Search the Community

Showing results for tags 'mod'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • News & Announcements
    • News
  • Project Zomboid
    • PZ Updates
    • General Discussions
    • Bug Reports
    • PZ Support
    • PZ Multiplayer
    • PZ Community & Creativity
    • PZ Suggestions
  • PZ Modding
    • Tutorials & Resources
    • Mods
    • Items
    • Mapping
    • Mod Ideas and Requests
  • General Games Development
    • Indie Scene
  • Other Discussions
    • General Discussion
    • Forum Games & Activities
    • Pen & Paper / Community RPGs

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL







Found 126 results

  1. Here you will find a (hopefully) comprehensive guide to map modding using TileZed, from scratch, to uploading to Steam Workshop. Step 1) Installation and setup Spoiler - Download the latest version of TileZed here ( Unzip the download to a destination of your choice (c:\, or desktop for example), it's usually best to create a new folder first, called for example, "Zomboid Mapping" and unzip the download into that folder, you will end up with 3 new folders, TileZed, WorldEd and Tiles. - To load the program, navigate to the TileZed folder and double click on TileZed. WorldEd and BuildingEd are both opened from within TileZed's menu's. 3 Step 2) Creating a new map - Creating A Master Image Spoiler The first thing you need to do to create a new map mod is to create some basic images you can import into WorldEd. You will need a paint program such as Paintshop, Gimp or Paint.Net (I use and it works great). Open your paint program of choice and create a new image, each pixel of the image will correlate to 1 tile when in game, so, if you want to create a map that is a single "cell" in size, you would create a 300x300 pixel image. If you wanted to make a 2x2 cell map you would create a 600x600 pixel image etc. Once you have created your new blank image save it as a png file (eg. MainMaps.png), this is so you can work with multiple layers, which will make your life way easier! - Creating The Base Map Image Spoiler Now you have your blank map image up and ready we need to setup the exact colours we will be using to draw the game world (when importing your image into WorldEd every pixel gets read and converted into the relevant tile (if the colour is recognised by WorldEd)). Use your programs colour palette to enter the colours below using the RGB values given: -----Base Map Colours---- Dark Grass | 90 100 35 Medium Grass | 117 117 47 Light Grass | 145 135 60 Sand | 210 200 160 Light Asphalt | 165 160 140 Dark Asphalt (main roads) | 100 100 100 Medium Asphalt | 120 120 120 Gravel Dirt | 140 70 15 Dirt | 120 70 20 Dark Pothole | 110 100 100 Light Pothole | 130 120 120 Water | 0 138 255 ----Veg Map Colours---- Dense Forest | 255 0 0 Dense Trees + Dark grass | 127 0 0 Trees + grass | 64 0 0 Mainly grass, some trees | 0 128 0 Light long grass | 0 255 0 None (black) | 0 0 0 Now you are ready to start drawing your base map, for now you should ignore all the colours listed after water as you will be drawing these onto separate vegetation map layers. Example: Spoiler MAKE SURE TO TURN ANTIALIASING OFF AND CHANGE BLEND MODE TO OVERWRITE BEFORE HAND! (otherwise you will get colours not recognized by WorldEd, leading to extra work later). - Creating The vegetation Map Image Spoiler Now you have created your base layer which should contain your main roads (using the dark asphalt colour), paths and side roads (light asphalt, dirt, gravel dirt), dirt, water, sand and grassy ground (dark/medium/light grass), save this image as a BMP (eg. MyMap.BMP) (if warned about flattening the image just select yes/continue/ok) it's now time to start drawing the vegetation map on a new layer. Close the BMP image you just saved and create a new layer on your original .png,have it above your base layer (it should put itself there automatically), copy your original layer and paste it onto the new layer, then hide/untick your base layer. On this new layer start by selecting the None(black) colour from above and flood fill all the roads (and any other area where you do not want vegetation to grow such as water, sand etc (erosion vegetation will still work fine)) and delete any/every other colour from this layer, leaving just the black areas you just created. Now start drawing the other five colours (the ones you ignored when creating your base map) on places where you do want vegetation to spawn. Start off with using a seperate layer for each colour, starting with the Light long grass, just flood fill that entire layer with it, then drag your black "no veg" layer above it, this allows you to see the road/building layout easily. Then work your way up through the other colours (creating new layers for each one, each one above the last in the order list) as needed, all the way to the dense forest one. Save your PNG now, you're going to make some temporary changes you dont want to save. To save this as a vegetation image, make sure your base layer is still hidden/unticked (so only your vegetation layers are visible) and then start merging your vegetation layers together, from the top down. You should now be left with 2 layers, a single vegetation layer, and your hidden base layer, save the image as a BMP (eg. MyMap_veg.BMP) (if warned about flattening the image just select yes/continue/ok), note that this image MUST be saved with the same name as your base map BMP with the added "_veg" at the end, it must also be saved in the same folder as your base map BMP. Once you have saved the veg map BMP, close that image and then close your PNG WITHOUT saving, unless you want your vegetation layers to be permanently merged, making it a lot harder to make edits, if needed, in the future. Example: Spoiler - Creating The Zombie Spawn Map Image Spoiler You will also need to create a new image called a zombie spawn map to tell the game about the density of zombies in our map, this is a black and white image that is 10x smaller than your base and vegetation images, so, if your map image is 600x600 pixels, your zombie spawn map would be 60x60. Start by flood filling it black (black means no zombies), then add white and grey lines/circles/patches where you want zombies to spawn, white is highest density, getting lower and lower with darker greys. (example), Save this in the same folder as your base map and veg map, again giving it the same name but this time with the "_ZombieSpawnMap" suffix (eg. MyMap_ZombieSpawnMap.BMP). It can be handy to make sure anti-aliasing is enabled when creating this image as it will naturally add shades of darker grey around any white or greys you place. You now have all the required images to create a new world in WorldEd. Example: Spoiler - Importing into WorldEd Spoiler Open TileZed, click on the Tools menu and then Click on WorldEd, this will open a new window, click on New, give it the size of your map (e.g. 2 cells x 2 cells) and click ok, you will now see a number of numbered squares depending on the size of your map. Each one of these squares represents an in game Cell (300x300 tiles). Now, navigate to the folder where your map mod images are stored and drag and drop the base image (MyMap.BMP) into the WorldEd window, making sure it covers all the numbered squares correctly. Once done, click on File and then BMP to TMX, on the window that pops up, click on the 3 dots in export directory and create a new folder (e.g. MyMapMod) for your mod and click on select folder, then before you press ok, make sure "Assign generated maps to world" and "Report unknown colours" are both ticked, then click ok. Click ok on the sanity check (make sure you aren't accidentally overwriting the wrong mod etc) and WorldEd will do it's magic. Now, if you forgot to turn anti-aliasing off, WorldEd will probably pop up and tell you your image contains rogue colours, it will then list each rogue colour found along with the co-ordinates (in pixels) of every pixel with this rogue colour, you will need to open your images, find ALL of these pixels/colours, replace them with the correct colour(s) from step 2 then re-import into Worlded, otherwise you will end up with errors in your game world when it comes time to play. If WorldEd didnt throw up any colour errors then all you need to do now is click on file and save, give your world a name (I like to use the same name as the map to avoid confusion) and save, you now have the basics of a new map, to which you can now start adding buildings and world detail! Step 3) Creating/Adding custom buildings Navigate to your TileZed folder and create a new folder inside named Buildings, this is where you are going to save any buildings you make or download. - How to create custom buildings Spoiler Open TileZed. Click on Tools then Building Editor In the new window click on New Building. In the settings window that pops up you can choose a template and the plot size for your building. The templates provide pre-made room definitions for certain types of buildings, which are crucial for spawning the correct loot in the right places. For now choose “none” for the template and leave the plot size at 20x20 tiles. It's always best to make your plot a bit bigger than your actual building and surroundings will be as you can shrink your plot to match your finished building later. Click OK. You will be presented with a grey screen with a grid of 20x20 squares. For now, make sure Iso is selected on the left of the window. The first thing you need to do now is create some room definitions for your new building, this will allow the game to spawn the correct loot into the right places, such as food into kitchens, clothes into bedrooms, medicine into bathrooms etc. At the top of the window, click on Buildings and then Rooms (or you can use the Rooms icon on the toolbar). In the small window that popped up. click on the + in the bottom left to add a new room type. On the right you can now give your new room a name which can be anything you want, and an internal name, which MUST match one of the names in this list: You can now draw your new room on the tile grid by clicking and dragging with the left mouse button (make sure the Draw Room tool is selected at the top of the window). Notice how the colour of the tiles turns to the colour you selected for your room in the previous step. Once you let go of your left mouse button your room will appear. You can change the shape of the room by clicking and dragging more pieces that connect up, or by holding CTRL and clicking/clicking and dragging to delete parts of a room. You will see that placing tiles of the same room type next to each other will automatically delete the internal wall between them, and placing tiles of different room types (e.g. living room and kitchen) next to each other will maintain the internal walls. You can create new internal walls (or delete internal walls) using the Place Wall tool (located to the right of the Draw Room tool). Simply click on the Place Wall icon, select the tiles you want to use for it's interior and exterior facing walls as well as grime etc and then left click and drag your wall on the tile grid, right clicking on a wall you place will delete, to edit it's length, left click on one of its "ends" and drag. So now you've finished placing the rooms for your ground floor you probably want to place some windows and doors. Click on the Place Doors tool at the top left of the window, then using the tile and furniture menu on the right, use the Doors and Door Frames options to select the door you want to use, then simply click on the tile grid where you would like the door to go. Exactly the same method is used for placing windows, except using the Place Windows tool at the top of the window instead (located to the right of Place Doors). You've now placed your windows and doors, but maybe you realised that your building is 1 tile too wide and you need to make it smaller. Just select the Draw Room tool, hold CTRL and click and drag on the area you want to delete. That worked, but your doors and windows that were on that side of the building are now floating in thin air, 1 tile out from the "new" wall. You can easily get around this by selecting the Select and Move Objects icon at the top of the window, then clicking and dragging the area select over the doors/windows etc you want to move, then clickng and dragging one of the rectangles at the base of one of the objects, all objects will move together as one, making bulk/mass changes easier to deal with. Now it's time to place some furniture down, simply use the Tiles and Furniture menu on the right of the window to browse through and select the furniture piece you want, then at the top of the window the Place Furniture icon should now be clickable, once selected simply left click on the tile grid where you would like your furniture to go. Right click will delete a previously placed piece. You will notice that items will automatically orient themselves to have their backs to the wall if placed against one. If put up against 2 walls (such as the corner of a room) you can change its' orientation by moving your mouse cursor within the tile it's to be placed on. You can also select the orientation of furniture by holding the left click down as you place it and moving your mouse round, once in the desired orientation, simply let go of the left mouse button. If you are placing multiple objects on the same tile then the last object added will be drawn on top, so if you want to have a chair on top of a rug, make sure you place the rug first and then the chair. Your ground floor is complete, now it's time to add some stairs and a first/top floor. Click on the Place Stairs icon on the toolbar at the top of the window, select the stairs you want to use in the Tiles and Furniture menu on the right and then left click on the tile grid where you would like to place your stairs. Right clicking on previously placed stairs will delete them. Now click on the Floor icon on the toolbar, this will pop up a new window that lists the floors of the current building (currently only Floor 1). Click on the blue + icon to add a new floor, you should see that it has added Floor 2 to the list, above Floor 1, click OK. Now that you are back to the tile grid you will notice that your building currently looks darker, however if you look at the toolbar you will also notice that the floor icon has changed (now reads Floor 2/2), indicating that you currently have your new floor selected, and any room/items you place will be on this floor. You can now place rooms and furniture etc like before (making sure the correct tool is selected in the toolbar), notice that when you add a room that sits above your previously placed stairs on the floor below, BuildingEd will automatically "cut holes" in the floor to allow the player to move between floors. If any of your lower floors are not covered by rooms on higher floors then don't forget to add some roof pieces over the gaps. To do this, navigate to the floor above and then click on the Place Roof icon in the toolbar and select a roof type (e.g. Flat Top), then on the right of the window select Roof Tops (or Caps/Slopes depending on the roof type being used) under Tiles and Furniture and select a roof tile to use in the area below. Then click on the tile grid where you would like to place the roof tile (e.g. a flat roof tile to cover a ground floor room is placed on the "floor" of the next floor up). When you want to add a roof to your top floor, create a new floor using the Floor icon like before, then select the Place Roof icon in the toolbar, select the type of roof tile you want to add and place on that new layer. Flat roof tiles are by far the easiest to add, bu the prettier sloped roofs can be figure out with a little bit of trial and error, again using right click to remove any previously placed pieces, just remember to have the correct roof type selected in the Place Roof tool depending on what tile you're trying to add. Finally you might want to add detail around the outside of the house such as gardens and paths. To do this, first click on Tile (underneath Iso) on the left side of the window, you should notice that the options on the right of the window have changed. At the top right is a list of every layer, ticked layers have all tiles placed on that layer visible in the tile grid, un-ticking them makes those tiles invisible, allowing you to hide the buildings walls when placing flowers or ground tiles for example. At the bottom right as a list of all of the different tiles you can use. Click on the category and then the desired tile on the right. Left clicking on the tile grid will place the selected tile on the selected layer, overwriting any tile that is already at that location and on that layer. Hold CTRL and left click to remove a tile from the currently selected layer. Lastly you will need to add a room definition for any full tile roof peice that is not over an internal room of your building. This is to allow the new roof occlusion system to function correctly. For any bits that are above an internal room, simply make sure that room has a room definition (all room in buildings should, even hallways etc). If the roof bit is over an outside area (such as a porch) then instead of giving it an internal room definition, which could possibly mess with loot tables etc, use the new room definition made for this situation - emptyoutside. In the example below you can see that this building has a porch roof outside the front door, all other bits of roof are already over a pre-existing room definition and so we don't need to worry about them. We do need to add an emptyoutside room definition on/under the porch roof however as there currently is no room definition outside the building. In this example, the porch roof is on the roof layer of floor 2. If we check Ortho view you can see that a room definition of emptyoutside yellow) has been applied to the corrosponding tiles on floor 2. If you're having problems getting it to work properly, remember: every "full tile" roof peice (the little overhang peices you see in the example above do not need to adhere to this rule, just leave them as is if you have any) must be "over/on" a room definition, so make sure every room in your buildings has a room definition (including hallways etc). Add a room definition of "emptyoutside" (without " ") to any full tile roof peices that do not sit "over/on" an internal room definition. Now your building is complete, its time to save it. If you havn't already, create a folder inside you TileZed folder called buildings, you can create any number of sub-folders in here to help organise your buildings if you like. Now, in BuildingEd, click on File and Save As, navigate to your buildings folder, give your building a name and save it. To make life easier when creating similar buildings in the future it's a good idea to save your buildings template, so when you create a new building you can select it's template and have all of your room definitions, wall tiles etc already set up for you. To do this, click on Building and the Properties, here you can see the default tiles that will be used on any building created with this template. To the left is also a button for checking/editing the room definitions. Clicking on Save Template will ask you for a name and then save it to the list of templates. As you can see you can quickly edit and create multiple templates rather fast using this method. - How to add buildings to your map Spoiler If it's not already open, open WorldEd (open TileZed, clikck Tools and then WorldEd) and load your previously saved map. You can now edit your map by double clicking on one of the cells, it will open a new tab (named cell x,x) containing a preview of what that cell will look like in game. You can use the sliders to navigate the camera around the map as well as holding down control and using your scroll wheel to zoom in/out. To the right of the preview window you will see a couple of areas, one labeled "maps" and one labeled "history", in the maps section, navigate to your buildings folder, you will see all of your buildings listed as tbx files (you can create multiple folders within the buildings folder if you like to help organise your buildings to make them easier to find). All you need to do now is click and drag a tbx from the section on the right onto the preview window (make sure "Select and move lots" is selected on the toolbar at the top of the screen), you will see the building moving with your mouse cursor over the world, just drop it wherever you want it to go. Once you have placed all the buildings you want on this cell click on File and then Save and then close the tab (named cell x,x). You should now be back to seeing your entire map. You can now repeat the process for each other cell. Once you are finished adding buildings (you can always add more later if you want to start off small and test a few things first) come back to the world view and save your map. Step 4) Exporting and testing the map- Exporting Spoiler Before adding world detail such as lamposts, road markings, road signs etc you probably want to load your map up and run around in game to make sure everything is as you want it because any world detail changes you make will be lost if you need to make edits to your BMP files and re-import them into WorldEd. The first thing you are going to need to do is add a spawn point (or more) on your map. To do this you will first need to create a spawnpoint.lua file, just navigate to the folder you created when you imported your BMP's into WorldEd (e.g. MyMapMod) which by default will have been created in your TileZed folder. Once there create a new text document, open it and then click on save as, change Save as type to All files, name it spawnpoints.lua and click save. Then open WorldEd and load your map, double click on the cell you want to add a spawn point to, once it opens, click on the "add spawn point" tool at the top of the window and click on the map where you want your spawn point to go, it will place down a prism to allow you to keep a visual track of your spawn points as well as opening a dialogue box to select the profession that can spawn here (if no boxes are ticked then nothing will be added to the spawnpoints.lua file when you write spawn points). Once finished, save the cell, come back to the world view (close the cell's tab) and click on File and then Write Spawn Points, on the dialogue box which pops up, navigate to and select the spawnpoints.lua you created above and save. Once you have created your spawn point(s), save your map then click on File and then Genrate Lots>All Cells. Here you will be asked for 4 things, the first being the directory your lot files will be saved in, click on the 3 dots and navigate to the folder you created for your map mod when you imported your BMP into WorldEd, then right click and create a new folder called Lots, select this folder. Secondly it needs your zombie spawn map, just click on the 3 dots and navigate to your zombie spawn map and select it. Third is the Tile Definitions folder, again click on the 3 dots and this time navigate to your Project Zomboid Steam Install folder (c:\Program Files\Steam\SteamApps\Common\Project Zomboid), click on the Media folder and then click Select Folder. The last thing is the World Origin. If you are making a stand alone map which is not connected to any other maps then you can just leave this as is. If however you are wanting to add your map to an exisiting world or overwrite a cell(s) in an existing world you will need to change these values. The cell of your map that is at 0,0 (the one furthest to the north west) will be given the values you use here, allowing you to offset your map to make existing maps bigger or overwite cells of an existing map. Once ready, click ok - Getting it in game Spoiler OK now you have all of the files you need to test your map in game, so lets go ahead and do that. First, create a new folder on your desktop (or somehwere easily accesible) and give it a name (e.g. MyMapMod), inside create another folder called media, inside there create a 3rd folder called maps and then inside there, create a final folder called MyMapMod (or whatever the name of your map is). Inside this final folder is where you want to put all of the .lotheader, .lotpack and .bin files that were created when you generated the lots for your map, as well as the spawnpoints.lua file and and objects.lua (dont worry about this for now, you will create one when you add foraging zones later). You also want to create a text file(it will actually be saved as a .info file), using Notepad, in this folder, called map, include the following: Spoiler title=Your map name here lots=Muldraugh, KY description= Your map description here (in this example were adding/overwriting cells in the base games map, but all the files will be kept seperate so the mod only appears when selected in game(hence the lots=Muldraugh, KY)). Click on File and Save as, now instead of saving it as a text file, at the bottom, select Save as type and choose All Files, then name the file The next file you need in this folder is a PNG file called thumb.png, this is the thumbnail used in the games menu for your mod, for now you can just create a blank one using your paint program and save it in this folder. From this folder, navigate up 3 folders until your in the first one and can see the Media folder, in this first folder, alongside the media folder you want to create 2 final files, the first is a file, again just create a txt file (saved as .info instead of .txt) this time called mod and include this info: Spoiler name=The Name Of Your Mod Here id=The Name Of the First Folder You Created Here (e.g. MyMapMod) description=Description Of Mod Here poster=poster.png The very last file you need is another png, just copy your thumb.png you created a little earlier, paste it here and rename it to poster.png All that's left to do now is drag and drop (or copy and paste) that entire folder structure into: C:\Users\YourUsernameHere\Zomboid\mods Then load up Project Zomboid, click on Mods, enable your mod, create a new game and select your map on the world selection screen. You should find yourself spawning in on one of the spawn points you created earlier. If you want to give players the option to spawn at one of the games vanilla locations (Muldraugh, West Point, Rosewood) as well as your own, then you will want to create one more file alongside your spawnlocations.lua called spawnregions.lua, which includes this code: Spoiler function SpawnRegions() return { { name = "Muldraugh, KY", file = "media/maps/Muldraugh, KY/spawnpoints.lua" }, { name = "West Point, KY", file = "media/maps/West Point, KY/spawnpoints.lua" }, { name = "Rosewood, KY", file = "media/maps/Rosewood, KY/spawnpoints.lua" }, {name = "My Map Mod", file = "media/maps/MyMapMod/spawnpoints.lua" }, } end This will show a spawn location pop up in game after selecting your mod as the game world for your new game, in this case allowing the player to select between one of the 3 vanilla locations or the location(s) you set up when you created your mods spawn points. Step 5) Adding world detail Spoiler Now that you have had a run around your map in game and are happy with the layout, vegetation, bulding placement etc it's time to start beautifying your map by adding detail. To start, open TileZed and then open WorldEd, load your map. Right click on the cell you want to add detail to and then click on "open in tileZed". Bring TileZed to the front (or minimise WorldEd) and you will notice you have a zoomed in view of that cell. In map window to the right of the screen, click on the layers tab halfway down, the window above should populate with a number for layers with different names, these are what you will use to place your various bits of detail, allowing you to stack multiple things on top of each other without overriding the previous one (such as road markings on roads, trees on tiles with grass etc). Below this will be a tilesets window listing all of the different tilesets currently used in game, clicking on one of the names will display its contents directly to the right, as you will see, most tilesets have multiple tiles. Adding detail to your world is simply a matter of finding the item you want to place from the tilesets, making sure you're on the correct layer (so placing a tree wont delete the ground tile etc) and then clicking where you want to peice to go (making sure the stamp brush tool at the top of the window is selected). There's a lot of useful tools listed along the top to help you, such as undo and a rectangular select to allow you to copy and paste areas of detail, for example, simply place down some road markings from the street_trafficline_01 tileset on to the FloorOverlay layer, then select the Rectangle Select tool, select the cells with the road markings on, press CTRl+C and then CTRL+V, now you can click away, placing copies of that area (only tiles on the currently selected layer) with a single click, allowing you to place large amounts of detail rather quickly. Once you are finished adding detail to your cell, click on File and Save then close the tab. You can now go back to WorldEd and repeat the process with each other cell, once complete come back to WorldEd, click on File and Generate Lots. Your world detail has now been saved and can be seen in game. Any time you make changes to your map and want to test it in game you will want to re-copy all the .lotpack, .lotheader and .bin files along with your spawnpoints.lua and objects.lua into the folder structure you created in the step above "Getting It In Game", overwriting old files as you go, then copy into: C:\Users\YourUsernameHere\Zomboid\mods as you did before, again overwriting if asked. Step 6) Adding foraging and vehicle zones Spoiler Find the .pzw file for your map mod (generally in the parent folder to your mods .lot files) and open it in a text editor (e.g. Notepad). Look for the line(s) that starts with "<bmp path= ...", after the last one, paste this chunk of code: Spoiler <objecttype name="TownZone"/> <objecttype name="Forest"/> <objecttype name="DeepForest"/> <objecttype name="Nav"/> <objecttype name="Vegitation"/> <objecttype name="TrailerPark"/> <objecttype name="Farm"/> <objectgroup name="TownZone" color="#aa0000" defaulttype="TownZone"/> <objectgroup name="Forest" color="#00aa00" defaulttype="Forest"/> <objectgroup name="Nav" color="#55aaff" defaulttype="Nav"/> <objectgroup name="DeepForest" color="#003500" defaulttype="DeepForest"/> <objectgroup name="Vegitation" color="#b3b300" defaulttype="Vegitation"/> <objectgroup name="TrailerPark" color="#f50000" defaulttype="TrailerPark"/> <objectgroup name="Farm" color="#55ff7f" defaulttype="Farm"/> Save the file and close it. Open TileZed and then WorldEd and load your world, dbl click on the cell you want to add foraging to. Click the "create object" button at the top of the window. At the bottom of the window you will see 2 selection boxes ("Level: 0" and "Obj Grp: <none>") Click on "Obj Grp <none>" and you will see the list of foraging zones you can add to the world. Select the type you want, you can then draw a rectangle on the game world by clicking and holding left mouse button. You can add multiple rectangles of any type and size to each cell, allowing you to be as specific or general as you want. Once done, save the cell, close it and move on to the next. Adding vehicle zones is very similar to adding the forging zones. Simply add the following code to your map mods' PZW file the same way as you did for the foraging zones above. <objecttype name="ParkingStall"/> <objectgroup name="ParkingStall" color="#85929e" defaulttype="ParkingStall"/> List of vehicle zone names to use in WorldEd: bad good medium sport farm junkyard trafficjams trafficjamn trafficjame trafficjamw rtrafficjams rtrafficjamn rtrafficjame rtrafficjamw police ranger fire mccoy fossoil postal spiffo radio ambulance burnt The first group is the most common type of vehicle zones used. The second group are for traffic jams pointing in specific directions to immitate the flow of traffic. The ones prefixed with r will spawn less than the regular trafficjam zones. The third group are specific zones for the type of vehicles listed, they are still also spawn random cars but will also spawn the vehicle listed. The final one will add random burn out vehicles. Vehicle zones should be placed as a multiple of 4x3 tiles (4x3, 8x6, 28x3 etc) with 4x3 being a single vehicle, 4 being its side and 3 being its front/back. Once done, load your map mod up in WorldEd, open a cell and add your new vehicle zones as you would foraging zones. Whenever you add a zone you need to use the objects panel on the left of the WorldEd window to give the zone a name (use the names listed above) that will be visible in WorldEd as a tag over the zone, making it easier to keep track of what you have placed where, if these are left blank then the game will default back to grabbing random vehicles from the ParkingStall zone. Example: After you have added vehicle zones to all of your cells, save your map. If you are having trouble with your vehicle zones, you can always take a look at the vanilla objects.lua within the muldraugh folder of your zomboid install, once opened just search for "ParkingStall" to see examples of vehicle zones used in the vanilla vehicle branch. Once all cells have had their foraging and vehicle zones added close any cells left open so you are back to the main world overview in WorldEd. Click on File and the Generate Lots>All Cells. If they aren't already then make sure your path to your lots directory and zombie spawn image are complete. Then for your tiles definitions folder you want to point that to the media folder inside your Project Zomboid installation folder (steam>common>... etc). Once done, click ok. Click File and then "Write spawn points to lua", then click on File and click "Write objects to lua". Step 7) Uploading to steam workshop Spoiler Create a folder (anywhere for now, desktop is handy) with the name of your mod (e.g MyMapMod), place your mods preview picture (named preview.png) and a .txt file called "Workshop" which includes the following code: Spoiler version=1 title=Your Mod Name Here description=Your mod description here description=Second line of your mod description here (you can add more description= lines if you like) tags= visibility=public then save the file. Within the same folder as these 2 files create a new folder called "Contents", and inside the Contents folder add another folder called "mods". Inside this folder is where you want to copy and paste your mods main folder (the one you have been placing into c:\Users\Yourusernamehere\Zomboid\Mods when you test your mod in game). Once this is done cut/copy/paste the entire folder structure into your C":\Users\YourUserName\Zomboid\Workshop" folder and load up PZ. Click the "Workshop" button towards the bottom left and the click "create and update items", then select your mod (if it doesn't show dbl check you added it to the correct folder which will be shown at the top of the screen). Make sure the items details are correct and then press next, your mod will then be uploaded to steam workshop (wait for the upload confirmation)and should be viewable within the hour. You now have a map mod on steam workshop! Anytime you update your mod, simply copy/paste the updated files over the existing ones in your "C:\Users\YourUserName\Zomboid\Workshop" folder and follow the above step again from loading up Project Zomboid, anyone subscribers will have the update pop up in their downloads automatically. Tips Spoiler Map Image Creation: If you are using, I recommend the Selective Palette plugin. You can choose a palette of colors and all pixels in your image will be assigned to the closest color. Find it here: - Ciber Ninja More Coming Soon FAQ's Spoiler Coming Soon Other Helpful Guides Spoiler Building Making - Current Room Definitions How To Add Custom Texture Packs And Tile Definitions Blackbeard06's Video Mapping Tutorial - Thuztors Mapping Guide PDF How to Support 1x and 2x tiles How to create lootable maps for your map mod How to combine Map mods Big thanks to Capt_Paradox, Blackbeard06, Suomiboi, Thuztor and the whole modding community <3


    Hello! I would like to see the "MOD \ MODE" Scenario, you all say that it is already a long time ago, BUT! It is not what it should be, namely: @: * I would like to see "PASSAGE MODE", so that the game itself would dictate the rules in the passage (!!! That the players themselves could create the SCENARIO \ EDITOR !!!) that to reach the GOAL \ FINISH, to get through. And not just stupid and endlessly survive. If my thought is not very clear about what I am, then after I write now, then you will understand everything that was written earlier. Let's start! @ *** I mean that it would be possible to PASS through, from point A to point B, that the game would have an end not only if you die, but also if you survive. It would be cool to recreate any scenes from the movie where the heroes were saved. I know that there is no place for Happy Endu in PZ, the game initially prepared Us for smeri, but to see such a regime would be very pleasant. Personally, it’s boring to just survive, and it would be interesting, and not alone would I be interested, I am sure of it. Thank you for reading my post!
  3. **THIS IS A NEW FEATURE THAT CURRENTLY ONLY WORKS ON THE WEATHER TEST BRANCH, MAKE SURE YOU ARE SUBSCRIBED TO THE WEATHER BETA BRANCH BEFORE TESTING** 1) The first thing you want to do, as with most mods is to create your mods folder structure, use the image below as a reference, replacing MOD_NAME with the name of your mod: Don't worry about the files shown above, you will be creating them as you follow this guide, just make sure to remember, anytime you see "MOD_NAME" in this guide, replace that with the name you chose for your mod. 2) In your "..mods/MOD_NAME" folder, create your "" text file which contains the following code: Remember to replace all "MOD_NAME"'s with the actual name of your mod. 3) In the same folder, create/place your MOD_NAME.png , this will be the thumbnail used in game as the poster/picture for your mod. 4) Next up, in your "mods/MOD_NAME/media/lua/client" folder, create your MOD_NAME.lua file with the following code inside: This is the script that will load your model and scripts into the game, it also controls the spawn rate for the car in each type of zone as well as providing the vehicle mechanic overlay. Remember to replace all instances of "MOD_NAME" with the actual name you chose for your mod. 5) Next, in your "mods/MOD_NAME/media/scripts/vehicles" folder, create your MOD_NAME.txt file containing the following code: This script example contains all of the parameters to control the simulation of the vehicle, such as engine power, gear ratios, collision cube and much more. You will (hopefully) find it well commented to give you an idea of what each parameter does. You can look in the games "media\scripts\vehicles" folder for a vanilla vehicle script that more closely reflects the vehicle you are adding rather than starting with the example above, have a good look through them all to get a sense of the different templates you can use and the various changes that can be made to different components. 6) Now you need to (if you have not already) make the 3d model for your vehicle. We suggest using Blender, but as long as you're experienced in 3d modelling, any program that can export .ply files should work, just make sure your faces are triangulated, in Blender you can do this by selecting your model in Edit mode then pressing Ctrl + T. Then drag and drop the exported ply file onto the converter supplied below (unzip the below file, drag your .ply directly onto the .exe, do not double click the exe), it will output a new txt file with the same name as the .ply in the same directory. Copy the new .txt file into your "mods/MOD_NAME/media/models" folder as "Vehicles_MOD_NAME.txt This is the .ply to PZ convertor: 7) Now it's time to create your vehicles texture files, these should all go into the "mods/MOD_NAME/media/textures/Vehicles" folder. First up is your "Vehicles_MOD_NAME_Shell.png" , this is the main texture image for your vehicle and needs to be 512x512 pixels, as do all of your textures, below is an example: Next there are 6 different overlay/detail png's to create, the first is for the vehicle lights ("Vehicles_MOD_NAME_Lights.png"): Then the vehicle rust ("Vehicles_MOD_NAME_Rust.png"): The next 2 image examples ("Vehicles_MOD_NAME_Shell_Damaged01.png" and "Vehicles_MOD_NAME_Shell_Damaged02.png") are to show light and heavy damage, respectively, on the vehicle's shell. They are used to represent dents in the bodywork: The next 2 image examples ("Vehicles_MOD_NAME_Overlays_Damaged01.png" and "Vehicles_MOD_NAME_Overlays_Damaged02.png") are very similar to the previous 2 except they are for showing damage on windows and lights as well as scratched on the body work: The last file we need is the vehicle colour mask ("Vehicles_MOD_NAME_Mask.png"), which should also be placed in your "mods/MOD_NAME/media/textures/Vehicles" folder. This tells the game which parts of your vehicle texture correspond to which part of your vehicle model and is needed to display damage, lowered windows and removed elements etc: Here the colour values to be used: Copy your complete mod folder structure into your C:\Users\YourUsernameHere\Zomboid\Mods folder, load the game, turn the mod on in the mod menu and start a new game, your new vehicle is now ready to be found and taken for a spin. Finally, here: - you can find an example vehicle mod using the above instructions. Notice the included example mod uses a slightly different process with its textures/overlays. The main texture is transparent while the detail has been shifted onto the vehicle_lights .png. This allows the game to automatically and procedurally generate different colours of your car when they are spawned in. Happy Modding!
  4. nolanri

    Silencer / Suppressor Mod

    Now gun lovers can be stealthy too! I made a Mod that just adds a Silencer / Suppressor as a weapon part that can be attached to Pistols, and Rifles. It reduces the sound the gun makes by 90% and lowers max range slightly and slows down the fire rate by adding recoil time. The silencer can be found in gunstore and police station locations. Also in any crate or locker but at a much rarer rate. you can craft a home made silencer from a pipe or flashlight with saw, screwdriver and a few aiming skill points. This home made silencer does not work as well as the real one. And lowers fire rate and max range more than the real silencer as well. Download Link - Version 1.1 Steam Workshop Though it worked fine in testing I just put it together recently and pretty quickly so let me know if you find something wrong with it and i'll get it fixed ASAP. Enjoy!
  5. ZomboidXBow Hey fellow zomboiders, This mod aims at bringing the crossbow experience to Project Zomboid. It offers a variety of craftable crossbow models and ammunition types with different properties. All of these recipes force you to continuously scavenge for resources to keep you ammunition supplies up and maintain your crossbows. As your character progresses he will get access to better recipes and crossbows will become more efficient. In the beginning you will miss often, be constantly out of ammo and probably want to go back to your Axe. But if you survive long enough to get your hands on a Repeater Crossbow with Aluminum Bolts ... Quick Features Supports Single Player and Multiplayer Mechanics Retrieve your bolts from zombie corpses. They might however break on impact Craft, carry and reload from a Bolt Quiver which adds an addtional bag slot Crossbows can break at any time. Your Carpentry and Electrician skill levels determine how likely it is to happen All crossbows support all ammo types Easily switch between ammo types by using the context menu Crossbows Crossbows behave like all existing weapons: Aiming and Reloading will increase your skill level which in turn affects your chance to hit and your reload speed. Wooden Crossbow A simple crossbow Heavy Crossbow Requires Carpentry 3 Strong crossbow that can hit up to two targets Repeater Crossbow Requires Carpentry 5 Powerful crossbow that can fire up to 10 bolts in rapid succession and hit up to two targets per shoot Bolts All bolts can be fired with any crossbow. Just have a crossbow equipped as primary, right click your desired bolt in your inventory load or set as default. Wooden Bolt Simple Bolt with high chance to break Aluminum Bolt Piercing - Allows you to hit one additional target with your crossbow. Fire Bolt Target has a 90% chance to be lit on fire. Most fun but most dangerous bolt with unpredictable outcome especially on IWBUMS branch. Don't use indoors! Requirements 3DModels 32.16 Download latest version Installation Instructions All Items, Recipes and Documentation Known issues: All crossbows use the same 3DModel and Icon Crossbow 3DModel not 100% aligned Planned Test in MP Learn recipes through Books instead of hard skill requirements LOTS of balancing and tuning Better icons/models Attachments More ammunition types Misc stuff around crossbows Feedback If you like this mod (or even if you don't) I'm happy to get your feedback, bug reports and improvement suggestions. I want this to be a balanced mod and I can only get there with the help of you guys Credit to Jab for his import/export script for 3D Models which works flawlessy and his ModelLoader Fuji for his pioneer work on how to get custom 3D Model into the game and basically giving me the chance to write the mod I wanted to write ever since I bought this game WolfClaw for his excellent 3DModel tutorial ORMtnMan and his Real Guns mod gun modding reference Livio Persemprio for testing and feedback which is so important for balancing Thanks guys! I hope you enjoy this mod, many survivors perished and half of Westpoint burned down during its creation
  6. Flanua

    Mansion, KY

    Created for the fresh game version 40.40 and 40.43. I aslo uploaded this mod on NEXUS here is the link: Download from Nexus I also attached this mod in this post. Mansion - On the outskirts of Kentucky, in the middle of a forest is located a huge mansion. This private property on its territory has a garage, steel fence, fresh air, storage unit and even greenhouse in case the fridge is almost empty. This is one of the nicest, safest and peaceful places you could ever find in the whole Kentucky! In case you ran out of supplies you could visit a convenience store, only several miles away! In game tutorial is great and by having that kind of a mansion it would be much easier for newbies to learn how stuff works in this game and safer from the start. P.S: Game engine doesn't like walls completely made from (glass) windows and because of that it will be a little tricky to use a greenhouse. P.S.S. To developers: I would be so glad and honored to see this mansion as a part of the game in the final game. Or at least as a challenge map. Or both. My intention was to build a vanilla mansion on the outskirts of Kentucky. Because many houses too close to the town. Many work and testing was done. Plus a cell aligned with adjacent cells. I will gladly share my source files to the developers if needed, just ask me by using my email address: PZ Mansion
  7. Hello everyone! I've been working on making a (will be) large standalone map (not connected to Muldraugh). I was wondering how I could effectively add more spawn regions to it (ones for each 'town'), currently it just bugs out and adds another world which isn't what I want. I was also curious how one might efficiently create multiple spawnpoints regions in Worlded as it currently seems I can create one and then would have to go and manually add the spawnpoints to all the other regions as it doesn't differentiate them. I imagine I could do this by creating multiple maps and merging them together, but I want to avoid splitting the .lots and such between multiple folders. Appreciate any and all help! Here are a couple map teasers for those curious, will be posting in WIP fairly soon.
  8. This is very similar to adding foraging zones to your map, (step 6 of this tutorial: ) Simply add the following code to your map mods' PZW file the same way as in step 6 of the above guide: <objecttype name="ParkingStall"/> <objectgroup name="ParkingStall" color="#85929e" defaulttype="ParkingStall"/> List of vehicle zone names to use in WorldEd: bad good medium sport farm junkyard trafficjams trafficjamn trafficjame trafficjamw rtrafficjams rtrafficjamn rtrafficjame rtrafficjamw police ranger fire mccoy fossoil postal spiffo radio ambulance burnt The first group is the most common type of vehicle zones used. The second group are for traffic jams pointing in specific directions to immitate the flow of traffic. The ones prefixed with r will spawn less than the regular trafficjam zones. The third group are specific zones for the type of vehicles listed, they are still also spawn random cars but will also spawn the vehicle listed. The final one will add random burn out vehicles. Vehicle zones should be placed as a multiple of 4x3 tiles (4x3, 8x6, 28x3 etc) with 4x3 being a single vehicle, 4 being its side and 3 being its front/back. You can choose any color values you want for the different zones, just make sure they are hex color codes. Once done, load your map mod up in WorldEd, open a cell and add your new vehicle zones as you would foraging zones. Whenever you add a zone you need to use the objects panel on the left of the WorldEd window to give the zone a name (use the names listed above) that will be visible in WorldEd as a tag over the zone, making it easier to keep track of what you have placed where, if these are left blank then the game will default back to grabbing random vehicles from the ParkingStall zone. Example: After you have added vehicle zones to all of your cells, save your map. Once saved, generate your lots and then write objects to lua. You now have vehicle spawns in your map. If you are having trouble with your vehicle zones, you can always take a look at the vanilla objects.lua within the muldraugh folder of your zomboid install, once opened just search for "ParkingStall" to see examples of vehicle zones used in the vanilla vehicle branch. For aligning vehicles in parking stalls: Select a ParkingStall object. In the Properties panel, click the "add" button under Templates. Choose one of the 4 ParkingStallX templates. You should see "Direction=X" where the object name is displayed. The direction controls where the front (or back) edge of each vehicle is aligned. In the picture you can see a Direction=E ParkingStall facing a Direction=W ParkingStall. This is used to ensure the vehicles don't overlap each other, and leaves space for the player (and zombies) to walk between them. For single parking stalls, there is usually no need to choose a direction. The FaceDirection property can be added to ParkingStall objects to align the front of a vehicle to the edge specified by the Direction property. When this property is "false" or isn't assigned to a ParkingStall object, the vehicle will face in a random direction as before. This can be used for parallel-parked vehicles for example.
  9. Fenris_Wolf

    Buyable Traits Mod

    So, your 8 months into the outbreak. You've got more skill points then you can spend in a lifetime. Your character is kicking ass,'re regretting that negative trait you picked on character creation....or your wishing you had picked that positive one...but its too late now right? WRONG! Now with the Buyable Traits mod you can spend those unused skill points on something useful! By default, adding/removing traits costs x4 as many points as the initial character creation. Learning a new trait grants all skill levels, and free recipes it normally would. Traits can be blacklisted from being added or removed (such as the Overweight in the screenshot above) Profession/free traits cannot be added or removed, negative traits cannot be added, and positive ones cannot be removed. Double clicking on a trait will bring up a confirmation box. This should support traits added by 3rd party mods as well. No refunds. Visa and Mastercard not accepted. Support for game controllers is doubtful at this time (I lack one to properly test) Current Version: 1.00-stable Download: Github Development: Credit goes to @Sparrow for demanding this be a thing
  10. Capt_Paradox

    Valley Station Military Outpost

    Workshop Page: This is a map I've been working on. It is a continuation of a map I started for Nolan's Survivor Mod. Please note you cannot use Nolan's Survivor Mod at the same time you use this map. Title:Valley Station Military Outpost Version:1.1 Size: 1 Cell Cell Location: 41,14,0.11389437032158789,237.37631379976963 Description:The military has created an outpost on the highway leaving Valley Station. All knowledge of this outpost is classified, who knows what you'll discover!
  11. What is Phoenix? Thanks and Credit: Version: Beta 1.3 "Consumerist Ideals" Edition To play this map, follow the link above and click "Subscribe" on the Steam Workshop Page. The map will appear on your map list in game, once it has downloaded! Please note that images below are presented in-process, and will change over the course of the map's development. For the most up to date view of the map, please see the "whole world" map above. Download: Videos: Images: Open All Hours Construction Site and Manager's Trailers CST (Construction, Science and Technology) College Phoenix Commercial Street The Eon Building Eon's Ground Floor Eon's First Floor Eon's Second Floor Offices Old Energy Building Knox Bank Phoenix Branch (Part of the Eon Complex) A difficult night atop some rented offices The Nuthall Diner and Shopping Complex Traveler's Rest Hotel Water Treatment Plant Phoenix Police Station Military Staging Area, in the Quarantine Zone End of the Shopping Complex, in the Quarantine Zone Phoenix General Hospital Phoenix General Hospital and Storefronts Phoenix Quarantine Zone Updates and Changelog (Older versions. Do not use): Work in Progress: Known Bugs: As always, please leave any feedback, and I'll take it all into consideration!
  12. 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!
  13. 1) First create a folder structure for your mod, call the first folder something like "MyCarReskinMod". Inside that create a "media" folder, inside your media folder create 2 more folders, one called "textures" and one called "scripts". Inside the texture folder create a folder called "Vehicles" and inside the scripts folder create a folder called "vehicles". Your final folder structure should look like: MyCarReskinMod media textures Vehicles scripts vehicles Don't forget to place your and poster.png files inside your first folder alongside the media folder. 2) Copy, paste and rename the vehicles main texture that you want to edit/reskin from the ProjectZomboid/Media/Textures/Vehicles folder to your media/textures/vehicles folder. Use this texture along with the vehicles texture mask (also found in the same folder) as a template for your skin. The vehicle mask is listed in the code snippet below ("textureMask = ...") and dictates what part of your vehicle texture gets assigned to each part of the 3d vehicle. 3) Find and copy the original script of the vehicle you want to reskin from the ProjectZomboid/Media/Scripts/Vehicles folder and paste it into your media/scripts/vehicles folder. Below is what the start of your vehicle script should look like, in this example we are editing the taxi skin: Change the line "texture = Vehicles/Vehicle_CarTaxiShell" to "texture = Vehicles/"YourVehicleSkinPNGNameHere" and save. Add your entire mod folder structure into your users/zomboid/mods folder, enable the mod on the in game mods page and play, your edited vehicle skin should now be in game. You can download an example here:
  14. Hi all ! I am here to show you my second mod for Zomboid, this time, it's a trait mod that will allow you to play a blind character ! Soon, the game will feature 5.1 sound and much more ambiant sounds like zombies footsteps, etc... So I decided to give you the ability to play a blind character, to focus more on sounds. I think this mod will be way more interesting when the new update will hit Mod First Release 1.0 Features : - You can pick a new trait that allows you to play a blind character - The blind player has a really tiny "seeing" sight where you can see zombies even behind you - You can't de-zoom + everytime you look away the screen gets darker (keep your cursor close to your player while sneaking !) - You have excellent hearing Troubleshooting and planed features : - Doesn't work in local co-op (sorry... It's planned) - Black and White vision with shaders is also planned Changelog : Version 1.0 (release) - New Trait to play a blind character Workshop Link : Pz-Mods Link : -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Feedback is appreciated, Blind trait is currently a +15 Trait, but I think it's a bit tiny, I may increase it to 18, what do you think ?
  15. Taint

    Using existing .txt models

    Hey all. Long story short, I want to try modelling interiors for some of PZs native cars. Partially for fun and practise, with view to release as a mod later, if I do a decent job. My issue is that I need the base 3d models of the vehicles ingame to do so. I've found all the .txt files, but have no idea how to convert them into an actual 3d file of some kind (OBJ, STL, FBX, etc). Does anyone know how to achieve this? Thanks.
  16. RobertJohnson

    How to use the modloader

    Howdy, Here's a description of how to add your mod in PZ. First, the folder tree : zomboidFolder |-- mods |-- MyMod/ |-- poster.png |-- |-- media/ |-- lua/ |-- lua1.lua |-- UI/ |-- myUI.lua |-- sounds/ |-- myCustomSound.ogg |-- textures/ |-- Item_customItem.png |-- Prof_customProfession.png |-- ui/ |-- Traits/ |-- trait_customtrait.png |-- scripts/ |-- myCustomItems.txtLet's explain now 1. The very important mighty The file will contains a full description of your mod, along with other great stuf, here's an example : name=My custom mod v1.7id=RJCustomModposter=poster.pngdescription=Here's a description of my awesome custom mod.require=Utility, CustomMod2url= = the name displayed in the mod selector. id = an unique ID you need to find, it'll be used for the require stuff for example. poster = the .png image which be displayed when someone click on your mod in the mod selector. description = a full description of your mod. require = you can add a list (separated by ",") of id of mods which are required for your mod to works, for example if you want to add an Utility mod you use, or if you just want to make change on another mod, etc. url = the url of your mod (indiestone forum, xeno-mods or pz-mods only), it'll be displayed as a button under the poster, click on it will open your default browser to this url. The only essential tag is "name". All the others are optional and can be left out. Here come my über paint skillz to show you how it look like in game : Please don't be shy, you can compliment me on my paint skillz, I know I pwn everything. 1.1 A bit more stuff about the require. The require work recursively, for example if you have 3 mods, mod A require mod B, mod B require mod C. If you don't have the mod C, you couldn't activate the mod A, a red cross will be displayed if you miss some of the mods required : Here, my test1 mod need the test2, I have it, but the test2 require exampleMod, which I don't have, so I can't use the test1 mod. If now I have all my mod (A,B and C), and I double click on the mod A, the mod B and C will also be activated. And then if I disable the mod B, the mod A will also be disabled, because it require the mod B to work. Then, the require mod is also used to load your mod in a certain order, for example if mod A require mod B, then mod B will be loaded in the game before mod A. Remember, you have to use the ID of the mod, not the name or the folder's name. 2. The lua files. The lua files are loaded after the vanilla lua files, which mean you can override the existing lua file (example, I make a new UI/ISLabel.lua file). All the .lua extension file will be loaded, even if they're inside folders. 3. Customize your items.txt ! You can add custom items for your mods, you just have to place them inside /scripts/ folder. You can override existing items or make new one. Here's an example : module custom { item myNewItem { HungerChange = -10, Weight = 0.1, Type = Food, DangerousUncooked = TRUE, DaysTotallyRotten = 21, DisplayName = Egg, Icon = customEgg, DaysFresh = 14, }} Here I created a new item (please note I used the module custom, but I could use the module Base if I wanted to). Now I want to override existing item, if you make a file named items.txt, it'll override the existing items.txt, it mean we gonna load YOUR items.txt and not the vanilla one, so be carefull to do it, use this only if you want to replace EVERY ITEM or a bunch of them. If you want to modify only some items, here's the solution : You make a file named as you want (except items.txt), like customItems.txt, and inside it, do that : module Base{item Egg { HungerChange = -50, Weight = 5, Type = Food, DangerousUncooked = TRUE, DaysTotallyRotten = 21, DisplayName = Egg, Icon = customEgg, DaysFresh = 14, }} Here I overrided the Egg, by setting the module Base (which is the one in items.txt). Now the egg will weight 5 and give 50 hunger reduction. 3. The custom textures In the /textures/ folder, you can add your custom textures. You can add textures for items, trait and profession. 3.1 The custom item icon To add a custom item icon, you just need to add the image in the textures/ folder, named like that : Item_iconname.pngHere's an example of my item : item myNewItem { HungerChange = -10, Weight = 0.1, Type = Food, DangerousUncooked = TRUE, DaysTotallyRotten = 21, DisplayName = Egg, Icon = customEgg, DaysFresh = 14, } So my item icon will be textures/Item_customEgg.png. You also can override items icon, for example just place a textures/Item_Axe.png file, and this one will be taken instead of the vanilla one. 3.2 The custom trait icon To add a custom trait icon, you have to add your image in the ui/Traits/ folder like this : ui/Traits/trait_yourtraitid.pngThe trait ID is the first parameter when you add a trait, it need to be in lower case, example : TraitFactory.addTrait("Athletic", getText("UI_trait_athletic"), 6, getText("UI_trait_athleticdesc"), false);To add an icon for this trait, I need to add a ui/Traits//trait_athletic.png image, the name is Athletic, but as I said, the name of the image have to be in lower case. You can also override the existing one, for example just put in your mod folder an new ui/Traits/trait_brave.png, and there you go, the brave trait will now take your image instead of the vanilla one. 3.3 The custom profession icon It's almost the same as the trait, in your textures/ folder, you image have to start by "Prof_", example : Prof_professionIcon.pngThe icon of the profession is the last parameter (no need to be lower case on this one) : ProfessionFactory.addProfession("fireofficer", getText("UI_prof_fireoff"), "Prof_FireFighter");In this case,my .png file will be : textures/Prof_FireFighter.png. You can add new one and override existing one. And here you go for now Please, don't hesitate to suggest new stuff for the or the mod loader, and tell me if there's any bugs Oh also, everything will be in for the next steam version only.
  17. Hi all, Please come along and join my PvE server. Details below; Name - M700N's UK PvE Server Mods - Discord - IP - Port - 16261 IMPORTANT TO KEEP YOUR SAVES. When you select the server in the server list change the IP to and save it to favorites. This is so when the IP changes on the server it does not affect your save. Once it is added to your favourites it may appear offline but if you connect it will work. If you do join the only rule there is is to not take over any commercial buildings as Safehouses because it will prevent loot from appearing within for other players. A couple of things to note also, you will be able to claim a Safehouse after 1 day of survival and you will be able to create a Faction after 2 days of survival. 1 day is 1 hour real-time. Cheers, M700N
  18. PriMan

    Enhanced Vehicles (WIP)

    Enhanced Vehicles (WORK IN PROGRESS) Hello members! Today i want present you a our modification for Project Zomboid. We are decided to change default cars for more detailed and realistical. Our team make a new models and textures based on realistical vehicles of 90's. About progress, we will inform you at this topic. Thanks for you'r attention. Chevrolet Caprice 1992 1. First car in our modification - Police Cruiser and Park Ranger Sedan replaceble at model based on Chevrolet Caprice 1992. We are already complete a model and main textures.
  19. Hellow, im trying to create a little mod, but im having big troubles. is there a way to display something like : " You killed 103 zombies on this server" whenever a player type "/kills" can a cop server store this info like: Plaayer_SteamID6655656_Zombie_killed = 25 Player_SteamID23423443_Zombie_Killed = 45 Player_SteamID3412111123_Zombie_Killed = 34 Does Some cool guy know how to do this?
  20. Jetrian

    Custom radio

    Hi, I created an radio game file in xml using wordzed. Now, how do I make a mod out of it?
  21. I don't know if this is the specific forum to post map ideas, but I thought I'd do it anyway. So the map I'm suggesting is Trumbull Valley, the fictional setting in one of my favorite zombie games, State of Decay. There's a lot of potential for a PZ version of Trumbull Valley, and I honestly think not only could it be done, it could be done very well. It may be difficult in some respects, as most of the terrain color consists of yellows and browns, neither of which are prominent in PZ terrain. And there will obviously be things in the original Trumbull Valley that can't be implemented into PZ due to limitations (plane crash, mountain, etc.) But I still think it's doable. The road layout isn't too complicated, at least from what I can see. Since nearly all buildings in State of Decay are enterable, that would make creating the custom buildings a bit easier. I mean, I may have no clue what I'm talking about, since I have no experience mapping in PZ nor would I know any way of going about it (hence why this is a suggestion). I just think it's an idea with a lot of potential. I may be the only one, or I may not be. What do you think?
  22. abreu20011

    Food Expiration Date

    Food Expiration Date Welcome to Food Expiration Date forum thread. When I play with my girlfriend, we always have thousand of problems to administrate the food before they rotten, so I decide create a mod that help us in this scenario. I think not exists a mod with expiration date in food so I hope this mod will be useful for the community too. With this mod, the players in a single game now can knows the status about any food gets. Also, the mod include a trait called "Eye to food" that increases the information about status rotten food, including the hours. I hope this helps in your days into the hell and safe your body one day more. The mod is located to english, spanish, polish and german. Feel free to amplify and post the result. I'll add the new locations posted to the mod. Special Thanks to Svarog and Blindcoder with his translations! The located files are in .../media/lua/shared/ (Remember rename folders and beginning of the file) Any suggestion or report bugs, please use this tread. How to Use: Only that you need is move the mouse over the food and the new option in the Tooltip tells the status of a food and time left to expire if you have the new trait "Eye to Food" Current Download (v1.3.1) PZ Early Access v31.13 CLICK HERE Screenshots: Update History: Credit Credit Where Credit Is Due Please, don't download the attached files: it's a deprecated version. Use the link at first of post.
  23. No More Panic Mod Request In short, the more zombies the player has killed, the less panicked they are when encountering them. This mod means panic reduces faster over time for more experienced survivors. It also means panic is *multiplied* for less experienced survivors. Heres the gist: 0 kills: panic * 4.00 1 kill: panic * 2.00 2 kill: panic * 1.00 5 kills: panic * 0.95 10 kills: panic * 0.90 25 kills: panic * 0.85 50 kills: panic * 0.80 100 kills: panic * 0.70 250 kills: panic * 0.60 500 kills: panic * 0.50 1000 kills: panic * 0.25 Based on time to calm down: 1000 kills: panic cool down * 4.00 500 kills: panic cool down * 2.00 250 kills: panic cool down * 1.00 etc.. This makes beta blockers more valuable early on, and makes killing zombies versus avoiding / saving your weapon more of a choice. Survivors who live and fight long enough become hardened and unphased by the sight of the dead, which is as to be expected. The beautiful thing is if you are six months or a year in, you no longer have to be annoyed by the panic moodle constantly popping up for something *you should be used to be now*.
  24. Any full tile roof peice that is currently not over a room definition in your building needs a room definition. For any bits that are above an internal room, simply make sure that room has a room definition (all room in buildings should, even hallways etc). If the roof bit is over an outside area (such as a porch) then instead of giving it an internal room definition, which could possibly mess with loot tables etc, use the new room definition made for this situation - emptyoutside. In the example below you can see that this building has a porch roof outside the front door, all other bits of roof are already over a pre-existing room definition and so we don't need to worry about them. We do need to add an emptyoutside room definition on/under the porch roof however as there currently is no room definition outside the building. In this example, the porch roof is on the roof layer of floor 2. If we check Ortho view you can see that a room definition of emptyoutside yellow) has been applied to the corrosponding tiles on floor 2. Once applied, simply save the building and move on to the next. Once all buildings are done, close buildingEd and open your map in WorldEd, generate lots and you're done, your map should now support the new roof occlusion system! If you're having problems getting it to work properly, remember: every "full tile" roof peice (the little overhang peices you see in the example above do not need to adhere to this rule, just leave them as is if you have any) must be "over/on" a room definition, so make sure every room in your buildings has a room definition (including hallways etc). Add a room definition of "emptyoutside" (without " ") to any full tile roof peices that do not sit "over/on" an internal room definition. Make sure to generate lots in WorldEd once all of your relevant buildings have been updated.
  25. The Last of Us 1.5 DUE TO A SERVER BUG, TO PLAY IT ON YOUR SERVER YOU HAVE TO DISABLE DoCheckSum under INI! 1.5 Features! Wiki: here is my shitty wiki Screenshots in Workshop page!!! Workshop Version: New Clothes New Backpacks New Items/Weapons New Food New High-Quality icons! 3D Models! Clicker rests system that allows you to inspect them for loot! (with proper tools!) A Silent Bow, with 3D Models! New Gear-Crafting-System similar to TLOU One (and Tools LVL 1-2-3) Planned Features: NEW IN GAME TEXTURES! Music More 3D Models Full Necroforge Support (soon) New Zombie Behaviour (i need help for this) A lot of new items every week! Translations Fireflies stuff Please subscribe (on Steam Workshop), favourite and RATE UP! =D Workshop ID: 869169809 Mod ID: TLOU