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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.

Smokers Don't Cough – Project Zomboid Mod

Smokers Don't Cough

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Removes coughs caused directly by smoking tobacco and the periodic random cough caused by the Smoker trait. You will still cough if you have a cold. There is now a Sandbox Option to turn off the random cough suppression. Compatible with Heavy Smoker: Tobacco Overhaul and A Bite of China. Don't forget to leave a rating if this mod works for you! Designed for Build 42.20. Works in single-player and multiplayer. In multiplayer, the server and all clients must install the mod. Check out my other mods Made with the help of AI. Leave a cool rating if you find this mod useful. Workshop ID: 3779025661 Mod ID: SmokersDontCough Workshop ID: 3779025661 Mod ID: SmokersDontCough

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SPIFFO PLUSH flier [B42] – Project Zomboid Mod

SPIFFO PLUSH flier [B42]

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Dine at Spiffo's and get a free Spiffo plush with your meal! Enjoy delicious food and take home the cutest mascot around — available for a limited time only! Workshop ID: 3402086459 Mod ID: SpiffoFlier42

508 téléchargements Détails →
[RE-UPLOAD] Rock Shop 93' (Build 41) – Project Zomboid Mod

[RE-UPLOAD] Rock Shop 93' (Build 41)

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For an updated version by Matt6sic6 that adds over 183+ different T-Shirts to hunt (with an aim to add over 1000+) check this mod out https://steamcommunity.com/sharedfiles/filedetails/?id=3261325567 Replaces the Rock Shirts in Project Zomboid with period-appropriate Band Shirts. Copyright 2022 planetalgol Workshop ID: 2666717345 ( ORIGINAL AND OLD ID, DO NOT USE AND PLEASE OVERWRITE WITH NEW ONE ) Mod ID: Rock Shop Workshop ID: 3232518826 Mod ID: Rock Shop

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Realistic Book Pages – Project Zomboid Mod

Realistic Book Pages

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Realistic Book Pages Skill books should feel like real books, not five copies of the same book with increasingly large page counts. Realistic Book Pages rebalances the length and weight of every canonical Project Zomboid skill book. Basic books are shorter, lighter, and faster to read, helping them serve as useful early-game accelerators. Advanced books take longer because they represent deeper, more specialized material and provide access to stronger XP multipliers. Features - Hand-balanced page counts for all 35 canonical skills. - Shorter beginner and practical-survival books. - Larger advanced technical and professional references. - Short, focused combat manuals based on comparable real-world books. - Dynamic book weight based on page count. - Server-wide Sandbox controls for every canonical skill and tier. - Fixed page values and per-spawn page ranges. - Automatic support for expansion mods that create skill books through the standard game API. - A fallback balance for correctly implemented books that train non-canonical skills. - Weight and page variation for ordinary books, magazines, recipe magazines, and newspapers. - Weight-scaled mood effects granted progressively while reading. - Uncapped weight-scaled boredom, stress, and unhappiness effects, applied as pages are read. - READ MORE HERE Page balance SkillBeginnerIntermediateAdvancedExpertMasterTotal Carving561041923044161,072 Flint Knapping56112176232304880 Trapping72112176256372988 Butchering80104160256384984 Fishing801281922723681,040 Foraging881602483524801,328 ..................... Comparison------ Default Game Values22026030034038035040 Realistic Book Values>56<120>80<240>128<352>176<504>256<67232502 For full balance table, read it in: Balance Table at Github Sandbox and multiplayer configuration Each skill uses one field containing five values in this order: Beginner / Intermediate / Advanced / Expert / Master For example: 56 / 104 / 192 / 304 / 416 Each tier accepts either a fixed page count or a range: 120 sets the book to exactly 120 pages. >80<240 gives every newly spawned book an inclusive random value from 80 through 240. >80 uses 80 as the minimum and the global maximum as the upper bound. <240 uses the global minimum as the lower bound and 240 as the maximum. Skill books are not linear The balance was created by hand using three main references: - Real-world book sizes and subject complexity. Narrow practical guides are usually shorter than complete technical references. - The point in a playthrough when a skill is normally used. Immediate survival knowledge is quicker to access, while advanced industrial knowledge requires a larger investment. - The existing in-game book titles. Titles that imply essential guides, professional instruction, complete techniques, or comprehensive reference works influenced the relative size of each tier. Dynamic book weight Weight = 0.25 + (0.75 × pages ÷ 220) Example lengthResulting weight 80 pages0.52 220 pages1.00 352 pages1.45 Other literature receives proportional pages and weight. Its boredom, stress, and unhappiness effects scale without a cap from spawned weight ÷ original weight, then apply as pages are read. A 0.5-weight hardcover gives half its original benefit; a paperback originally weighing 0.5 keeps its full benefit. Both behaviors have Sandbox controls. Pre-initialization API Expansion mods can register a five-tier curve before world initialization: RealisticBookPages.registerSkill( "MyCustomSkill", { 80, ">100<180", 240, 360, 480 }, { "MyCustomSkillAlias" } ) Server-side code can override a complete curve with `setPageCurve`, one tier with `setPageSpec`, or the non-canonical fallback with `setFallbackCurve`. Lua callers may pass real numbers or range strings. Call `RealisticBookPages.apply()` if an override is registered after initialization; registering before `OnInitWorld` is preferred. Github/BUG REPORT: https://github.com/MoldyHouse/RealisticBookPages_PZmod Workshop ID: 3777767140 Mod ID: RealisticBookPages

1,267 téléchargements Détails →
Technology – Project Zomboid Mod

Technology

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TechnologySystem Workshop ID: 3707240784 Mod ID: Technology

680 téléchargements Détails →
More Coffee! – Project Zomboid Mod

More Coffee!

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This small mod adds new coffee recipes and creamers, because I love coffee and I can never have enough ~ Please let me know of any issues or suggestions :) A huge thanks to Christian Snake for teaching me how to mod. Thank you! You have to use the More Coffee mugs for it to work! Creamers can be added to coffee with sugar and coffee with milk. Este pequeño mod agrega nuevas recetas de café y cremas para café, porque amo el café y nunca es suficiente ~ Por favor no duden en decirme de cualquier problema o sugerencias :) Mi más grande agradecimiento a Christian Snake por enseñarme a moddear. Gracias! Debes de utilizar las tazas More Coffee para que funcione! Las cremas para café se pueden agregar al café con azúcar y café con leche. Credits/Créditos: - Flaticon - Unsplash - Freepik Thank you o/ Recommended mods/Recomendaciones de mods: - Vanilla Foods Expanded - Sapph's Cooking - Project Variety Ch1: Drinks collection - Snake ModPack Thank you for inspiring me! ~ Gracias por inspirarme! <3 Workshop ID: 3678884708 Mod ID: MoreCoffee

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Crafting/Cooking Search Radius – Project Zomboid Mod

Crafting/Cooking Search Radius

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We've all been there... You know the moment. You're stood at the counter trying to make a patty and the game tells you it's missing ground beef, except the beef is right there in the fridge two tiles away. Vanilla crafting only checks what's literally next to you, so it doesn't count. Infuriating! But fear not, I have the answer (assuming nobody else has beat me to it) What it does: This mod adds three buttons to the top of the crafting/cooking window - 1 Tile, 2 Tiles, 3 Tiles - that control how far out the game looks for ingredients. Pick one and it'll pull from containers (fridges, cupboards, shelves, whatever) within that range, plus whatever's in your inventory and worn backpacks like always. There's also a highlighted outline on the ground so you can actually see which tiles are included instead of guessing. It still respects walls - widening the radius won't let you reach into the next room through solid brick, it just widens the room you're already standing in. Also works on the right-click quick-craft options (Create Stew, Create Soup, that kind of thing), not just the main crafting window. However, because the game doesn't have a scroll option on the right click context menu you may not see all ingredients regardless of radius. Nothing I can do about that unfortunately. Once you've finished cooking, if it pulled tools/ food from nearby storages that were not used up, your character will automatically put them back. What It doesn't do: Doesn't touch the loot window, doesn't change what any recipe needs, doesn't affect balance beyond letting you reach a bit further. It's 100% client-side, so it won't cause issues in MP if the host doesn't have it. It also does not affect construction or tailoring. Compatibility Compatible with Project Cook. The tile distance selected in the vanilla menu is respected by Project Cook. Built and tested on B42 and it works great for me, but that was in a mod free environment barring Project Cook and its dependencies to confirm compatibility. I can't account for every mod on the workshop. So if you have any issues reach out and I'll endeavour to help. Known Issues / Limitations Custom Inventory Mods If you're running Inventory Tetris, Grid Inventory, or similar (also confirmed with Distant Inventory Access, unrelated to this mod), pulled-in items can get dropped again shortly after you pick them up. The cause, confirmed by checking their source code: these mods only assign an item a tracked "grid slot" when the transfer comes from their own UI. An item arriving through any other transfer — IE vanilla, this mod, other range mods — gets no slot assigned to them. Grid Inventory specifically has an idle clean up system that auto-drops anything without a slot, which is what causes this. Same symptom shows up on mods with zero code in common with this one, so it's a gap on the inventory-mod side to handle, not something I can fix here with the best will in the world. I would assume other custom inventory mods could experience the same issue when attempting to use this mod in conjunction. Neat Crafting UI When using Neat Crafting UI you will not see the buttons this mod uses to set its search radius, nor the highlighted area displaying said radius. However both mods will work with one another just without my UI element as I can't inject my UI into someone else's mod. (You're using a custom UI I have no control over, and this mod was never designed to use, what did you expect!?) QOL Update: You can now change the tile radius in the mod options page inside the options menu. Inside that same menu you can now set a keybind to change the radius on the fly (for when you're using custom UI that hides the default buttons) Workshop ID: 3783476841 Mod ID: CraftSearchRadius

1,281 téléchargements Détails →
No Level Up Sound – Project Zomboid Mod

No Level Up Sound

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Level up sound muted Workshop ID: 3537199003 Mod ID: NoLevelUpSound

792 téléchargements Détails →
驴服自用上线提示 – Project Zomboid Mod

驴服自用上线提示

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22222 Workshop ID: 3509435286 Mod ID: GameOnlinenotification Mod ID: GameOnlinenotification

487 téléchargements Détails →
WhisperingZombiesCorregido – Project Zomboid Mod

WhisperingZombiesCorregido

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This is an example mod with two worlds. You can use this as a template for your own map mods. The first world has a single 300x300-tile cell. The second world adds cells all around the first world. Workshop ID: 3293630315 Mod ID: WhisperingZombiesCorregido

492 téléchargements Détails →
[SVRP] Vehicle Claim System – Project Zomboid Mod

[SVRP] Vehicle Claim System

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SVRP Vehicle Claim Take ownership of the apocalypse with the SVRP Vehicle Claim System! This mod provides an intuitive and secure way for players to claim, manage, and protect their hard-earned vehicles in multiplayer environments. Key Features - Secure Ownership: Claim vehicles to prevent unauthorized theft and griefing on your server. - Multiplayer Ready: A streamlined, seamless claiming process designed specifically for the needs of active servers. Credits: Based on the original vehicle claim system created by Lu5ck. These mods were created for SVRP (formerly Project: AURORA). - Build 42.20 - Literate Roleplay - Year 2026 (33 Years Later) - Custom Content Join the community: https://discord.gg/v3Z8sg7VbY Workshop ID: 3775436887 Mod ID: SVRPVehicleClaimSystem

1,070 téléchargements Détails →
Medicae – Project Zomboid Mod

Medicae

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A blood overhaul for Build 42. Health no longer kills you. Blood does. Blood replaces health Pain, bandaging, stitching and healing all work exactly as they always did, but running out of health no longer ends the run. Bleeding out does, and wounds bleed until you bandage or stitch them. The health bar is repurposed to show your actual condition, driven by your blood, so it reads as one honest gauge instead of a tally of scratches. How fast you bleed depends on the wound and on where it is. A torn throat empties you in minutes. A scratched hand will not, however many of them you collect. Three things still kill outright: fire, an infection you left alone, and a single injury bigger than a body can absorb. A long fall or a car at speed does not care how much blood is in you. Two ways to run dry Blood volume is the fluid in your circulation. Lose it and pressure fails: lightheaded, then weak, then dead. Neither line is a dice roll. Below a certain volume there is not enough pressure to keep a brain awake, and below a lower one not enough to keep it alive. Hematocrit is the share of that volume made of red cells. Lose it and oxygen delivery fails, on its own scale. Whichever is worse is what you feel. Saline restores volume but carries no red cells, so it thins what is left. It will pull you out of shock. Lean on it too hard and you will faint from anaemia on a completely full tank. Both rebuild on their own, slowly. A week for a fifth of your volume, a month for ten points of hematocrit. That is what makes a bag of blood worth crossing town for. Nothing rebuilds while a wound is still open. A bandage stops the bleeding, which is enough to keep you alive; closing the wound is what starts you recovering. Blood types Every character has one, drawn on real population frequencies, and nothing in the world comes labelled. Bags read "Untested" until you run a typing kit on them. Transfuse the wrong type and the reaction kills the patient. Blood spoils out of refrigeration. Draw from somebody carrying the Knox virus and the unit carries it too. No test in Knox County will tell you that. Crossmatching Draw a few millilitres from someone with a syringe and you have a sample labelled with their name. Hold a unit against it with a crossmatch kit and watch for clumping. It needs neither side typed, which is what makes it worth carrying, and unlike a typing card it cannot be misread. If you already know ABO and RhD compatibility you will never need one. That is deliberate. Infections finish what they start A dirty wound reddens, swells and weeps, then the fever starts, then it is in the blood, and then you are dead. Disinfectant clears it early. Once there is pus in it, only antibiotics will, so antibiotics are now a bottle you work through rather than vanilla's single swallow. First Aid matters Nothing is locked behind the skill. What it buys is understanding. An untrained survivor reading a chart sees how a patient looks, not numbers, and does not know hematocrit exists. Trained hands lose less of a unit into the mattress, tear fewer veins, and can read a typing card rather than misread one into a confident lie. Training also lets you recognise the Knox virus and say how far along it is, which vanilla never tells you at all. Multiplayer Built for it. The simulation runs server side and syncs to clients, so examining a patient shows their real volume, hematocrit and blood type. Treat other players by running a medical check on them and right clicking. Going down Below forty percent volume a character can be made to collapse where they stood: unable to move or act, still bleeding, and staying there until somebody has both stopped the bleeding and put enough blood back into them. Neither is something you can arrange from the floor. That is the point. It is off by default and flagged beta, and the warning is about how it looks rather than what it does. The game has no animation for a living character lying on the ground - every one it has is reserved for the dead - so the collapse borrows the knockdown, which the engine ends by standing the character back up. The result is a fall that repeats for as long as you are down. It reads as a body that cannot stay upright, which is roughly right, but it is not a clean unconscious pose. With the switch off, which is the default, there is no collapse at all: blood loss simply kills you at twenty percent volume. A second switch on top of that decides whether zombies lose interest in you while you are down. Also beta, because the only lever the engine offers for it disables your collision. Options Sandbox settings for bleed rate, both recovery rates, transfusion and saline volume, donation cost, iron supplement strength, and whether exact numbers are always shown. An optional Knox vaccine reverses an infection already in progress. It grants no immunity: the next bite starts a fresh one, which is exactly why the programme failed. It has a rarity dial of its own, separate from every other item, and it sits at zero by default. Turn it up and they start appearing in military and medical loot; leave it and nobody ever finds one. Safe to add to a save already in progress. Languages EN, RU (by Gergaziy) Workshop ID: 3774798044 Mod ID: Medicae

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[DBT] Don´t Panic! [Dynamic Brave Trait for 42.17] – Project Zomboid Mod

[DBT] Don´t Panic! [Dynamic Brave Trait for 42.17]

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Don´t Panic! 🇬🇧 English | 🇩🇪 Deutsch | 🇪🇸 Español | 🇷🇺 Русский | 🇨🇳 简体中文 🇬🇧 English This mod simulates your survivor's character progression in the apocalypse. Surviving for months and taking out hundreds of zombies inevitably hardens you. The mod rewards this by dynamically granting the "Brave" trait. (Inspired by the abandoned "Become Brave" mod.) From coward to brave - how it works: It doesn't just happen out of nowhere on day X. It's based on a sophisticated kill-count system with probabilities: - Guaranteed Courage (Max): 2500 kills (default) = instantly "Brave", "Cowardly" is permanently removed. - Gradual Hardening (Min): 800 kills (default) = from here on, every additional kill adds a growing chance to become brave. - Multipliers: Stress-hardened jobs & "Hunter" = much faster progression. Phobias & "Pacifist" = severe penalties. 🇩🇪 Deutsch Die Mod simuliert die Charakterentwicklung deines Überlebenden in der Apokalypse. Wer monatelang überlebt und hunderte Zombies ausschaltet, härtet unweigerlich ab. Die Mod belohnt das, indem sie dem Spieler dynamisch den "Brave" (Mutig) Trait verleiht. (Ideengeber war die nicht mehr funktionierende Mod "Become Brave".) Vom Feigling zum Helden - so funktioniert's: Das passiert nicht einfach plump ab Tag X, sondern basiert auf einem ausgeklügelten Kill-Zähler-System mit Wahrscheinlichkeiten: - Garantierter Mut (Max): 2500 Kills (Standard) = sofort "Brave", "Cowardly" wird dauerhaft entfernt. - Abhärtungsprozess (Min): 800 Kills (Standard) = ab hier stetig steigende Zufallschance pro Kill. - Multiplikatoren: Stressresistente Jobs & "Jäger" = wesentlich schneller mutig. Phobien & "Pazifist" = starke Abzüge. 🇪🇸 Español Este mod simula el desarrollo del carácter de tu superviviente. Sobrevivir meses y eliminar cientos de zombis inevitablemente te endurece. El mod recompensa esto otorgando dinámicamente el rasgo "Brave" (Valiente). (Inspirado en el mod inactivo "Become Brave".) De cobarde a valiente - cómo funciona: No sucede de la nada en el día X. Se basa en un sofisticado sistema de recuento de bajas con probabilidades: - Valor garantizado (Máx): 2500 bajas (por defecto) = "Valiente" al instante, "Cobarde" se elimina permanentemente. - Endurecimiento gradual (Mín): 800 bajas (por defecto) = a partir de aquí, cada nueva baja aumenta la probabilidad. - Multiplicadores: Trabajos de alto estrés y "Cazador" = progreso mucho más rápido. Fobias y "Pacifista" = grandes penalizaciones. 🇷🇺 Русский Этот мод симулирует развитие характера вашего выжившего. Выживание на протяжении месяцев и убийство сотен зомби неизбежно закаляет вас. Мод вознаграждает это, динамически выдавая перк «Храбрый» (Brave). (Вдохновлено неработающим модом «Become Brave».) От труса до храбреца - как это работает: Это не происходит внезапно. Система основана на продуманном счетчике убийств и вероятностях: - Гарантия (Макс): 2500 убийств (стандарт) = мгновенно «Храбрый», «Трус» удаляется навсегда. - Постепенная закалка (Мин): 800 убийств (стандарт) = шанс получить перк растет с каждым новым убийством. - Множители: Стрессоустойчивые профессии и «Охотник» = быстрее. Фобии и «Пацифист» = серьезные штрафы. 🇨🇳 简体中文 该模组模拟了幸存者在末日中的性格发展。存活数月并击杀数百只丧尸不可避免地会让你变得坚强。该模组通过动态赋予“勇敢 (Brave)”特质来奖励这种行为。 (灵感来源于已失效的“Become Brave”模组。) 从懦夫到勇者 - 运行机制: 这不是凭空发生的,而是基于一个复杂的击杀计数和概率系统: - 必定获得 (最高值): 2500 次击杀(默认)= 立即获得“勇敢”,永久移除“胆小”。 - 逐渐适应 (最低值): 800 次击杀(默认)= 从此时起,每次击杀都会增加变得勇敢的几率。 - 倍率影响: 高压职业和“猎人”特质 = 进度大幅加快。恐慌症和“和平主义者” = 进度大幅减慢。 Fun Fact: What does "DBT" mean? 🇬🇧 DBT stands for Dynamic Brave Trait as well as for Dialectical Behavior Therapy, developed by Marsha M. Linehan in the 1980s. It helps people counter extreme emotions and build stress tolerance through mindfulness and emotional regulation. A perfect fit for a zombie apocalypse! 🇩🇪 DBT steht für Dynamic Brave Trait sowie für die Dialektisch-Behaviorale Therapie, entwickelt in den 1980ern von Marsha M. Linehan. Sie hilft Menschen, extremen Emotionen durch Akzeptanz und Veränderung entgegenzuwirken und Stresstoleranz aufzubauen. Perfekt für die Zombie-Apokalypse! Feedback & Support If you like this mod, please consider leaving a rating! Your feedback and thumbs up keep the motivation high and help other survivors find this mod! 🧟‍♂️ have fun - don´t get bitten 🧟‍♂️ Workshop ID: 3710874011 Mod ID: DBT_DontPanic

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Frockin passer Translation CN – Project Zomboid Mod

Frockin passer Translation CN

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对五个mod的服装进行汉化,是机翻见谅。 翻译的五个mod: Workshop ID: 3307376332 Mod ID: GanydeBielovzki's Frockin Splendor! Workshop ID: 3411888105 Mod ID: GanydeBielovzki's Frockin Splendor! Vol.2 Workshop ID: 3431256608 Mod ID: GanydeBielovzki's Frockin Splendor! Vol.3 Workshop ID: 3475347500 Mod ID: GanydeBielovzki's Frockin Splendor! Vol.4 Workshop ID: 3453676250 Mod ID: GanydeBielovzki's Frockin Shirts n Ties 本modID: Workshop ID: Frockin Mod ID: Frockin passer Translation CN Workshop ID: 3475845997 Mod ID: Frockin passer Translation CN

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All Features For All Watches – Project Zomboid Mod

All Features For All Watches

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Facts: 1) Commonly available wristwatches in the 1900s did not include a thermometer, but even without a thermometer it's easy to differentiate between "I am literally freezing" and "It's a hot summer's day" 2) Analog watches often included a dial that displayed the date, provided you remembered to adjust it every time a month had fewer than 31 days. 3) Wrist-mounted timepiece technology peaked in 1985 with the Kronoform Robot Digital Wrist Watch. This mod doesn't address 3) at all but it does address 1) and 2) by adding all features to all watches, allowing you to wear a military timepiece that matches your post-apocalyptic ensemble or bling out with a legally-distinct-from-Rolex in gold and royal blue, without the need to forgo basic game features. FAQ Can you just write what the mod does in the description like a normal person? No. Fine. What exactly does this mod do? I'm glad you asked! This mod allows you to view the temperature and **date in the in-game clock display and set alarms, regardless of what type of watch you choose to wear. Can this mod be safely added/removed mid-game? Yes. I can't click on the clock display to turn the alarm on. That's because that specific bit if functionality is handled by legacy Java code that does not yet know about tags. You will need to right click on the watch from your inventory instead, but you can click on the clock display to disable the alarm once set. Workshop ID: 3453311433 Mod ID: NepAFAW

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Keybind for Items List Viewer (Admin Cheat) – Project Zomboid Mod

Keybind for Items List Viewer (Admin Cheat)

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Keybind for opening the Items List Viewer, a built-in admin cheat menu that allows spawning items. The keybind is set to the TILDE (~) key (keycode:41). On QWERTY US keyboards, this key is at the far left of the number row and below ESC key. You can change the (41) value to a different number to edit the keybind. Unfortunately I don't know how to code this to be customizable in the options menu (yet). Intended for singleplayer games. Not tested in multiplayer but you could try it. You may use this mod's code however you want. Workshop ID: 3376068426 Mod ID: Keybind_ItemsListViewer

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Focksyoooo – Project Zomboid Mod

Focksyoooo

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test1 Workshop ID: 3150560218 Mod ID: ProjectFocksyoooo

682 téléchargements Détails →
PZRP - Government Operations – Project Zomboid Mod

PZRP - Government Operations

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PZRP - Government Operations Features - Six forms. Easy to modify or to add new ones - Permissions system - A broadcast menu with a looping function Pao Commissioned by DevoTan Workshop ID: 2980161291 Mod ID: PZRP_GovOps

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Training Suit – Project Zomboid Mod

Training Suit

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Training Suit This is a retexture for only the sport shirt and the long short, i will probably texture the rest of the sport clothing in future so it will be updated Workshop ID: 2555507975 Mod ID: Training Suit

305 téléchargements Détails →
Sandbox Game Change – Project Zomboid Mod

Sandbox Game Change

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Edit Sandbox options without leaving your game. This mod opens Project Zomboid's native Sandbox settings screen and loads the current save values. It works in single-player, existing saves, and multiplayer for administrative roles with the SandboxOptions permission. How to use: 1. Enable the mod for your save or server. 2. Enter the game and right-click on the ground. 3. Select “Open Sandbox”. 4. Change the desired settings and click Apply. Compatibility: - Project Zomboid Build 42.20 or newer - Single-player and multiplayer - Translations for PT-BR, PT, EN, ES, FR, DE, IT, RU, CN, and JP Some options only take effect after reloading the save. Changes related to map generation do not rebuild areas that have already been visited. Back up your save before changing important settings. Workshop ID: 3774705072 Mod ID: SandboxGameChangeB42

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Cleaner – Project Zomboid Mod

Cleaner

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Cleaner Workshop ID: 3734488642 Mod ID: donkey-cleaner

692 téléchargements Détails →
Can Soup and Stew – Project Zomboid Mod

Can Soup and Stew

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This mod adds the ability to can soups and stews into cans using a can opener. A can opener can then be used to open them again. Supports pouring out a open can. Cooking 4 allows to can one Soup/Stew into 4 cans, Cooking 5 allows to can one Soup/Stew into two cans (higher carbs density). Canned stews gets -2 happiness to counter the better hot tag. Feel free to copy, share, edit or pack. See Github below, released under MIT. This mod is for a private server, therefore I will not really take suggestions as it's created specifically for one small use case. But feel free to share your ideas. Warning: I don't know LUA, I know other languages. I have checked that it had no errors in the log. But best practices and such might not have been followed. Feedback is more than welcome! Source code: Github Workshop ID: 3352647720 Mod ID: CSAS

686 téléchargements Détails →
Nanachi – Project Zomboid Mod

Nanachi

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This mod adds nanachis to the game using my own base model face (I know its not similar to the made in abbys one), mostly made for me and some friends but feel free to use them in game, for now only the male versions or the body are done It requires antro survivors Workshop ID: 3330119262 Mod ID: Nanachi

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CraftableWoodAxe – Project Zomboid Mod

CraftableWoodAxe

par 76561198268728636

Mmph I LOVE wood! Recipe Category: Engineer Items required: 3x Iron Chunks, 1x Long Handle, 4x Blowtorch charges, A Welding Mask Workshop ID: 3641951736 Mod ID: CraftableWoodenAxe

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Serveur Project Zomboid avec support des mods

Installez les mods compatibles et pris en charge depuis le tableau de bord.

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