢复或在隐藏管理中确认删除。 抽奖支持全品类、指定分类、单抽、十连和自定义次数,多人由服务器验证余额并发放物品。 原版物品栏多选后右键可“回收”“回收并上架”或“仅上架”。保护物、钥匙、无价值物、不可回收物和已上架物会按模式智能跳过。 家具按具体世界贴图区分,床、货架等不同组件不会再只按同一个物品类型混在一起。 【银行】 支持活期存取、自动存现金、贷款、提前还款和稳健/平衡/激进风险理财。 旧存档中的死期存单仍可支取,但当前版本不再创建新死期。 银行页可整理背包中的零散系统币,尽量换成大面额;死亡只影响活期规则,不直接扣除理财。 【系统空间终端】 终端是可穿戴的随身回收空间,支持查看内容、多选出售、一键出售、仅回收/回收并上架切换和按游戏小时自动回收。 终端有容量、减重和空间减载三条升级。空间减载使用内部隐藏贡献,不是所有旧实验物品压缩路线;终端的保护物不会进入回收、商城或抽奖。 【系统仓库网络】 先领取“系统仓库核心”,开启连接模式,把固定木箱、冰箱、货架等标记为网络容器;上下左右紧贴或同格堆叠的网络容器会自动连通。 把核心安装进网络容器后,该容器就是仓库入口,同时仍可正常储物。首次领取免费,遗失找回固定 2000 系统币。 仓库窗口可按名称、分类、状态、MOD来源和来源容器筛选,支持主背包及合法穿戴容器与整个连通网络之间批量存取。 容器角色直接使用系统当前识别出的物品分类;同类角色优先于通用容器,再按最低/低/普通/高/最高五档优先级路由。 容器管理页可以右键或按钮修改角色和优先级。手动“整理仓库”会按当前规则重新分配已加载连通网络中的顶层物品,易腐物优先使用有电冷藏空间。 仓库只读取当前已加载区域;离开区域不会删除网络标记,回来后刷新即可重新纳入。 【系统自动装填机】 商城可购买自动装填机。它把随身散装弹药按具体弹种保存为数字账本,支持存入、取出和手动装填随身独立弹匣。 快速换弹动作完成后可自动补充弹匣;多台装填机按同弹种余额从低到高消耗。不会修改枪械内置弹仓。 【机器人同伴与维护】 单人模式可培养代码绘制的像素战斗无人机,包含跟随、守卫、攻击、灵视、守护和爆裂等能力;多人当前不运行机器人战斗逻辑。 商城提供系统修复组件、耐久强化核心和车辆修复模块,可处理手持装备或车辆的对应耐久问题。 【家园、快捷与管理】 可设置家园、回家、返回出发点和临时传送点;传送包含确认、费用和安全落点检查。 沙盒选项负责新世界初始规则,系统管理页负责当前世界运行时配置。诊断页可查看同步、等待命令和错误状态,方便多人排查。 【多人说明】 商城、回收、银行、任务、升级、医疗、仓库存取和自动装填等关键操作由服务端重新验证,并带操作防重。 建议服务器与所有客户端保持相同版本。大型整合包或游戏大版本更新后,先备份存档再测试。 v1.16.73:修复仓库容器角色和优先级不参与实际存入的问题;设置改为具体储物格独立保存,补齐中文容器名称和五档优先级;新增手动整理仓库;清理已废弃的旧实验兼容路线。 Workshop ID: 3743333332 Mod ID: GodSystem_CN

1,215 téléchargements Détails →
Tactical Backpacks – Project Zomboid Mod

Tactical Backpacks

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Collapse Server: Tactical Backpack Collapse Tactical Backpack Adds Outdoorsman to the player when equipped Removes the trait when unequipped Should not remove Outdoorsman trait if you originally have it -------------------------------------------------- Mod by Glytch3r Model by Darlak97 Commissioned by IssaBunn Collapse Server For custom pz mod commissions contact me discord: Glytch3r#7331 / glytch3r https://ko-fi.com/glytch3r Workshop ID: 3261311527 Mod ID: TacBag

783 téléchargements Détails →
Sooner Denser Late-Game (for Bandits / Week One / True Companions) – Project Zomboid Mod

Sooner Denser Late-Game (for Bandits / Week One / True Companions)

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⭐ This mod is designed to work WITH OR WITHOUT the "True Companions" mod enabled and "Week One AI NPC Overhaul" mod enabled. However, many significant changes/features are added that tweak the "True Companions" and "Week One AI NPC Overhaul" mods to make them mesh better with this current mod so that if you CHOOSE to enable those mods they won't conflict at all with the goals and design of THIS mod. You can enable BOTH, EITHER, or NEITHER: all those different setups should each work. This mod makes the late-game of "Week One" stay chaotic instead of having the civilian population simply collapse on a timer. Civilian population now declines based on NPCs actually dying near the player, both regionally and globally. Your actions therefore affect how long civilization survives: the more civilians die, the fewer will spawn later. NPCs also only become zombies through actual zombie bites/scratches rather than Week One's default time-based infection system. You can also skip directly from Week One's starting day to the main outbreak by pressing "T" and saying "13", "14", or "15". 🙈 NOTE: for the first 10-20 seconds after starting a new game the screen will just be black before the darkness fades. If it hasn't faded by then just press escape or click a few times and the game will start. This only happens when starting a completely new game. 🤖 Now fully compatible with Week One AI NPC Overhaul here https://steamcommunity.com/sharedfiles/filedetails/?id=3782586843&tscn=1788047964 (WITH or WITHOUT the "True Companions" mod enabled) with extra additional features added regardless: even without "True Companions" mod enabled, NPCs given ammo boxes method will now add those to their total ammo similarly to the way the "True Companions" mod does! After our most recent updates the "True Companions" mod should now be much more compatible with "Week One AI NPC Overhaul" with this setup! A number of small tweaks are made to compensate for neutral NPCs now being much more plentiful in late-game to make sure they aren't too annoying, destructive or aggressive (they won't just destroy/loot the whole map) and to make sure they are't too passive, subservient or exploitable (you can't just instantly recruit a gigantic army of npcs for free to all do your bidding and fight your battles for you). There are also additional tweaks to make sure they aren't too monotonous or boring: they will switch up their behavior periodically based on the situation and (if "True Companions" mod is enabled) now have additional player/NPC interactions available (like buying/selling). Main Features - Skip directly to day 13, 14, or 15 using the normal Bandits/Week One chat. - Civilian populations persist based on actual in-game deaths rather than a predetermined countdown. - Population decline is tracked regionally, so heavily affected areas become increasingly depopulated. - Neutral civilians continue trying to live normally when no immediate threat is nearby. - Civilians remain active after the outbreak instead of becoming passive or automatically dying off. - NPC behavior has greater individual variation instead of everyone behaving like a hive-mind. - Every civilian has individual strength, endurance, accuracy and health stats. - Civilian pathfinding has been tweaked to improve survivability. - Unneeded destruction is reduced: damaged non-barricaded doors will usually burst open instead of being destroyed. - Some civilians clean up nearby corpses, graves and blood once an area is secure. - Recruitment through speech using BWO's method (with 'T'-key, now re-bindable) is limited by player/NPC respect rather than allowing instant loyalty. - Recruitment using True Componions mod's method has additional affinity/food-based behavior and compatibility tweaks. - Burger-Flipper/Chef characters can be paid by NPCs at food establishments instead of automatically recruiting them. - Early-week loot is temporarily more plentiful, then returns to normal scarcity after ~5 days. - It's far better to simply DISMISS excess NPCs than have them following the player around forever. Once dismissed, NPCs will revert to their normal behavior: they'll protect themselves and fulfil their own needs. Their affinity is retained and the player will be able to re-hire dismissed NPCs for free. Recommended Settings Under "Bandits Week One" Sandbox Options: - Final Solution event: OFF - Boeing crash event: OFF(STRONGLY recommended) - Jet strafing runs: OFF - Jet bombing runs: OFF - Jet gas runs: OFF - Start with a babe: OFF Under "True Companions" Sandbox Options (if "True Companions" mod is enabled): - Companions can't be killed: OFF - Restore lost companions (experimental): OFF - Protect recruited companions: OFF - Companions can zombify: ON Under Game Options ▶ MODS ▶ "AI Week One" (if "Week One AI NPC Overhaul" mod is enabled): - NPC Behavior ▶ Maximum AI distance (tiles): 5 - Cost and Performance ▶ temperature: 1.0 - Connection ▶ Model: Gemini 3.6 Flash (recommended) Compatibility / Development This mod is being developed as an integration layer between Bandits Week One, True Companions, Week One AI NPC Overhaul, and other NPC systems. This mod adds/changes several True Companions behaviors, including recruitment, affinity, NPC orders and NPC decision-making. The goal is for True Companions to remain the primary authority over NPC relationships/orders while this mod handles the surrounding Bandits/Week One systems. This mod brings the most interesting/immersive aspects of Week One's early-game civilian population into the late-game: FAR more neutral NPC civilians will remain active, nearby, and potentially recruitable than Week One normally allows. A major goal is therefore to keep the game balanced despite having DOZENS of potentially recruitable NPCs where the original systems were designed for only a HANDFUL. Because of this, part of this mod's job is making sure newer NPC frameworks that replace/override Bandits/Week One recruitment systems (such as True Companions and Week One AI NPC Overhaul) don't accidentally allow the player to instantly turn this much larger civilian population into a huge army of loyal puppets. In Progress Give orders Using ">>" plus the following: Currently available: - "Wear" - NPC wears all clothing/armor in a bag held in the player's secondary hand. - "Carry" - NPC carries all items in the bag, even above normal carrying capacity. - "Everybody/Everyone/You Guys/Y'all" + "Follow" OR "Leave" - Using this on a large group of NPCs will cause them to all either follow or leave. Examples: - ">> carry this stuff" - ">> everyone follow me!" Affinity/respect can be lost through excessive orders (except telling them to leave: that's free). Workshop ID: 3774747517 Mod ID: tightTimeWeekOne

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[B42] Susceptible Fork by Xela – Project Zomboid Mod

[B42] Susceptible Fork by Xela

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Susceptible Fork by Xela - Build 42 mod v0.1.7 Airborne exposure and blood contamination both matter. Susceptible turns Knox infection risk into something you manage through protection, hygiene, and awareness. Enter a dangerous area and exposure builds. Get clear, wear gear, seal the vehicle, clean your hands; exposure drops. Bad filters, damaged gear, open windows, nearby infected, fresh corpses, poor hygiene; it rises. This is a standalone continuation of Susceptible, updated for Project Zomboid Build 42.20. Features - Visible exposure meter. Severity colored, hover details, trend chevrons. Shows when danger is rising, stable, or falling. - Exposure builds over time. Bad air raises infection risk the longer you stay in it. Configurable grace period, gain, decay, and threshold. - Build 42 gear support. Gas mask filters, SCBA, hazmat, oxygen tanks, washable masks, sealed vehicles: all matter. Mask cleaning, cloth repair, alcohol wipe disinfection included. - Contamination risk. Bloody hands, gloves, held items, food, drinks, smoking, pills, and fresh corpses can spread infection. Wound aware shove warnings when handling infected bare handed. Blood soaked clothes on a wounded body part risk infection. Toggleable via BloodContactInfection sandbox option. - Auto Mask. Equips a working backup when airborne danger is active and current protection fails. - Sandbox control. Everyone susceptible by default. Switch back to Susceptible trait only. Tune loot, mask damage, filtering power, corpse danger, and special zombie spawns. - Infection speech. Generic sickness dialogue triggers after Knox infection is detected. (setting coming soon) Compatibility - Build 42.20. Standalone, no other mod required. - Single player and multiplayer. Server applies airborne infection in MP. - Skips Bandits, NPC actors, and their corpses. Compatible with Bandits and Week One. - Hooks for custom mask data: works with modpacks that add respirators or protective gear. Release Notes v0.1.7 - Change: updated for Project Zomboid Build 42.20. - Fix: sandbox percentage labels now render correctly. - Change: auto-mask now defaults to off. Enable it from the mask HUD right-click context menu. - Change: auto-mask "I'm outside" speech now defaults to off and is gated behind the auto-mask toggle. - Change: auto-mask check interval increased (2s -> 10s) and pending equip timeout increased (8s -> 12s) to reduce queue churn. - Fix: auto-mask and emergency auto-swap no longer queue a wear action while another timed action is running. - Fix: exposure moodle restacks cleanly with vanilla moodles instead of reserving clock clearance space. - Fix: blood contact infection now respects the BloodContactInfection sandbox toggle at runtime. - Fix: cloth mask clean/repair context menu branch no longer silently bails on valid items. Defaults apply to new games only; existing saves keep prior settings. Early Build Notes Defaults should feel playable. Balance feedback helps. When reporting, include what happened, sandbox settings, and active mods. Credits & Support Continuation of the original Susceptible mod by Mr Sunshine and contributors. Also check out Echoes of Knox, my other mod. Favorites, ratings, bug reports, and balance feedback help this fork grow. Workshop ID: 3740728277 Mod ID: SusceptibleFork

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Standardized Vehicle Upgrades 3 - B42.15+ Translation Fix – Project Zomboid Mod

Standardized Vehicle Upgrades 3 - B42.15+ Translation Fix

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Fixes UI Standardized Vehicle Upgrades 3 by providing B42.15+ JSON translations. Make sure this mod is enabled after the Standardized Vehicle Upgrades 3 mods. Fixes: Recipes Names In-game UI Text Sandbox Text Disclaimer: I do not own the Standardized Vehicle Upgrades 3 mod. I will delete this mod once SVU3 is updated to be compatible in build 42.15+ Workshop ID: 3684277513 Mod ID: SVU3TranslationFix

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Farmacopea 1993 [B42] – Project Zomboid Mod

Farmacopea 1993 [B42]

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Farmacopea 1993 B42 Siempre me pareció que, después del colapso de la sociedad, los supervivientes intentarían reproducir medicamentos, remedios herbales y compuestos experimentales mucho antes de quedarse sin suministros médicos. Farmacopea 1993 B42 amplía la medicina vanilla con una cadena completa de investigación, producción farmacéutica y tratamientos de campaña. Desarrolla medicamentos, estimulantes, sedantes, compuestos experimentales y biocombustibles utilizando recursos disponibles en el mundo de Knox Country. Cada producto ofrece beneficios reales, pero también efectos secundarios, tolerancia, dependencia, toxicidad acumulativa y consecuencias a largo plazo. Farmacopea 1993 no contiene curas milagrosas. Características - 20 nuevos compuestos farmacéuticos - 12 materiales e intermediarios de laboratorio - Sistema de tolerancia - Sistema de dependencia y abstinencia - Sistema de toxicidad acumulativa - Sistema de daño orgánico - Medicina herbal y farmacología experimental - Producción de biocombustible de cáñamo - 7 manuales de progresión - Compendio final de investigación - Traducciones al español e inglés - Compatible con multijugador Productos Farmacéuticos</h1> - Cigarrillo herbal de cáñamo - Tónico calmante H-3 - Analgésico de campaña A-7 - Compuesto Despierta-9 - Compuesto de enfoque F-4 - Compuesto de sueño S-6 - Antibiótico de campo B-12 - Ampolla antiséptica estéril - Polvo coagulante K - Cataplasma herbal reforzada - Inmunopotenciador I-5 - VIGOR-9 - REGENERADOR-X - Ojo Nocturno N-2 - Agente detox D-8 - Auxiliar de abstinencia W-3 - Solución antináusea N-1 - Inyección de trauma T-10 - Prototipo PANACEA-93 - Restaurador herbal R-2 Materiales de Laboratorio - Matriz de carbón activado - Vehículo estéril - Concentrado herbal - Resina de cáñamo procesada - Macerado de fermentación - Bioaceite crudo - Cultivo estabilizado - Base alcaloide experimental - Sales tamponadas - Ampolla de vidrio - Membrana filtrante - Catalizador sintético Ejemplos de Producción Recolectar Hierbas → Preparar Concentrado Herbal → Crear Vehículo Estéril → Producir Tónico Calmante H-3 Procesar Cáñamo → Obtener Resina de Cáñamo → Refinar Compuestos → Fabricar Cigarrillos Herbales Preparar Cultivos → Sintetizar Catalizadores → Estabilizar Fórmulas → Crear Compuestos Experimentales Progresión Las recetas se desbloquean mediante siete manuales especializados y un compendio final de investigación. - Farmacopea 1993 I: Medicina herbal - Farmacopea 1993 II: Procesado del cáñamo - Farmacopea 1993 III: Farmacología de campo - Farmacopea 1993 IV: Laboratorio de vidrio - Farmacopea 1993 V: Estimulantes experimentales - Farmacopea 1993 VI: Toxicología y abstinencia - Farmacopea 1993 VII: Biocombustibles - Compendio negro: Proyecto 1993 Los tratamientos más avanzados requieren múltiples procesos de fabricación y una infraestructura de laboratorio cada vez más compleja. Filosofía de Diseño Farmacopea 1993 está pensado para supervivientes que buscan una experiencia médica más profunda, arriesgada y experimental. Los medicamentos más potentes pueden salvar una vida en situaciones extremas, pero su abuso genera consecuencias acumulativas que no pueden ignorarse. Cada dosis implica una decisión. Farmacopea 1993 no reemplaza ni elimina sistemas médicos vanilla. Compatibilidad - Project Zomboid Build 42 - Puede añadirse a partidas existentes - Compatible con un jugador y multijugador - Integrado con los sistemas médicos vanilla - Compatible con vehículos vanilla - Vanilla-friendly - Español e inglés Mod ID: Farmacopea1993 Workshop ID: 3749555784 Mod ID: Farmacopea1993

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Lean & Lie [B42] - Русификация – Project Zomboid Mod

Lean & Lie [B42] - Русификация

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Русификация Lean & Lie Мод добавляет анимации облокачивания на кровати и лёжки на диванах, делая отдых в убежище более визуально разнообразным и реалистичным. Что делает мод? • Новые анимации отдыха: Правый клик на кровати или диване даёт опции «Облокотиться» и «Лечь» рядом с обычным «Сесть». • Замена сна: В настройках мода можно заменить стандартную анимацию сна на «Лечь + Спать» для большего реализма. • Сетевые анимации: Другие игроки увидят вашу позу в мультиплеере. • Гибкость: Можно менять ориентацию персонажа с помощью действия «Поднять», как с обычным отдыхом. Ключевые особенности: Дополнительные анимации отдыха, реалистичные позы, поддержка мультиплеера, совместимость с модифицированной мебелью. 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: 3654420995 Mod ID: LEAANDLIERUS

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No Dark Colors (B41) – Project Zomboid Mod

No Dark Colors (B41)

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Color of clothes/bags and its icons is always light. The mod will change the color of an item when you equip it. This is an experimental mod. Code Quality: 48% (stable enough to be published) TODO: refactor the code, fix known minor bugs Workshop ID: 2085657239 Mod ID: NoDarkColors

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Realistic Car Physics [B42] - Русификация – Project Zomboid Mod

Realistic Car Physics [B42] - Русификация

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Русификация Realistic Car Physics Полный переработка физики транспортных средств с реалистичной трансмиссией, системой буксировки и поведением на разных типах покрытия. Требует ручной установки! Что делает мод? • Реалистичная трансмиссия: 3-8-ступенчатые АКПП с гидротрансформатором (совместимо с Project Summer Car) • Система сцепления: Разное сцепление на бездорожье, дождe и снегу • Улучшенная буксировка: Прицепы легко следуют за автомобилем, требуется ключ или взлом • Реалистичные шины: Визуальная блокировка при торможении, пробуксовка, влияние давления и состояния • Настройка руления: Регулировка отзывчивости на низких и высоких скоростях • Механика двигателя: Разные красные зоны для автомобилей, ручное переключение передач • Круиз-контроль: Улучшенная и безопасная система Ключевые особенности: Реалистичная трансмиссия, улучшенная буксировка, продвинутая физика шин, полная настраиваемость. 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: 3601508538 Mod ID: REACARPHYRUS

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MORE COLOURFUL COMMONWEALTH ARMOR – Project Zomboid Mod

MORE COLOURFUL COMMONWEALTH ARMOR

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Commonwealth Armor Addon // Multiple colours for factions // Can be craft Credits to the original author. Specials thanks to Rocken and Darlak for making this mod possible More info in INVASIÓN Z RP https://discord.gg/p8bewUdcDg DONT MODPACK WITHOUT PERMISSION Workshop ID: 3309563418 Mod ID: IZMCCA Mod ID: IZMCCA CRAFT

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Lucy's Patches - Mod Fixes Bundle – Project Zomboid Mod

Lucy's Patches - Mod Fixes Bundle

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Fourteen small fixes for bugs other mods cause on a heavily modded Build 42 server. Each one only runs if the mod it targets is installed, so you get exactly the fixes you need and nothing else. Most of the bundle has one shape: something interrupts a timed action, and the cleanup that should have run never does. The rest are missing nil guards. - The server freezes while you drive into town (Companion Dogs). Its stray-dog spawner scans every chunk that streams in, all in the same frame, which is worst exactly where chunks arrive fastest. I measured one call at 274 ms against a 100 ms tick budget, and 81% of a bad 30-second window inside that one function. I cap it at 8 ms a tick: dogs still spawn, they just stop arriving all at once. - Prying with a crowbar does nothing (Common Sense (Build 42 Fixed), that fork specifically). Right-clicking something pryable errors out before the crowbar's ever considered. That fork carries a second copy of the same defect in its tin-opener path and I haven't patched it, so if prying works and opening a tin still errors, that's why. - Lifestyle's own tables go missing mid-session (Lifestyle: Hobbies). Can't read books is the report I got, because the read action can't even be constructed without them, but the same loss breaks bladder moodles, ambitions and the per-hour tick. The tables go back every frame rather than guess what clears them, which nobody has worked out. - Baths (Lifestyle), two of them. You scrub clean and the meter jumps back past needing a shower: nine places in Lifestyle re-seed that value and disagree, so this keeps a shadow copy and puts yours back. And in multiplayer the tub never ends, because its only finish test reads a change your client hasn't sent yet. Ends at Lifestyle's own thresholds; showers were never affected. - Walking to a car door can strand you (vanilla). No timeout, and you only count as arrived within a twentieth of a tile, so wedged on the bodywork you walk on the spot, door and get-in stuck behind you. Gives up after two seconds of no progress and no movement; a detour round a fence is left alone. - Swapping clothes cancels everything you queued (The Only Cure with the Frockin packs, Vol.4 onward). Now it cancels just that one action. The same broken item also abandons an unequip mid-action on a server, and that half only installs on a dedicated server, so in single player you get the client fix alone. Alice's Weapon Sling trips the same path and is covered too. - Hair and face never sync to anyone else (Spongie's Character Customisation). One missing growth timer throws during the join sync, so your face, hair and stubble never reach anyone else for the rest of the session. I saw it 18 times in one day of server log. Written against the function, not the item, so it covers all three published versions. - Getting stuck after picking a lock (The Best Lockpicking). The flag lives in your save, so it survives relogs, server restarts and admin teleports. Covers both copies of that mod, frees saves that latched before this shipped, and works in split-screen from 2.1.0. - Server log spam from Authentic Z, Vanilla Clothing Expansion and Filibuster Rhymes' Used Cars, all referencing helper functions that aren't installed. I'm not repairing the mods, I'm stopping an issue they cause. The Frockin clothes still won't swap; this only stops that failure wiping your action queue. A quiet log doesn't mean a feature started working. One thing here isn't a fix at all: the duplicate-dog probe on Companion Dogs. It now watches from your own client, where the stale copy is, and it still only logs. Deleting a pet on a rule inferred from one dog isn't a default; if its reports match the twins you see, LucysModFixes.CompanionDogsGhostRemove = true arms it. Sometimes you wake up and your character won't walk. Mouse and menus still work, and opening ESC and closing it frees you. It's a vanilla bug, not a mod bug, but it takes a mod cancelling your action queue to trip it. From 2.1.0, a patch that can't find what it patches says so on one line naming the mod, the function and what it found instead. Before that it stood down silently and looked exactly like a working patch, which is the part I wanted rid of. The bundle also announces its version at load. Two of these read the game's own internals to decide whether you're really stuck. On a build where those have moved, the patch stops and says so rather than guessing, because guessing would mean clearing the flag mid-action. The cost is plain: it won't free you either. I report these upstream where there's somewhere to report them; I'd rather the authors fixed them than this be the permanent home. Companion Dogs ships its own performance timer and reaper, so my cap is a stopgap, not a verdict on their code. Every patch checks for the exact thing it's about to change before changing anything. If an author ships their own fix, the check stops matching and this mod quietly does nothing there. It won't double-apply or need a compatibility update, so leaving it installed is safe. AI assists in building my mods. I read every line that ships, and the measurements and engine behaviour quoted on this page were checked against the decompiled game rather than taken on trust. Workshop ID: 3780752367 Mod ID: LucysModFixes

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