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Found 66 results

  1. **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 "mod.info" 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: PZ_PLYtoPZconverter.zip 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: ZAZ968M.zip - 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!
  2. RoboMat

    How To Install / Uninstall Mods

    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.
  3. FilibusterRhymes

    Filibuster Rhymes' Used Cars!

    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:
  4. 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!
  5. Akimbo Swords

    Akimbo Swords ModPage

    Hey everyone! I'm going to post all my mods online on the Indiestone website, so stay tuned in this area if you're looking for a manual download. Also I'm planning to be active on here now, so feel free to hit me up regarding whatever really ----Mods---- Achieve the Apocalypse - A mod that adds 24 Quests, 3 Journals and a goal. Musical Instruments - Adds 5 playable instruments that need to have the songs learned for them, along with a bunch of clutter instruments. QuickChat - Adds a way for controller users to talk to others, Item that forces phrases on servers. Lil Bit of Fallout - A small mod that adds the Wasteland Survival Guide and a Vault boy Bobblehead for decoration. VOXU - A controller friendly cheat tool, select an overpowered option from the drop down and have fun. AkimbosWeed - It's a mod that adds many bags of weed to your game, includes rolling papers, pokemon cards as collectables and a Katana. Starter Battle Card Game - Small mod that adds a mini game that works like rock, paper and scissors. Draw a card and see if your type beats the other. Akimbos Main Menu (HOTD) - The first main menu replacer made for PZ, and I made it anime themed. Went over a treat. Fallout Main Menu - A fallout themed Main Menu replacer. Custom Main Menu Template - A blank template that goes along with a video I made on how to create your own main menu. There's a few now! Adventure Books. Interactive - Adds 3 choose your own adventure books that are fully usable. PreApoc Notes -Adds a bunch of notes to read from the society that existed before the apocalypse. AkimboSwords Modpack - A Modpack that contains all of my mods except the main menus and VOXU. More will be added, Y'know I've got a few Youtube: https://www.youtube.com/channel/UCiyYHYKooCAjKD3c5kIeKzA Steam: https://steamcommunity.com/profiles/76561198225371748 Patreon: https://www.patreon.com/dashboard/patronage
  6. Svarog

    Svarog's Small Mods

    Instead of making and maintaining new threads for all of tiny little mods I make I'll just put them in this thread from now on. If it's here than it should be compatible with the latest version of PZ. Check out my Littering mod too! And please only post comments\suggestions for the mods here, if you want to say something about Littering go to it's own forum thread. Also, I am currently the caretaker of NecroForge, if you have a problem or a question that pertains to it either shoot a PM my way or post on it's forum thread. The Download links for latest versions are on the bottom of this post. All of my mods are also currently available on the Steam Workshop, the awesome posters that you see there were made by Onkeen Description in the Spoiler -- All mods are Free For All -- Have Fun! Disclaimer: You can take apart any mod that I made, learn from it, change it and upload it wherever. Credit is appreciated. I made this stuff for people to use, whether it be by just playing with it or learning from it and making it better. (NecroForge is not my mod tho, ask ZedHead for permission if you want to mess with it and upload it somewhere) Weapon Nerf Mod: Build 34 - Build 37 More Zombie Loot: Build 34 - Build 37 Additional Hair Colors: Build 34 - Build 37 Trait ReActivator: Build 34 - Build 37 Cheaterman:Build 34 - Build 37 More Edibles: Build 33 [Build 34 IF you don't use Nutrition - Pending Update] Hiking Bags Sprite Recolors: Build 34 - Build 37 Molotov Classic Recipe: Build 34 Quick Containers: Build 37+ Gunman Trait: Build 34 GunNut Trait: Build 34\35 Undying Zombies: Build 37\38 Resources/Tutorials/Whatevers - Things I have posted in Resources for other modders/players. Item Lists - For Hydrocraft, ORGM and Vanilla PZ [Currently Out of Date] Item/Recipe Script Variables - For those who want to make an item and need the possible variables that can be used. Basic Trait/Profession Template Mod - What it says on the tin. Spiffo Icons for Windows - Spiffo in .ico format for your desktop.
  7. Hi, Friends and I are running a private server. We have a few mods on which work perfectly fine but when we tried to add modded maps the dialog box shows up for anyone that tries to join to download the modded map files / used cars mod but the actual maps or used cars are no where to be seen. We are however able to find a map item for one of the new places... Anyone know what's going on? Here is the ini nightlengthmodifier=1.0 PVP=true PauseEmpty=false GlobalChat=true Open=true ServerWelcomeMessage= <RGB:1,0,0> Welcome to Project Zomboid MP ! to chat locally press 't', to global chat press 'y' or add '/all' before chatting <LINE> Type '/help' to have a list of available commands <LINE> <RGB:1,1,1> LogLocalChat=false AutoCreateUserInWhiteList=false DisplayUserName=true SpawnPoint=0,0,0 SafetySystem=true ShowSafety=true SafetyToggleTimer=2 SafetyCooldownTimer=3 SpawnItems= DefaultPort=16261 ResetID=738400797 Mods=BedfordFalls;FORTREDSTONE;Otr;Hydrocraft;ToadTraits;Waistbags;RPGarbageDisposal;POS;LBMKnives;ORGMSilencer;HCORGM;ORGM;PumpPower2;FRUsedCars Map=Fort Redstone, KY;Bedford Falls, KY;South Muldraugh, KY;Otr;Muldraugh, KY DoLuaChecksum=true Public=false PublicName=My PZ Server PublicDescription= MaxPlayers=64 PingFrequency=10 PingLimit=400 HoursForLootRespawn=720 MaxItemsForLootRespawn=4 ConstructionPreventsLootRespawn=true DropOffWhiteListAfterDeath=false NoFire=false AnnounceDeath=true MinutesPerPage=1.0 SaveWorldEveryMinutes=90 PlayerSafehouse=true AdminSafehouse=false SafehouseAllowTrepass=true SafehouseAllowFire=true SafehouseAllowLoot=true SafehouseAllowRespawn=true SafehouseDaySurvivedToClaim=0 SafeHouseRemovalTime=200 AllowDestructionBySledgehammer=true KickFastPlayers=false ServerPlayerID=596264336 RCONPort=27015 RCONPassword= Password=6969 MaxAccountsPerUser=0 SleepAllowed=false SleepNeeded=false SteamPort1=8766 SteamPort2=8767 WorkshopItems=926737806;524301139;1516836158;522891356;1510950729;498441420;1299328280;1478038149;909647363;1164596597;859341915;640674707;1314062363;514618604;1188473572 SteamScoreboard=true SteamVAC=true UPnP=true UPnPLeaseTime=86400 UPnPZeroLeaseTimeFallback=true UPnPForce=true CoopServerLaunchTimeout=20 CoopMasterPingTimeout=60 VoiceEnable=true VoiceComplexity=5 VoicePeriod=20 VoiceSampleRate=24000 VoiceBuffering=8000 VoiceMinDistance=1.0 VoiceMaxDistance=50.0 Voice3D=true PhysicsDelay=500 SpeedLimit=50.0 server_browser_announced_ip= UseTCPForMapDownloads=false PlayerRespawnWithSelf=false PlayerRespawnWithOther=false FastForwardMultiplier=40.0 PlayerSaveOnDamage=true SaveTransactionID=false DisableSafehouseWhenPlayerConnected=false Faction=true FactionDaySurvivedToCreate=0 FactionPlayersRequiredForTag=1 AllowTradeUI=true HoursForWorldItemRemoval=0.0 WorldItemRemovalList=Base.Vest,Base.Shirt,Base.Blouse,Base.Skirt,Base.Shoes ItemRemovalListBlacklistToggle=false DisableRadioStaff=false DisableRadioAdmin=true DisableRadioGM=true DisableRadioOverseer=false Any help would be appreciated!
  8. M700N

    M700N UK Server [PVE]

    Hi all, I thought I would make a new thread on here to post any updates to the server that I am making. These include things like mod installs, mod updates, PZ updates etc. It can also be a place for any suggestions to how the server can be improved. The details for the server are; Server Name - M700N UK Server [PVE] IP Address - 86.17.179.178 Port - 16261 The mods that I currently have installed to the latest update are; Cremation, Hydrocraft, Movable Fridges and Electric Lights. M700N
  9. SolidShadow

    Pause screen bug

    Hi, first of all, this is my first post. Funny to say that I just created this account to report a bug. Anyways, I just found out that if you pause the game and click the "Details" option to see the recent changes in the actual build and then close it, you can still move while being on pause (but zombies will still move like you do!). I don't think that this problem might be because I use some mods such as Hydrocraft, so I'd like some feedback to confirm this? Thanks!
  10. FilibusterRhymes

    Filibuster Rhymes Used Car Dealership or Whatever

    Hey guys, with the ability to add cars in the new weather beta (thanks a lot, by the way!), I've been working on adding them all as new vehicles. Here's a screenshot of what I've got so far. I've got like ten thrown in there for now, not counting the different similar models (like cop cars or different lengths of pickup bed). I haven't done the masks yet, but got the random colors in, so that's pretty cool. Take it easy, dudes.
  11. Ʀocky

    Mods for realism "Wild West"

    Hi, I create a server and a new unique world with the time of the old wild west. More screenshots you can see here discord Server description you can see here discord The server will feature a variety of unique mods designed to provide greater realism and interest in the game. All the mods that are planned to be added will be shown here. Finished mods: Planned mods:
  12. Hi all, Please come along and join my PvE server. Details below; Name - M700N's UK PvE Server Mods - https://steamcommunity.com/sharedfiles/filedetails/?id=1421254188 Discord - https://discord.gg/pUXV9pp IP - m700n.ddns.net Port - 16261 IMPORTANT TO KEEP YOUR SAVES. When you select the server in the server list change the IP to m700n.ddns.net 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
  13. decoy2711

    Loading Mods from Steamcmd not working

    Hi everyone, I'm looking for some help with installing zomboid mods on my NUC based linux server. I'm running an Intel NUC 6i5syh with 16gb ram, running Ubuntu Server 16.04 (just a command line, no gui). I've managed to run vanilla servers fine. I've used wget to download steamcmd, unzipped and run. After steamcmd has run, i've installed and run the zomboid server, port forwarded as necessary, and modified the servertest.ini file to get the basic game working the way I like. I've had a handful of friends playing this game no worries. Now though, I want to add a few mods like crematorium, and the learn medicine from dissecting zombie corpses mod. I've watched a few online tutorials and gathered that I have to again modify the servertest.ini file to change: MODS= WORKSHOP_ID= to MODS=CorpseStudy WORKSHOP_ID=1236360319 (multiple mods to be delineated by a ";") As far as I'm aware, doing the above should have the game auto download the updates necessary and run them when the server runs. Unfortunately, after doing this, when attempting to start the server, there are a bunch of notices like: Working: DownloadPending GetItemState()=NeedsUpdateDownloadPending<my photo clipped the rest of this> Finally, it shows: znet: OnDownloadItemResult Workshop: onItemNotDownloaded itemID=1236360319 result=37 Workshop: Item state DownloadPending --> Fail ID=1236360319 I would appreciate any help that can be given. If you need any more info let me know. I'm in Australia, so might no answer right away if you are located elsewhere in the world. Cheers, D.
  14. terec the tec

    BUILDINGS BY TEREC

    ALL BUILDINGS I MADE Since I intend to continue on creating buildings for the community, i took advice from Atoxwarrior and made a single post for all my creations! Feel free to go throgh them and pick the one you liked the most You can use'em freely on whatever project you might be doing, just mention me in the "credits". ====MADE BY TEREC====
  15. trombonaught

    Survivors Mod Dev Support

    I hope it's not too contentious a thought to be said but... Any chance the team could get someone to help put @nolanri's Survivors on MP? Secretly, even? This is just such a game-changer I don't even think of it as a "mod" anymore. It's at the point where playing Zomboid means choosing between playing a quiet scavenger game with a handful of friends, OR diving into a chaotic zombie apocalypse. I would REALLY love to do both (as would likely everyone who subscribes to Survivors). I don't mean "quiet scavenger game" to be a disparaging remark- I've had a semi-regular group going at this game for most of the year I've had it, so obviously things are doing fine! Props to the team for where the game has gone over just my year of playing it. Anyways, there it is, cheers all! I hope I incur no wrath in posting this, and I will not be offended if this comment gets shut down or removed for being too similar to a demand for the three letter N word! Dirty, dirty word...
  16. The idea is to make a world where all zombies are entirely absent during the daylight hours, they would flee, and coop up and hide indoors. The zombies would also be blinded, during the day no matter what, and they would be more unaware of their surroundings. It'd be interesting as hordes coop up inside buildings leaving you to scavenge outside, foraging, chopping, building. During the day, they leave. They are fast, strong, good hearing, sight...etc. Yet the only thing that'll effectively keep them at bay, is light. I know this is possible, there's a mod that can make hordes go indoors when it rains. Why not? Or devs who read this, why not? Plus the gameplay would be interesting, you can loot most interiors during the night, when the power goes out, you'll need to scavenge batteries, gasoline, flashlights. At day, it's sort of a break. Everything outside is free to keep. You can look through windows, break doors, the infected won't give a shit, until night. They can pillage your base, the day will kill them, you will be killed by them. Can somebody actually do this?
  17. Download and install CartoZed from here: https://theindiestone.com/forums/index.php?/topic/21633-cartozed/ Follow the instructions in the above thread to create a top down image of your map mod (or any map mod), I created a copy of and renamed the default theme and removed all the trees, vegetation and walls options within to create the look I wanted for my map. Try it yourself, create a new theme and add/remove or edit different options to create different looks. Next, create the following file structure (if you are adding the lootable map to your own map mod then create all folders within the media folder below in your map mods media folder instead): Spoiler MyLootableMapsMod >media >>lua >>>server >>>>Items >scripts >ui >>LootbaleMaps Once you have finished editing your lootable map image you extracted using CartoZed (I simply copy and pasted one of the keys from one of the official lootable maps found in "steamapps\common\ProjectZomboid\media\ui\LootableMaps" and then area filled each building the corresponding colour) save it in your LootbaleMaps folder as a png file with a name like "MyLootableMap" or "FictitiousTownMap" etc. Next up create a .txt file in the scripts folder called something like "mylootablemap" (except make it more unique to avoid any possible compatability issues with other mods that might use the same names), it should include this code: Spoiler module Base { item MyLootableMap { Type = Normal, DisplayName = Your map name here, Icon = Map, Weight = 0.1, Map = media/ui/LootableMaps/MyLootableMap.png, } } The above code is adding a new item with the internal name "MyLootableMap" (so again make sure your's is something unique) into the vanilla pool of items, the above settings work for maps, just make sure the "Map = " line is pointed to your lootable map png. The last file you need you will want to create in the "media\lua\server\Items" folder, call it something like MyLootableMapDistribution.lua but again make it's a unique name to avoid any possible mod imcompatability with other mods. It should contain the following code: Spoiler require 'Items/SuburbsDistributions' table.insert(SuburbsDistributions["fossoil"]["shelvesmag"].items, "Base.MyLootableMap"); table.insert(SuburbsDistributions["fossoil"]["shelvesmag"].items, 2); table.insert(SuburbsDistributions["all"]["shelvesmag"].items, "Base.MyLootableMap"); table.insert(SuburbsDistributions["all"]["shelvesmag"].items, 0.5); In the above code you can see that we are adding our new Item "MyLootableMap" into the "shelvesmag" containers within the "fossoil" and "all" room definitions. The numbers 2 and 0.5 govern the likelihood of a map spawning in said containers, higher being more likely. To find the current room and container definitions, navigate to your "steamapps\common\ProjectZomboid\media\lua\server\Items" folder and open the Distributions.lua file. And that's it, copy your entire folder structure into your "C:\Users\YourUserNameHere\Zomboid\Mods" folder, load up the game, enable the mod (Your map mod if you made your lootable maps as part of a map mod) and start a new game, you now have your lootable map in game and waiting for you to find. If you need a working example you can always subscribe to Bedford Falls on Steam and check it's workshop folder "steamapps\workshop\content\108600\522891356" . It's handy to verify your folder/file structure etc if you're having problems.
  18. RingoD123

    How to Combine Map Mods

    This is mainly for Single Player use as you can use the "mods=" for server setups. Also on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=944054233 First you want to subscribe to and/or download the maps that you want to combine. If you subscribe using Steam you will find the downloaded mods in your "Steam\steamapps\workshop\content\108600" folder, each mod with its own unique id number (for example Bedford Falls is 522891356). Now you want to create the following folder structure (on your desktop): Spoiler MyCombinedMaps media maps MyCombinedMaps Now, inside the first folder, alongside the media folder, you want to place a mod.info file and a poster.png file, you can create your own from scratch, but it's easier to copy them from one of the map mods (e.g, from the "steamapps\workshop\content\108600\522891356\mods\Bedford Falls" folder) and edit them to suit your needs. The mod.info should look like the following: Spoiler name=My Combined Maps id=MyCombinedMaps description=This adds multiple map mods together for use in Single Player poster=poster.png The poster.png file should be a 256x256 image, you can make your own using paint etc or simply use one from one of the map mods you downloaded. Now, for each map mod you would like to combine, navigate to its map data folder (e.g, "steamapps \workshop\content\108600\522891356\mods\Bedford Falls\media\maps\BedfordFalls") and copy across all of the ".lotheader", ".bin" and ".lotpack" files to your own map data folder ("MyCombinedMaps\media\maps \MyCombinedMaps"). Be careful when adding any maps that have cells that overlap, add the map you want be "on top" last. Once done, copy across the "map.info", "objects.lua", "spawnpoints.lua", "spawnregions.lua" and "thumb.png" from ONE of the map mods to the same folder as the files above. Rename the spawnpoints.lua file to something like bedfordspawns.lua or denverspawns.lua depending on the map. Now copy the rest of the spawnpoints.lua files from each map and rename them to something relevant too. Your map data foler should now have multiple "*spawns.lua" (one for each map) files alongside all the rest of the map files (".bin", ".lotheader", ".lotpack" etc). The next thing you need to do is add the objects.lua data from each other map to the one you copied into your map data folder. For each one, open using notepad and copy/paste everything after "objects= {" up to but not including the final "}" in the file, into the objects.lua already in your map data folder, after the final entry but before the final "}". Next, edit the map.info file to: Spoiler title=My Combined Maps lots=Muldraugh, KY description=Adds multiple map mods to the vanilla world The last file you need to edit is the spawnregions.lua file (some maps may not include one of these, but you can easily make your own too), you will need to add/edit entries to point to the "*spawns.lua" files you renamed, it should end up looking somehting like: 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 = "Bedford Falls", file = "media/maps/MyCombinedMaps/bedfordspawns.lua" }, { name = "New Denver", file = "media/maps/MyCombinedMaps/denverspawns.lua" }, } end This will give you the option of spawning at any of the map mods (or vanilla games) spawn options after selecting your combined mod on the world select screen. All that is left to do now is copy your entire folder structure into your "C:\Users\YourUserName\Zomboid\mods" folder. Now you can load up the game, enable your mod, start a new game, select your combined mod and then spawn in a town of your choice. Some map mods will also come with additional folders inside of their "media" folder, alongside the maps folder, it's important to also copy these across to your combined mods "media" folder as they will be adding things such as lootable maps, additional items/recipes etc. Here's a working example that combines Bedford Falls and Fetzington into a single mod: http://www.filedropper.com/bedfetz_1 (Should only be used as an example as it will become outdated as soon as a new version of Bedford Falls or Fetzington are released).
  19. Shaffira

    Zland; NO HARD RESET

    New UE Project Zomboid server, refresh 25/03. PVP and PVE, mods, spawns and active admins. Survival with us! IP: 51.255.78.107 Port: default
  20. Leanmelon

    Improved Aim System!

    As the name suggests, it's a mod that improves the aim system. How would it work? Possibly having a menu on the side that allows you to determine who's friendly and who's foe. The people designated as friendly would have a much lower chance of being hit than the ones unmarked. (So there is still a chance of friendly fire on your friends!) The higher your aim would be, the lower the chance. If you're within a short radius of your designated friends the chance would be zero. With a mod like this: No more alternating in lines to begin firing! Defend fortifications from two stories up without shooting the defenders below! The possibility of being prone and crouched is now practical! And many more
  21. Can you save mods like the Hydro craft or the Alice pack mods so that they can be played off-line when you don't have an Internet connection
  22. Remember old classy RPGs, where you could “look” at the avatar and get a text description of the hero? Now you can describe yourself and get the description of other players! Step 1 – get a notebook and write down your character description; Step 2 – in the notebook window click DESCR button; Step 3 – click on the tile where ones (or yours) avatar is to read the description; Known Bugs: After each server restart players have to re-assign their description; After each change of description the server operates to refresh the info by all players so might take som servers resources – not really tested yet; Maybe some others… Steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=731686306 Dropbox: https://www.dropbox.com/sh/4er8904erd74x3n/AADmSc2cs1VnuJk_9yYPTbA9a?dl=0
  23. Good morning. I want to ask, if at some point in their updates, include the possibility that the game read from the MOD's 3D models? I wonder, because if other games perfectly read 3D models from their respective mods, Project Zomboid why not? Thank you for reading and Sorry for my English.
  24. TheVid

    Hope for Mac OSX Map Editor?

    Hey all, I was just wondering if theres any hope of a Mac compatible Map Editor? Im very interested in making new maps for the area where I live but the only issue im running across is that the PZ Map Editor is a windows only program. If PZ is a Mac compatible game, it should only make sense that the Editor should be Mac compatible as well.
  25. TheDreaded1

    Fragnet.net servers

    Is the only way to add mods to a fragnet server is to upload each individual file inside the mod? *EDIT: I figured it out.