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Found 7 results

  1. Introducing My Ears Are Covered Mod for Project Zomboid, a mod that adjusts the sound effects in the game when your ears are covered, providing a more immersive and realistic gaming experience. Now, ear muffs and other hats that cover ears really muffle the sound, enhancing the gameplay and depth in both single and multiplayer modes. Here are some features of the mod: Adjusts sound effects when your ears are covered, making the game more realistic and immersive. Compatible with Shark's Law Enforcement Overhaul, Shark's (and Peach's) Military Uniform Improvements, Authentic Z, and Paw Low Loot (41.50) + PATCH. Enhances gameplay and depth in both single and multiplayer modes. If you are using any of the mods listed above, the My Ears Are Covered Mod is a perfect addition to your gaming experience. Get ready to dive into a more immersive and challenging gameplay experience with this mod. Steam Workshop Link
  2. RockyX

    Sanity

    Greetings, survivors! We are excited to introduce the Project Zomboid Sanity Mod, a realistic and immersive addition that factors in your character's mental health during survival. With mechanics like fatigue, hunger, and stress affecting sanity, this mod enhances gameplay and depth in both single and multiplayer modes. MECHANICS: Fatigue, Hunger, Thirst, StressFromNotSmoking, and Unhappiness (Also Smell if using Excrementum Mod) affect Sanity. Wetness, Panic, Pain, Boredom, Stress, and Health work as multipliers for Sanity change. For example, if your character is extremely hungry and stressed out, they will lose sanity faster. Once your character loses enough sanity, they will start mumbling and performing self-harm. Mumbling is server-sided and can be seen by other players and heard by zombies. ADDITIONAL FEATURES: Settings for this mod can be adjusted in the sandbox. The mod adds a new item called Xanax (which does not increase sanity yet) and new traits. Optional setting for nightmares and new ambiences. WORKS WELL WITH: Excrementum - now when you sh*t yourself, it actually affects your sanity. INCOMPATIBLE WITH: Danger Moodles (Insanity) MoodleSanity Steam Workshop Link
  3. Hi! I want to update a mod which I've posted in the steam workshop. It has currently over 3000 subscribers. However, I learned that the update may break multiplayer save games (singleplayer seems not affected). I don't want that the subscribers looser their save games but I also think that the update might be really beneficial in the long turn. (It doesn't change gameplay. It is just an overhaul of the code which hopefully increases stability and compatibility with other mods.) What do you think is the best way to go? What would you do in such a situation? One option might be to upload the updated version as a new mod to the steam workshop and mark the older version as outdated but I am not sure whether this a good idea from the workshop point of view (there are already so many mods in there...). I am also not sure if the workshop policy allows this. Does anyone know whether this is allowed in the steam workshop? PS: I also posted this question in the steam discussions forums. See here: https://steamcommunity.com/workshop/discussions/18446744073709551615/3198118348345253358/?appid=108600 Hope that's ok.
  4. Maris

    Mod collision

    What if two mods have an item with the same ID but different properties? What definition will be stronger? Is there any rule about how Zomboid decides which mod is stronger?
  5. Hello everyone, I just wondered if there is a mod out there making Hydrocraft and ORGM compatible ? I just can't seem to find anything on Google... Some Hydrocraft recipes require a vanilla gun/shotgun/hunting rifle, but if you play with ORGM, you can't find those... Regards, Evan.
  6. As a player with a low-end pc, I appreciate how hard everyone is working to continue to make this game functional on older/cheaper machines. But as a member of the community, and a passionate believer in the mission, please don't sacrifice a great game over my ten year old hardware. What you have is something special, and it deserves all the love and attention it can get, regardless of whether or not my old rig can run it. My suggestion, and my humble, heartfelt request is that if a choice must be made, please put your vision ahead of my frame-rate. I want it to be the best zombie not-survival game on the market.
  7. Hey everyone! So, I'm going to give some coding sniplets of things I think might be usefull for everyone here. With the main focus on keeping compatibility issues between mods as minimal as possible, and retaining the same functionality. Sounds good right? So here is the first one, for adding things to the build menu! --Creation of the sub menu in the original script:--Creation of the sub menu in the original script:--local buildOption = context:addOption(getText("ContextMenu_Build"), worldobjects, nil);--local subMenu = ISContextMenu:getNew(context);--What you use to add to the existing build submenu in your own script:local subMenu = nil;local buildOption = nil;for i,v in ipairs(context.options) do if v.name == getText("ContextMenu_Build") then buildOption = v; subMenu = context:getSubMenu(buildOption.subOption); endendif subMenu then --Now you can add your stuff to the build menu. --subMenu:addOption("Build <your object name>", variable1, ISYourClass.onYourFunction, variable2, etc);end What it does is check the already created context menu (the dropdown thing you get when you right click) looks for the submenu called "ContextMenu_Build", and once found it uses that. This way multiple mods can add to it, and there will be no need to overwrite the original lua file. Hope it helps <3
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