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Found 4 results

  1. Hello folks, I wanted to share something I've been working on. This is a mod that makes it easier for you (as a fellow modder) to add new crops to the game, which can then be grown using the usual farming methods with no additional work on your part. About ModdableFarming My intent is to give other modders a foundation which they can use to add their own custom crops to the game. I have tried to override as little as possible within the default farming code, both to make updating the mod easier as the game develops, and to keep it true to the original intent of farming. I'm new at modding
  2. Extended Building Options Welcome to the Extended Building Options mod forum thread. This mod came into being because I am the type of person who loves to have more things to build in any sandbox game I play. When I looked for existing mods that would allow this, the ones I found were not working because update 30 had changed how world objects are built, breaking those mods. I sat down to learn about Project Zomboid modding and to try and get one of those mods working for my own play. In doing so, I discovered that it would in many ways be more interesting to simply create a building mod from
  3. blindcoder

    Tainted Water

    Hi. How is it determined from the map if the water on a tile is tainted or not? Can mappers decide this on a per-tile basis, or is it watertile == tainted?
  4. With the addition of Keys into the new build I think a nice addition to go along with it would be the ability to dismantle doors using a screwdriver and be able to retrieve all the hinges and door knobs. As with the current situation of destroying the door there is a chance that the door knob could be lost, rendering the key useless. I know that the problem with that is that technically a door is then made with screws, so would that require the need to add screws? In the long run I would say yes, but to be fair I have never had a door assembled with nails, or without a drill. Just saying
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