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  1. Welcome to Tokerzoid a newly created PvE server with added mods. We started as a small private server and have since decided to open the server up in the hopes of growing the player base. The main goal of our server is to just have fun and do what we do best kill zombies. You will find some of our server details below the rest of which can be found on our discord over @ https://discord.gg/mU9ArGdhAY
  2. J.A.G (Just A Game) New Project Zomboid Steam PvE server with plenty of QoL mods and a fresh wipe as of 7/16/2022. We are a friendly community just starting out and looking to grow. We have plenty of mods like add on maps, vehicle and trailer additions, armor, lockpicking, and many more! ⦁ HydroCraft ⦁ 3x XP ⦁ 5 free trait points ⦁ Increased reading speed ⦁ factions day 1, safehouses after 2 days ⦁ Truly safe safehouses: no looting or trespassing ⦁ spawn at safehouse ⦁ Fair and active admins ⦁ Low ping, high quality server ⦁ challenging, but not impossible zombie population ⦁ loot respawn every 2 Months ⦁ SO MUCH MORE Mods https://steamcommunity.com/sharedfiles/filedetails/?id=2784735026 Please join us at our discord at https://discord.gg/9aqPPtRjuH for any questions and to be part of a growing and active community! We are always open to community suggestions. We also host several other games, so come check us out. IP: JAGgaming.us.to Port: 1626
  3. Regret

    Modding issue

    I am trying to make a mod that makes you vomit on throwup I have an idea of everything, but my problem is with checking if the player has ate a food item that is (Rotten) or (Uncooked) Is there a method that allows me to check that under a boolean? Am I using the constructor wrong? here is my novice code: for playerIndex = 0, getNumActivePlayers() - 1 do local player = getSpecificPlayer(playerIndex) local food = Eat("Peach (Rotten)") if food then player:Say("I'm gonna be sick") end end
  4. Oxum

    La STATION

    REJOINS LA STATION -------> https://discord.gg/la-station <------ JOIN THE STATION - admins actifs - 24/7 - 128go ram-3.6ghz - Top 100 mods verifies et sans impacts sur les performances - Dll automatique / PVE : grande population Z / RP : events- lore - quetes / PVP : zone dediee statistiques du serveur : https://www.battlemetrics.com/servers/zomboid/16653207 ------------------------PORT / 16261------------------------------ ------------------------IP / 95.217.226.204---------------------- [RULES] 1/ Hors zone PVP vous devez respecter la règle du TIR A VUE INTERDIT C'est à dire que vous pouvez tuer quelqu'un seulement après avoir communiqué 2/ Nous nous autorisons à bannir toutes personne jugé toxique. Le respect des règles et des personnes est une condition essentielle et inaltérable 1/ Outside the PVP zone, you must respect the FORBIDDEN SHOOTING ON SIGHT rule. That is to say, you can kill someone only after communicating with them. 2 / We allow ourselves to banish anyone deemed toxic. Respect for rules and people is an essential and unalterable condition
  5. Hey i was wondering if anyone can help me with an issue? I have mods installed from the workshop and when I go enable them in the main menu and then host a server for coop and activate the mods in the server settings, not one mod works for me when I launch the game, even when i have all the mods up to date, i tried everything uninstalling and reinstalling the game and all my mods, updating mods, only trying out one mod at a time to see if that works (It didn't). I don't know what could be the issue because when i go and join a random public server with a lot of people and mods enabled it lets me join and play smoothly, but when i try hosting a quick game for me and my friend not one mod works, I have them enabled in the main menu and everything. Hope anyone can help me resolve this issue, it would be much appreciated, thank you.
  6. Update 11/3 Hey guy! This is now working on the stable branch! Hey dudes, I finally got the compilation of my cars completed, plus a few extra. I've got all the masks working, although the damage textures are kinda half-assed. The script files are fine tuned (for the most part). But yeah, hope ya guys enjoy! Link: https://steamcommunity.com/sharedfiles/filed etails/?id=1510950729 I owe a HUGE thanks to Fenris_Wolf of ORGM Rechambered for helping with, well, all the lua files, haha. I'm as good as code illiterate, so without him, this wouldn't have gone anywhere. Car list:
  7. I published my fist release of 'ST Survival Tailor' to the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2755409154 I know there are already a few other tailoring mods that do some similar things, but I did not feel they were balanced especially how much thread you get from them. I've add some custom bags you can craft as well as most of the general material recipes you might need to improve tailoring. My hope for this mod is to make tailoring a worthwhile skill and add in more functionality as I progress. I would also like some feedback on how the items and recipes are balanced. I'm trying to keep the balance close to vanilla and not create items that are too good for an Apocalypse run. The Large Utility Pack and Utility Satchel are nice items, but you can only craft them once you get to skill 3 and 5. MOD Details: Craftable items: + Crude Backpack - Requires Tailoring 0 - Weight=1.5, Cap=16, Reduction = 50 - Equipable on back and hands - Uses custom icon and texture + Utility Pack Small - Requires Tailoring 1 - Weight=0.2, Cap=2, Reduction = 75 - Equipable in fanny pack slots - Uses custom icon + Denim Backpack - Requires Tailoring 2 - Weight=0.8, Cap=18, Reduction = 75 - Equipable on back and hands - Uses vanilla blue school bag icon/texture + Utility Pack Large - Requires Tailoring 3 - Weight=0.5, Cap=5, Reduction = 75 - Equipable in fanny pack slots - Uses custom icon + Utility Satchel - can be equipped with backpack - Requires Tailoring 5 - Weight=0.5, Cap=15, Reduction = 75 - Equipable only on fanny pack back slot - Uses vanilla satchel icon/texture Material recipes: + Salvage Ripped Sheets (for Thread) -Takes 5 Ripped Sheets, requires one tool: Paperclip/Tweezers/Needle/Suture Needle -Creates Thread (Results based on Tailoring skill) -Each ripped sheet can generate 2 thread units, with a possible 10 units = single full Thread spool + Salvage Denin Strips (for Thread) -Similar to Salvage Ripped Sheets, but takes Denim Strips + Twist Thread into Twine + Unravel Twine + Twist Twine into Rope + Unravel Rope + Craft Sheet Rope + Salvage Sheet Rope + Craft Sheet + Craft Tarp Planned recipes (but not implemented) + Merge Thread - Working, but somewhat basic. Craft for all and move char to stop + Craft Pillow + Salvage Pillow Workshop ID: 2755409154 Mod ID: stSurvTlr
  8. Greetings to all lovers of survival. I want to invite you to a new server - Project Darkwood. Here you can find: - Reworked zombies - Various new mechanics and events - Your own story, due to which the server changes - Balanced respawn (The weapon is extremely rare and you have to fight for it) And much more. Come in, you won't regret it! IP: 157.90.212.182:8796 Discord channel: https://discord.gg/gAc7VEPMEy
  9. Japer

    Resident Evil Mod

    Here I will be showing some new items,weapons,recipes and various other stuff created for my Resident Evil Map The plan is to add as many features and items to truly live out a Resident Evil experience within Project Zomboid for both multiplayer and single player, and for custom scenes/scenarios with NPCs. Recreate old and create new stories around Raccoon City with friends and family! (Rated R for Raccoon) Download Version 1.0 Mod Features Readme Resident Evil Mod v.1By JaperForum Thread: http://theindiestone.com/forums/index.php/topic/5926-resident-evil-mod/ This mod is designed for my Resident Evil Map Project but will work fully on vanilla PZ and with any other communitymade maps. Resident Evil Map Project: http://theindiestone.com/forums/index.php/topic/4822-resident-evil-biohazard-map-project/ Highly advised to read Mod Features.txt before starting. Place Resident Evil Mod folder into C:\Users\NAME\Zomboid\mods\ folder, start up PZ, click mods and enableResident Evil Mod, restart game and start a new game to play mod. Loot spawns are not fully tested, for additional spawns delete ResidentEvilMod_Distribution fromResident Evil Mod\Resident Evil Mod\media\lua and replace it with ResidentEvilMod_Distribution X2 from the optional files folder. I suggest you use the x2 Distribution for first time using the mod so you can explore the features easier. Place ResidentEvilMod_Cheat.lua into Resident Evil Mod\media\lua folder to spawn with some of the mods items. Please report any bugs and suggestions on the forum thread so I can fix and improve the mod. Currently Available Features Reloading Tool - Some may remember this from RE3, you find various types of gunpowder and using the reloading tool you can create ammo for your weapons Herbs - Everyone has always wondered how the herbs in RE were administered to the body, and now you can do just that in PZ! Featuring red, green and blue herbs, which can be combined together to create more potent effects, they cover all your needs, from healing wounds to curing food poisoning or the cold Strains Of Virus - Well the outbreak had to happen somehow didn't it? But with all these already infected zombies running around, what is the use for a vial of the T-Virus? Well one use is to drink it to see what it tastes like, another is to throw it at your friend in MP and see how long it takes him to turn, entirely your decision. But when there is one, there are many, also included is the G-Virus, the experimental strain that has unpredictable results. Will you consume it and become exceptionally strong, fast and posses regenerative abilities? Or will it consume you resulting in death? That is a risk some of you may be willing to take. Alternatively you could play it safe, and seek out the highly sought after Anti-Virus, perhaps one day it will save your life. Weapons - So far we have handgun variants for military factions, combat knives and a grenade launcher that shoots flame rounds (not advised to be fired indoors, results may vary) Professions - Enlist today in some of Raccoon's finest specially trained units Factions - Start off as a member of S.T.A.R.S., U.B.C.S. or U.S.S. Play as your favorite and have a three way battle on MP. Each faction starts off with their own pistol variant, combat knife, specific traits and a combat vest to hold extra ammo + weapons. Wage war between opposing factions or group together for a common goal. Planned Features Guns - Variations of the pistols found through out the games, including the S.T.A.R.S 9mm handgun , magnums, bowgun, machine gun and the grenade launcher with interchangeable rounds Appearance - To play the part, you must look the part. Uniforms for RPD, STARS, UBCS etc, and of course Wesker's stylish sunglasses Infected - If possible in the future I will add some of the most renown monsters from the series, from dogs to hunters to the feared Nemesis Your Suggestions - Any feature you can think of that would enhance the experience, feel free to request it or put some of your spare time in and help out on this project
  10. So I am running a dedicated server and while we do have some mods but I do not quite think this could be why but I have noticed that I will scrap some items that can be scrapped but if I log in again the items I just scrapped are back. The save is not reverting because the days are still proceeding. I do not know what to look at or how to troubleshoot it as removing some of the mods in an existing save would just break stuff. Another example of this is that I cooked some eggs in an oven, I can log out and log back in as the server does pause when no one is logged in and the same items I cooked are back in the oven again. I do not understand what's causing it. EDIT: I can even do a admin command /save and the world will save but if I log back in the stuff is back again.
  11. Hola, vengo a invitarlos a nuestro servidor de habla hispana Nacion Z, servidor 24/7, contamos con PVP abierto por lo que las desiciones de matar o aliarte las tomas tu, tenemos sistema de refugios (unicamente si el jugador esta Offline) y sistema de facciones activos, y varios mods que mejoran mucho la experiencia del juego sin arruinar la esencia del juego. IP: 34.95.235.192 Puerto: 16261 Host: Sao Paulo Brasil Discord: https://discord.gg/sh4DNv53vU Abierto 24/7 Todos los mods se instalan automaticamente al ingresar al servidor. Todos quedan invitados, te esperamos.
  12. Running out of ammo or just discarding a weapon on the verge of breaking, this could be good reasons for why throwable weapons may be useful. If players have a weapon in hand and hold the "Push/Shove" key, the weapon should launch at the zombie and connect, based on the players "Aim Skill Level". While holding the "Push/Shove" key, players would only be able to launch the item in hand after the animation is complete. This would not only look great but add balance to the feature.
  13. By buying, I mean rewarding, since mods are usually created voluntarily with dedication. I don't know about you, but I tend to focus almlst entirely on the immersion, realism and controls of the game, rather than multiplayer which I never really liked to play with other people online. Up until now, I realized the reason I kept on playing the game (and I'm sure 99% of you also do) is how the mods are drastically improving the immersion, realism and control of the game, which the base game would be rather empty and dull without it. With mods going into the base game, the devs would only have to sometimes expand from that mod to their preference, but also make some fixes so that the mod becomes more playable. Personally, I have so many immersion-improving mods at one point, I couldn't even know what was making the game, and now I have to accept whatever error there is, because I only wished the game would become much more immersive than the base game, from more diverse firearms, makeshift armory to throwing corpses out the window and even gun suicide. You should be glad you're backed by dedicated modders who made the game much more immersive to learn from, while focusing on much more important matters, such as human NPCs and hunting. Now, as much as I like to have immersion-improving mods in the base game, this remains to be my opinion, which I admit would still need to be further discussed.
  14. Basements should have multiple entry points. On the inside of the home, basements can be accessed by a door followed by a staircase which descends into the lower ground or a trap door with a latch handle that would be followed by a ladder/rope. The outside of the home, basements can be accessed through a cellar door which can be followed by a staircase or a staircase which descends into the ground which is then followed by a door leading into the basement. When crafting a basement, pillars should be placed in specific locations to hold the ground above. Walls of the basement can also leak water in heavy rainfalls which can then flood the chamber, causing players (or zombies) to move at a slower movement speeds (depending if the player is jogging/Sprinting). Cellar windows can be another entry point for players to enter buildings in a more "stealthy approach" or be used to escape hordes of zombies. The Cellar windows can also allow players to have a "Shin-bone View" of the surrounding area. Trap doors can be crafted using Wood or sheet metal while, latch handles can be made out of rope however, if a player crafts a metal latch handle, locks can be applied to the trap door. Cellar windows can be glass or barred with metal scrap/wood planks.
  15. I have many mods installed. Most if not all of them are updated and I've tried, with my limited knowledge, to diagnose the issue but I am new to the game and modding of it. The Problem: When playing, for the most part, the game is stable even with the plethora of mods I have installed. The issue I face is when I right-click in the health tab to bandage/unbandage/disinfect a wound. The game freezes and it's a 50/50 chance that it will crash and reset the entire cell for some reason. This will reset ALL of the loot, and ALL of the Zeds, and EVEYTHING may change as well (i.e. I had 3 survivor jeeps from a mod spawn blocking in my vehicle inside of a MASSIVE horde by horde alpha... kinda died.) Not sure what's going on. Steps I've tried to fix the problem: A. Removed ALL mods - This seemed to work. B. Going through the Console.txt - I don't exactly understand what I'm looking at. C. Removing and trying different combinations of mods to try and find the specific culprit - It seems that the problem is there if there are ANY mods installed. D. Uninstalled and Reinstalled the game - No Change except as stated above with the "Removed all mods" E. Tried to verify the game files - No Change. F. Strategically removed all mod files from my computer the old fashioned way (Through the file system) AFTER a proper uninstall of the mods via the workshop. G. Coming here to ask someone with a better understanding than myself - You are currently here with me. Is there another step I could have tried? I don't wish to play without mods as I'm sure most players don't but I'm not understanding what the problem might be. I have included the console.txt for your consideration. Please and thank you for any suggestions and help. I am NOT married to any of these mods but I've found that they add some of the parts that I felt my playthroughs are missing. If there are better or more stable mods that perform similar functions please leave those suggestions too. I will happily uninstall and mods that are throwing critical errors but I'm not smart enough to know what I'm looking for. console.txt
  16. Hey there, I'm new to the PZ Server scene and I'm building my own and thinking of adding some mods. I tried looking for one but couldn't find any, Can we get a splash screen mod? Like for example, when someone joins the server, a text screen or image shows up on the screen that a user can click "x" on to close? It feels like it would be so simple to create and I'm surprised no one has done this yet (or maybe I'm just not good at using the fourms). Thanks!
  17. It seems the mods installed on a pzserver are not being updated, even when the pzserver is restarted. The only workaround I found so far is to stop pzserver, delete the following file: steamapps/workshop/appworkshop_108600.acf And then start pzserver again. Would it be possible to make pzserver to update the mods on restart? Lot of users seem to have issues because of this, so it would probably help with support too. Also, bonus point if you can make it possible for an admin to trigger the mod update process from inside the game without restarting pzserver (I understand it might not be as simple as it sounds though).
  18. FULL FIX GUIDE https://steamcommunity.com/sharedfiles/filedetails/?id=2681173441 ------------------------------------------------------------------------------------------------ It happened twice now. I got my server up, fully modded, spent some hours in it, until suddenly, mods get updated on my client when a new version is released on the workshop, but it seems the server won't react the same way. Then, the typical error pops up whenever I try to boot the server after updating: "Workshop item version different than server's", which means the server is outdated. So here I am, trying to figure out a way for the server to "force" the update on these mods. It's truly a pain in the ass. P.S.: Yes, I've already tried wiping out all PZ workshop files from my PC and also unsuscribing/resuscribing to them. Like I said, it's not a client problem, but a server's one.
  19. As title says, unable to sleep more than once per game session. Restarting game allows me to sleep once more, then unable to sleep again until next restart.
  20. Since version 2.9.9.17 introduced a nifty modloader to the game, mods have now their own folder. This means no more cluttered folders aswell as easy installing and uninstalling of mods!!! Windows (please correct me you windows folks^^) Go to your Zomboid folder C:\Users\YOURUSERNAME\Zomboid\Find the /mods folder (it should contain an examplemod folder already).Drag and drop the unzipped mod into this folder.Start the game and select the mod in the Mod-Options screen.Reboot and have funMac OSGo to your Zomboid folder /Users/YOURUSERNAME/ZomboidFind the /mods folder (it should contain an examplemod folder already).Drag and drop the unzipped mod into this folder.Start the game and select the mod in the Mod-Options screen.Reboot and have funLinux Coming soon ... Uninstalling mods Simply remove the respective mods from the /mods folder or remove them from the ingame mod-options screen.
  21. So, I play Solo most of the time, and let's just say that i suck at this game and die often, i do have the cheat menu etc installed so i CAN use god mode but i find that too booring, so instead i tried the "prevent death" option, which only heals you up if you ALMOST die, when the health reaches 0 it heals you + removed any damages etc. What I want, is a modification that does the same as "prevent death" BUT instead of healing me back to normal, i want the health to freeze at let's say 1, i.e I won't be able to die, but i still need to heal every wound to get back to full health, is this possible? If so any file i can modify? Cheers!
  22. Figured out, need this deleted.
  23. So I had an Idea for a mod, because I want to do some gaming and maybe some Twitch streams/Youtube in the coming year. I'm looking for someone who wants to make it or who knows how to because I've never made a mod and would need a lot of help to make it myself. I used to play Resident Evil Outbreak when it came out (As I'm sure most zombie fans did) and 2 things I have always wanted: 1. A Remake (And I have some hope with the remakes we have been seeing so fingers crossed!) And 2. An open world Resident Evil Game. So I've been playing PZ under the sandbox to try and recreate the Raccoon City Incident by changing the settings and so far it has been very enjoyable and I feel I'm pretty close to a classic Raccoon City Apocalypse. I have had a lot of fun so far and I think it could be an amazing experience. But I'm missing 2 very important things for the experience to be complete: 1. A Mod that effects how the virus kills you and adds items related to that. TL:DR Virus fills a meter from attacks and over time, when at 100% you become the zombies. Can be stopped temporarily with certain medical items, some craftable. Typically once infected you know that it's over and that you will die in X days. No ifs ands or buts, no delays. The change would be to make the infection follow a gauge that could be checked under the health menu, from 0.00% to 100.00% Like in the RE:Outbreak Games. Once attacked by a zombie and injured your gauge would increase 10% for a scratch or 30% for a bite, then the gauge would steadily increase by 1% per real world hour (1 In game day) Alternatively, you could start infected and then it would slowly increase by 1% per in game day and then jump up when attacked as before, giving you a soft limit of 100 days. The infection could be TEMPORARILY paused by using some items: (Times listed are in real world time, not in game time) 1 Green Herb stops the meter for 10 Minutes, Painkillers and Mixed Herb (G/G) stop the meter for 15 Minutes, Mixed Herb (G/G/G) or 1 Blue Herb can stop the meter for 20 Minutes, Mixed Herb (R/G) can stop the meter for 30 Minutes, Antibiotics and Mixed Herb (R/G/B) stops the meter for 45 minutes, Anti Virus Pill stops the meter for 50 minutes, Antivirus Pill (L) stops it for 1hour 30 minutes. Green, Red and Blue herbs can be found rarely in the forest zones (In order of rarity) by foraging, the Green or Red can be used to disinfect wounds and the Blue one can also fight normal wound infections. The Herbs can be mixed with each other and to make pills IF you have a high enough medical skill and some supplies: Some recipes I have thought of: Combining the Herbs into R/G and R/G/B mixes. No skills needed, but will need 1 mortar and pestle and 1 piece of paper alongside the herbs. Gives a moderate amount of Medical experience. To Make a basic Anti-Virus Pill: Medical LVL 3 or 5 Tools: Mortar and pestle, Heat Source (Lighter/Matches, campfire, lit stove or grill), a Spoon One Of: Vitamins, Painkillers, Empty Pill Casings (Item would need to be part of mod) One Mixed Herb (R/G) To Make an Anti-Virus (L) Pill: Medical LVL 5 or 7 Tools:Mortar and Pestle, Large Heat Source (campfire, lit stove or grill), a Sauce pan/Frying Pan/Pot/Baking Pan/Roasting Pan One Antibiotics One Mixed Herb (R/G/B) Makes 2 pills Now the important thing is that these pills won't stop wound based increases from zombies, and they do not reverse the gauge at all. You will eventually succumb, just a matter of how/when. 2. And the second thing needed for it would be an advanced customizable zombies mod. There are some mods out there that offer bits and pieces of what I'm looking for but none that offer the full package and most conflict when installed together. TL:DR A mod to store zombie 'templates' and have a way to control each templates spawn rate. Each template would store their senses strengths, physical stats and speed stat, it would also allow them to be dressed in a specific way on spawn. Basically I need a mod that would allow templates to be created much like how the zombie population can be customized in sandbox. The template would include: Zombie stats like: Strength, Speed, sight, hearing, smell and Durability multipliers. The multipliers would go from 0.1 - 20.0 times the regular population stats. Appearance including whether they are a skeleton or not and what clothing they wear. The percentage of the population they would spawn in as from 0.00001% -100.00% I'm hoping to be able to make templates for the major BOWs from REs 2/3 and maybe some of the others. ---------- For example MR X could be like: (Assuming zombies are set to normal where applicable) Strength 5.0 Speed 1.3 (On fast shamblers setting) Sight 2.0 Hearing 5.0 Smell 2.0 Durability 10.0 Wears : Leather Long coat (Black) Black Hat Black Pants Military Boots (Black) Leather Gloves (Black) Percentage: 0.001% ------- While a Hunter Beta would be like: Strength 3.0 Speed 2.0 Sight 1.0 Hearing 2.0 Smell 7.0 Durability 2.0 (3.5 for remake version) Wears: Skeleton form Ghillie suit Percentage: 0.02 So If anyone knows some mods that work together and allow these kind of features, or knows how to make it or wants to, I'd love to hear about it! Happy new Year everyone, hopefully it will be a bit better than 2020.
  24. 1) "Apply the list of the mods to the all existing saves". 2) "Apply the list of the mods to the last save". 3) "Automatically apply the list of the mods to the last save".
  25. Hi, i encountered this bug, when i wanted to add another mod to my already running game. When you click on the "choose mods" button when loading the game, you get an empty screen (only the background picure of the game still exists). Now, this bug doesnt happen, if you clicked atleast once on the "Mods" button in the main menu before attempting to do this (once per game start is enough). As i found out, the reason for this is, that the game tries to display a box with text, using a function that does not exist. In the file "ISModsNagPanel.lua" in the location Steam\steamapps\common\ProjectZomboid\media\lua\client\OptionScreens in line 32: self.richText:setText(getText("UI_ModsNagPanel_Text")) The function "setText" doesnt exist. Replacing it with: self.richText.text=(getText("UI_ModsNagPanel_Text")) fixes the problem.
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