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- Project Zomboid
Mods et plugins pour Project Zomboid
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.
Immortal Zombies
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Would you like a real challenge? With this mod you will feel what the real apocalypse is like. Zombies are immortal, just run from death. Sandbox options? Yes, you can configure the chance in sandbox mode. Workshop ID: 3424691263 Mod ID: RET_ImmortalZombies
Master Sword PZ [B42]
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Este mod trae la icónica arma de la saga Zelda al apocalipsis zombi, con todo el poder, el estilo y el brillo que merece. Con un alto daño crítico, efectos visuales épicos y un sonido inconfundible, esta espada te convertirá en el héroe que Knox Country necesita. ¿Estás listo para cortar zombis como si fueran hierba? Workshop ID: 3306044034 Mod ID: Master
AbysmalBag
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Adds a bag (container item) with a 100 % reduction and 10000 capacity. For the server maintance purposes only, for example to remove the anchored items made in Hydrocraft mod. Has no spawn locations, can be obtained only by admin using the following console command: "/additem AbysmalBag.AbysmalBag" Multiplayer only! If it doesn't work for you: Don't forget to add the mod into the list of your --> Host Game --> Manage settings --> Edit Settings --> Mods Workshop ID: 923027175 Mod ID: AbysmalBag
PZ Main Menu Theme Pack - Musical Menu Framework
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A pack of all the remix mods I have done, now for the Musical Menu Framework. A random remix of the main menu theme song every time you load up your game! This is also fully compatible with my standalone main menu mods! Check them out: - 28 Days Later Main Menu with Music - Refashioned Main Menu with Music - Xirszo Main Menu Remix REQUIRES THE "MUSICAL MENU FRAMEWORK" MOD Massive thanks to Ryuku for his amazing framework! Source tracks: PZ Main Menu Music - Armin Hass Remastered Version PZ Main Menu Music - MaDeInCCCP Remix PZ Main Menu Music - Refashioned PZ Main Menu Music - Refashioned + Slowed + Reverb PZ Main Menu Music - Xirszo Remix PZ Main Menu Music - Kenneth Chou Remastered OST Workshop ID: 3173084931 Mod ID: PZMMTMMFP
Haram and Fear's Money Mod
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Adds Currency and Money Counting Machine to the World. The Currency can be found on zombies and cash registers, while the Money Counting machine can be crafted. Workshop ID: 2952346279 Mod ID: harammoney
Tom Petty And The Heartbreakers Music | Album: Hard Promises
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Tom Petty And The Heartbreakers Music | Album: Hard Promises Generated with New Music Builder Hard Promises Side A 01 The Waiting 02 A Woman In Love (It's Not Me) 03 Nightwatchman 04 Something Big 05 Kings Road Hard Promises Side B 01 Letting You Go 02 A Thing About You 03 Insider 04 The Criminal Kind 05 You Can Still Change Your Mind Workshop ID: 3757438098 Mod ID: 4PettyheartAlbum
Anime skins
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This mod is a visual overhaul for Project Zomboid, blending realistic textures with anime-style traits, offering players a fresh aesthetic perspective. Based on the Lame Retexture Mod(https://steamcommunity.com/sharedfiles/filedetails/?id=2735761868), the goal is to enhance the realism of the game without losing its original essence, while incorporating anime-inspired details like those from Jujutsu Kaisen. Main Features: Male Character Transformation 💪: When players choose the first color option for their male character, a new appearance modification is applied. Chest hair is added, and the iconic Sukuna marks (from Jujutsu Kaisen) will appear, giving your character a unique and powerful look! Ongoing Enhancements 🔧: In addition to the current texture modifications, the mod will be regularly updated with new elements and details inspired by other anime, focusing on characters with strong and striking designs, keeping the game visually exciting and fresh. new updates coming Workshop ID: 3375805797 Mod ID: New Character Skin Retexture
True Music Addon: 80's Style Synthwave
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Adds several Synthwave/Retro-Electro songs to True Music. As such, True Music is required for it to work. Currently adds the following songs Song Artist Links Deadline Aerds Spotify, Youtube Deadline Cerulean Spotify, Youtube Sagittarius DOOMROAR, A.L.I.S.O.N. Spotify, Youtube, Soundcloud The Discovery DOOMROAR, Krosia Spotify, Youtube, Soundcloud Polaris Downtown Binary, The Present Sound Spotify, Youtube Descend Emil Rottmayer Spotify, Youtube Another Place Euan Ellis Spotify, Youtube Constellation Euan Ellis Spotify, Youtube Night Vision Euan Ellis Spotify, Youtube Pixels Krosia Spotify, Youtube Promenade Krosia Spotify, Youtube Redshift MEGAS Spotify, Youtube After Hours Run Mitch Murder Spotify, Youtube Breeze Mitch Murder Spotify, Youtube Power Move Mitch Murder Spotify, Youtube Neuralhub Shortwire, Chris Keya Spotify, Youtube Prosthetics Shortwire, Techlash Spotify, Youtube Digital Horizon Shortwire Spotify, Youtube Reconfig (remastered ver) Shortwire Spotify, Youtube Solitude The Present Sound Spotify, Youtube Solitude The Present Sound Spotify, Youtube Afterglow Timecop1983 Spotify, Youtube Static Timecop1983, The Midnight Spotify, Youtube Memories Timecop1983 Spotify, Youtube On the Run Timecop1983 Spotify, Youtube
Arty`s Crossbow Patch V3(no noise)
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Had to fix the crossbows doing too much noise,they were louder than gunshots with brita`s(no noise edition) Workshop ID: 2872992657 Mod ID: Remastered Kitsune's Crossbow Mod 1.60 Mp Fixed Arty
[B42.13+] Tornado
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Tornado This mod introduces tornadoes to Project Zomboid, adding chaotic and unpredictable weather events to your survival experience. Tornadoes can drag players into the core and fling them away, creating unique challenges and environmental hazards. Features - Highly compatible with b42 BonzBetterCombat mod - Streamer Integration Framework (SIF) Compatibility: Fully supports integration with the SIF mod for interactive gameplay events. Write To File for streamerbot: {type = "nado"} - Emergency Alert Broadcast System: Automated radio warnings announce tornado watches and warnings through nearby radios, TVs, and vehicle radios - Two-Stage Warning System: Tornado Watch (default 90 min advance notice) followed by Tornado Warning (default 10 min) with sirens - Enhanced Fujita Scale: Tornadoes spawn with varying intensity levels (EF1-EF5) with weighted randomization and scaled destruction radii - Player Interaction: Players caught within the tornado's radius experience scaled damage, wounds, and physics forces based on proximity and EF level - Zombie Interaction: Zombies are flung with physics forces that scale with tornado intensity - Vehicle Physics: Vehicles experience impulse forces, window damage, and passenger injuries based on distance from tornado core - Dynamic Weather Spawn: Tornadoes spawn based on wind intensity, temperature, and humidity thresholds - Environmental Destruction: Buildings, tiles, and objects are destroyed within the destruction radius, spawning realistic debris - 8 Sandbox Options: Customize warning durations, max EF level, damage multipliers, and toggle sirens/debris/destruction/vehicle damage - Single-player only How It Works When weather conditions are favorable (high wind, temperature, and humidity), the mod has a chance to trigger a tornado event: 1. Tornado Watch (default 90 minutes before spawn): Radio and TV devices within range broadcast an automated emergency alert warning you of favorable tornado conditions. The EF level is pre-selected and announced. 2. Tornado Warning (default 10 minutes before spawn): Sirens activate across Knox County and emergency broadcasts intensify, warning you to take shelter immediately. 3. Tornado Touchdown: The tornado spawns with the pre-announced EF rating and begins its path of destruction. Different zones affect players, zombies, and vehicles: - Destruction Radius: Core zone destroys buildings and causes maximum damage - Pull Radius: Vortex zone pulls entities toward the center with swirling physics - Damage Radius: Outer zone with debris hazards and environmental damage More Sandbox Options Customize your tornado experience with 8 more configurable options: - WatchDuration: Adjust minutes for watch phase (default 90) - WarningDuration: Adjust minutes from warning to spawn (default 100) - MaxEFLevel: Cap tornado intensity 1-5 (default 5) - PlayerDamageMult: Scale all player damage (default 1.0, set 0 for immunity) - EnableSirens: Toggle siren activation on/off (default true) - EnableDebris: Toggle debris items scattering on/off (default true) - EnableDestruction: Toggle building/tile destruction on/off (default true) - EnableVehicleDamage: Toggle vehicle physics & damage on/off (default true) Enhanced Fujita Scale WIP Tornadoes are classified by intensity with realistic spawn probabilities: - EF1: 5m destruction, 15m pull, 30m damage radius (45% spawn chance) - EF2: 10m destruction, 25m pull, 55m damage radius (30% spawn chance) - EF3: 18m destruction, 40m pull, 85m damage radius (18% spawn chance) - EF4: 30m destruction, 60m pull, 140m damage radius (5% spawn chance) - EF5: 50m destruction, 100m pull, 220m damage radius (2% spawn chance) Higher EF levels feature increased movement speed, spin speed, sound volume, debris spawning, and damage output. But still needs work. For now I treat it as a skeletal frame for actual EF tornado mechanics in the future Planned Updates - Update the tornado sound effects - Expand rubble and debris variety based on building types - Add tiles to exclusion list like boulders - Further EF mechanic refinements and balance adjustments Known Issues - Game may freeze when exiting while the tornado event is still active - Ongoing performance optimization Credits Tornado Model: "Tornado" (https://skfb.ly/oERtT) by Jacob Quintana is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). STICK O' MEDIA Entertainment: https://www.youtube.com/@STICKOMEDIA Siren Model: "Classic Siren With 2 Speakers" (https://skfb.ly/osqSq) by The Pre Alpha Man is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). Workshop ID: 3397952613 Mod ID: Tornado Workshop ID: 3397952613 Mod ID: TornadoSP
MilkMod
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This is an item mod that adds two non-perishable milk sources, evaporated milk and sweetened condensed milk. Both are opened using can openers resulting in perishable edible milk items. Opened evaporated milk can be used for anything regular milk can. Sweetened Condensed Milk replaces milk and sugar in the cake batter recipe. Enjoy sweet Nestle endgame canned milk. This is the beta version for milkmod . Workshop ID: 887507384 Mod ID: MilkMod
28 Deaths Later - Death Music
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A mod that replaces the death screen music with the theme from the film 28 Days Later, can most likely be added and removed during a save. Workshop ID: 2941957094 Mod ID: 28DeathsLaterTune
CN'shour
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CNXAHouse位于 马尔德劳 北,地图大小为1x1,单元格为 1.自用安全屋,以后不在建房子!物资全图去找,家只有一个,为以后联机准备,适合多人居住不拥挤。 2.楼顶有停机坪,还不会怎么设置让飞机模组直接刷飞机在楼顶。 3.游泳池,农田,牧场,锻造房,一楼大型停车区。 4.我重新画了标线,记得靠右行驶,注意行人(在我的mod道路)。 5.这是一个很小的地图,主要是不想在建房子了!有出生点,新档直接选就行。 6.地下室他。 Workshop ID: 3440668013 Mod ID: CNhours Mod ID: CNhours Map Folder: CNXAHouse
Choccy Milk
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Adds craftable choccy milk! Grab yourself some cold milk, cocoa power, and get to mixing! Workshop ID: 2932181786 Mod ID: IterableChoccyMilk
Jewelry to money
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从简单交易提取了首饰换钱的功能 一饰品(电子表除外)=一张钞票 服务器不生效的话需要在创意工坊插件和模组插件中同时启用 Workshop ID: 2860976863 Mod ID: Jewelry to money
TSS Vanilla Plus QoL Recipes
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Additional QoL recipes using pure vanilla items to create vanilla items for self sufficient purposes. This mod is for a private server for private use, but otherwise only add new crafting recipes to the existing vanilla recipe. Cooking recipe: - Make Chocolate, Cereal, Food Jams and canned crop food. - Open cans with Meat Cleaver, Kitchen Knife, Hunting Knife and Crafted knife. - Make dehydrated meat sticks from trap meats - Make Beef jerky from beef and steak - Make pickles from zunicchi and vinegar Survival recipe: - Create glue, cleaning supplies, farming supplies and other survival items. Tailor recipe: - Make Belt, holster, sling and leather jeans. - Repair some bullet vests - Knit scarf and wool hat B42 (New) Most QoL items can be crafted using new crafting system in B42 so only non-renewable vanilla recipes are added for now. Currently: - Car Engine Parts. Workshop ID: 3556409555 Mod ID: TSS_Vanilla_QoL_Recipe
Modified Backpacks [RU]
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Перевод модификации "Modified Backpacks" на русский язык. Модифицируйте сумки и рюкзаки с помощью многоуровневой системы улучшений для увеличения объема и снижения веса. Оригинальный мод не требуется. !!!Эта модификация является просто переводом без внесения каких либо иных изменений в работу мода, поэтому ВСЕ ЗАСЛУГИ И САМ МОД ПРИНАДЛЕЖАТ АВТОРУ ОРИГИНАЛЬНОГО МОДА!!! Ссылка на оригинальный мод: https://steamcommunity.com/sharedfiles/filedetails/?id=2881989886 Ссылка на профиль Автора оригинального мода: https://steamcommunity.com/id/Brattymaddy Перевод МОЖЕТ БЫТЬ НЕТОЧНЫМ! ДОПОЛНЕННОЕ ОПИСАНИЕ СО СТРАНИЦЫ ОРИГИНАЛЬНОГО МОДА: Модифицируйте сумки и рюкзаки с помощью многоуровневой системы улучшений для увеличения объема и снижения веса. Каждый уровень увеличивает вместимость на +2, максимум до 5 уровня (или +10 у.е. вместимости). Кроме того, за каждый уровень вес уменьшается, увеличиваясь на +8% от оставшегося процента веса. Пример с перком организованный: Армейский рюкзак (1/5) - Вместимость 39 у.е ; Снижение веса 87% Армейский рюкзак (2/5) - Вместимость 41 у.е ; Снижение веса 89% т.е. (100%-87%) *8% = 1,04 (Округляется в большую сторону, т.е. до +2% снижения веса) После обновления множитель скорости передвижения снят, поэтому сумки сами по себе не будут замедлять движение. Модифицированные сумки можно носить с рюкзаками Модифицируемые сумки : Школьный рюкзак Сумка для гольфа Спортивная сумка Походный рюкзак Большой походный рюкзак Туристический рюкзак Большой рюкзак Армейский рюкзак Ранец Поясная сумка PS. Не советую экипировать поясную сумку для живота на спину, все улучшения могут слететь, и она превратится в просто поясную сумку. Еще одна ссылка на оригинальный мод: https://steamcommunity.com/sharedfiles/filedetails/?id=2881989886 Workshop ID: 3545432088 Mod ID: ModifiedBags
Ford Taunus Coupe (Taunus)
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"This mod adds the 1983 Ford Taunus Coupe vehicle." "I want to clarify that I am new to this, and it's possible that my mod may have some errors, as I made them with very little knowledge. However, after testing, I can confirm that they are 100% functional. Any feedback, bug reports, or suggestions are more than welcome in the respective sections." "Thank you very much, and I hope you enjoy the Mod." ***UPDATE*** Skin Added: Depeche Mode "Useless" Yellow ================================================ "Este mod agrega el vehiculo Ford Taunus Coupe del año 1983" "Quiero aclarar que soy nuevo en esto, posiblemente mi mod tenga algún error, ya que los hice con poco y nada de conocimiento. Pero luego de pruebas puedo afirmar que son 100% funcionales. Ante cualquier error, bug o sugerencia serán más que bienvenidos sus comentarios en las secciones correspondientes" "muchas gracias y espero que disfruten el Mod" Workshop ID: 3037735898 Mod ID: F_Taunus
CA
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e Workshop ID: 3719158759 Mod ID: AmmoCraftingRecipe
Mechanics Eye
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Activate the overlay with the Toggle MechanicsEyekeybind (remappable under Options → Key Bindings). Colour-coded badges float above each part of the closest vehicle, showing the part name and its current condition percentage. When zoomed out, only the most important parts are shown (engine, battery, all four tires) to keep the screen readable. Zoom back in to see everything. Tracked parts Engine Door, Engine, Battery, Muffler, Windshield (front + rear), all four Tires, all four Suspension points, all four Brakes, all four Doors, Trunk Lid, Gas Tank. Requirements By default the overlay is locked behind real in-game skill. Both conditions must be met before the toggle works: - Mechanics level 2 or higher - Mechanics magazine for the vehicle type read Either requirement can be relaxed or disabled entirely in the sandbox options. Even without the skill requirements met, players can still see tire condition and pressure if the Show Tires Without Skill option is enabled (on by default). Sandbox options - Required Mechanic Level — minimum skill level (0 = no requirement, default: 2) - Require Mechanic Magazines — must have read the magazine for the vehicle type (default: on) - Show Tires Without Skill — show tire condition and pressure even without meeting skill/magazine requirements (default: on) - Show Tire Pressure — display live PSI readout on tire badges, e.g. PSI: (default: on) Mod options - Show Uninstalled Parts — display a —% badge for missing parts (default: on) - Badge Opacity — background fill opacity 10–100 % (default: 60 %) Multiplayer Each player controls their own overlay independently. In online multiplayer every client manages its own state — one player toggling the overlay has no effect on anyone else. Workshop ID: 3677886085 Mod ID: MechanicsEye
House Fire Survivor
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A few days ago you narrowly survived the flaming inferno that used to be your home. You were covered head to toe in burns and have been bed ridden ever since. The hospital discharged you way sooner than normal because of some new virus that's spreading. From the window you can see people roaming the streets. Are they rioting or is something more sinister going on? It would probably be best to lay low while your body continues to heal. This mod aims to reintroduce the old behavior of the "Burn Ward Patient" trait from HypnoToadTrance's More Traits mod with no fear of fire. This mod works with or without More Traits by introducing a brand new trait, "House Fire Survivor". I've tested that both mods can be used at the same time and work in multiplayer. I've done my best to exactly replicate the previous behavior down to the 18 point trait value and the severity of the burns. Huge shout out to @albion for providing the sandbox code to change the trait price. Now starting covered in burns can be as valuable or detrimental as you want it to be. Workshop ID: 2983332744 Mod ID: 2983332744
Extensive Power Rework - Slapstick Fork (B42.20)
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Extensive Power Rework - Slapstick Fork Power and water infrastructure for Project Zomboid Build 42.20 Stable. The grid goes down like it always does. The difference is that you can now do something about it, if you are willing to drive out there. The idea is not ours. Hunter built it, Grphx kept it going, and we forked it to keep it running on our own server. Build 42 broke a lot of it. Most of that works again, including several things that were built in and quietly did nothing at all. How this mod works Out of the box, without touching a setting, power and water are both a project, and not the same one: power comes back town by town, water comes back everywhere at once. The grid dies on schedule, the way the base game always kills it. That is when this mod starts to matter, and not a day before. Six facilities sit on the map as real buildings you can walk into, and a seventh transmits. Louisville Power Plant comes first. Until it runs, every substation you repair hums into nothing. After that, fix the substation that feeds your region and the lights come back in your town. Not everywhere: power is regional. Thirteen zones cover about a quarter of the map, and outside them the countryside stays dark, so a generator in the woods goes back to being infrastructure rather than a stopgap. A repair is a few steps and a shopping list. Look the thing over, replace what is broken, calibrate it, then guard the site while the whole facility spins up. It wants electrical, mechanical and welding skill, a welding torch with charge in it, a mask, and scrap electronics. A wrecked component takes twice as long as a lightly damaged one. The work makes noise and the startup makes considerably more. The noise is what to plan around. The radio tells you what is running, and where to go. A survivor channel broadcasts the state of the grid: which facilities run, which are down, which are due for maintenance, and the map coordinates of each one. It comes from a real place, the Knox County Radio Relay north of Riverside, and that place can be repaired like any other. Until it is, the channel still airs but only counts, with no names, plus one clear line naming the relay's own site. The frequency is rolled per save and named in the server log at startup. Water is one job for the whole map. The taps run dry on the base game's own schedule, and until then there is nothing to do. From that day on, Rosewood Water Treatment is the facility that matters: repair it and start it like any other, and water comes back everywhere at once, not town by town. Keep it running and it stays that way. Inside the zones a building still needs connecting by hand for taps and appliances; lights and fridges run on zone power alone. All of that is a switch. Water can be tied to the grid, water can be kept on for good, the countryside can be turned back on. Six settings change how a server actually plays, the other forty-three tune numbers. The guide in the Discussions tab covers all six and lists every facility and zone with coordinates. Do not run this alongside another Extensive Power mod This one has several forks by now, and there are other power overhauls doing much the same job. They all write the same save data, so two of them will fight over it. The symptom is not an error message. It is a zone that stays dark for no reason anyone can see. Pick one and stick with it. The ones we know are listed in this mod's mod.info, so your mod manager can warn you before the save is made. That list will never be complete: forks appear faster than we can test them. Compatibility with other mods Handled in code: Immersive Blackouts (integrated, the two take turns), PoweredBuildings V2, Useful Barrels. Anything not listed has never come up, which is not the same as tested. The pinned Mod compatibility discussion keeps the full list and says how well each answer is backed. Ask there and it gets checked. Save compatibility ModData keys are unchanged (EPR_GlobalData, EPR_GridData, EPR_PowerController), so coming from the original does not lose progress and updating does not need a new save. Zone borders and facility state are read on load; a running save picks up corrections after a restart. Bugs, ideas, and a request There will be bugs. This mod touches power, water, lighting and every fixture in the world, on a build that changed all of it. We fix what we find and what gets reported, and the reports have found more than we have. We are a small crew running one server with four people on it, and four people do not cover thirteen zones and forty-nine settings. The servers where this matters are the bigger ones, and we do not have one to test on. So if something looks wrong, please say so. Comments and Discussions both get read, and reports that turn out to be real get fixed and credited by name. There is a button to make that easy, behind a switch. Turn on Show Technical Menu Entries in the sandbox options, then right-click anything in the world and pick EPR: copy settings for a bug report. The switch is off by default because those entries were cluttering every context menu. It puts the mod version, every switch, which facilities are repaired and where you are standing into your clipboard. Every report so far turned out to hinge on a setting, and on a server you cannot look those up yourself. Before reporting odd power behaviour, check Sprite Generators and Require Prerequisite first. Both have produced reports that turned out to be the switch doing exactly what it says. And note that Project Zomboid keeps sandbox settings inside the save: changing them mid-game does not always reach the mod. Ideas are welcome too, especially about immersion. Fixing what was broken came first and still does, but the obvious things are out of the way now. If there is something you have always wanted this mod to do when the lights go out, say so. Most of what works today started with somebody writing instead of unsubscribing. Credits Original concept and codebase: Hunter, who opened the project to community forks when stepping back from PZ modding. Community continuation: Grphx, repository grphx/extensive-power-community on GitHub. Multiplayer fixes: Onyxjag. None of this exists without their work, and that is not a formality. Copyright for the original code stays with its authors, and this fork continues under Hunter's open invitation. Everything written for this fork is offered under the MIT licence, in the same spirit: fork it, learn from it, keep it running. Latest release: 0.17.3 - Emergency radio names the facility and its coordinates. - Your own barrels, tanks and plumbed fixtures are never gated. - Washing machines are asked instead of the tile under them. - Two mods declared incompatible: they restore the grid the same way this one does. Full notes in the Change Notes tab. Mod info - Mod ID: EPR_Slapstick - Workshop ID: 3775553383 - Build: 42.20 Stable Workshop ID: 3775553383 Mod ID: EPR_Slapstick
Waifu Zombie Re-Textured [B42]
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Care for a bit more variety? This mod brings more lovely Anime Zombie Girls to the field! How many more? 3x more! Note: This mod has sound, and rare spawns. This is the Build 42 version of the Mod On testing I noticed some texture issues on the models, in the desplay settings if you turn of texture compression it seemed to get better. Please comment on any issues and I will try and solve them. A VERY SPECIAL THANX! I have seen this mod reposted so much idk who to credit really, so a thank you to all who support and enjoy this mod base. I am going to mention Daddy Dirkie Dirk, and Blackbeard without their guidance I wouldn't of tried any of this. Workshop ID: 3445467876 Mod ID: 3389203112 \ WZRT Mod ID: sound
Alex Jones Voicepack
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Now you too can enact vengeance against evil as Alex Jones, featuring unforgettable quotes such as: "Become a human again!" and "They're demons!" He has quite a bit to say about the current state of Kentucky. It's my first mod so there's plenty of room for improvement, maybe I'll make it more better someday. Shoutout to spongie for their excellent custom voice guide. Workshop ID: 3414314536 Mod ID: VoiceAlexJones
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