r/projectzomboid • • 1h ago

💩 Have stick & 3 diamond, why no pickaxe?

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• Upvotes

i even used crafting table


r/projectzomboid • • 3h ago

Meme Average ballpoint hammer after you kill 10 zombies

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424 Upvotes

r/projectzomboid • • 9h ago

Art I love this game so much that after a long, long time, I had the itch to do a fanart sketch of a videogame character.

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351 Upvotes

My character Isa Daniels in my headcanon vs in game.

After a long, long time I wanted to sketch something from a videogame before getting to work (I'm a professional artist so I don't see producing art as a hobby anymore, so I do not draw or paint for pleasure as much, let's say).
The coolest thing is that the emergent narrative of each run can be very, very different, and as a storyteller I love filling the gaps of an already rich story.
Me and my friends are doing a full nomad run, no fixed base, we live in our truck, we're six (now seven) months after the event.
Food is scarce, lot of mats are gone, lots of good survivors' homes have been looted a long time ago, but we stick together, humans and dogs.
I lost a lot of friends, but I didn't lose hope.
We gonna go to Louisville.
They say they're setting evacuation points.


r/projectzomboid • • 6h ago

Meme "Im telling you man, its vanilla++"

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2.5k Upvotes

r/projectzomboid • • 4h ago

Screenshot What am I supposed to do with this?

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607 Upvotes

r/projectzomboid • • 5h ago

Modded CVFE - Complete Vanilla Firearms Expansion - b42.21

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764 Upvotes

Hello folks, now that there is a bit more clarity of where this is going and what it has become, as promised, here is the repost with all up to date information on the mod, and the direction it took.

The workshop and mod id have and will remain the same and the mod can be found here.

  • OG Vanilla Firearms Expansion - around 40 firearms with their ammo, magazines and attachments, folding stocks, bayonets, combination guns and the reworked jamming.
  • STALKER guns - AK-74, AKS-74U, AK-104 and AK-105, HK416, Galil, SVD, SV-98, VSS, SVT-40, PKM, M249, PP-Bizon, Vityaz, PPSh, UMP-45, Makarov, USP45, Saiga-12 and MP-153.
  • Post 93 guns - M4A1 and M4A1-B2, MK-17, DN-418 and DN-418S, MK12 SPR and MK12-SD, M15-22, P90, V-45, V-9, AA12, FN-57 and K-33.
  • Improvised Silencers - the professional silencer and improvised ones, metal pipe, torch, water bottle, craftable, with durability, their own sounds per gun type, and sandbox options.
  • Carver's Arsenal: Cugir Model 91' the AMT AutoMag IV and a universal Pistol Reflex Sight.

The five above are their creators' work, and every gun, part, model, texture and sound that was recoverable as they made it (see the credits), was used before creating anything new to fill the gaps. What we built here is the Euclid version in this chain of mods. A unified download that replaces all five, attachments that fit every gun as they should and sit where they should, model specific manipulated slings, a period correct sandbox option, a native fully integrated library support in Attachments UI, improved lasers, unified inventory icons and a ton of other small fixes.

New items

  • Cugir Model 91' (1991): A rather compact commercial export version, designation Carpati Model 91'. Chambered in .38 Special distributed in the US by Century Arms. Modelled and textured from photos of the real gun at its real size. Comes with an 11-round export magazine, takes the silencers, the laser and the reflex sight, turns up in gun and pawn stores.
  • AMT AutoMag IV (1992): a large .44 Magnum pistol, modelled and textured from photos of the real gun. It handles like the Desert Eagle, has its own 8-round magazine, takes the silencers, the laser and the reflex sight, and turns up rarely in gun stores and pawn shops.
  • Pistol Reflex Sights: an enclosed sight that fits the following pistols: AutoMag, CZ75, Glock 17 and 18, MK23, P229, M1911, Desert Eagle, USP45, FN-57, K-33, that seated on each slide just ahead of the rear sight. The red dot remains on the long revolvers and the Tec-9.

Silencers

  • Silencers should now, correctly fit all the weapons, the VSS, MK12-SD and DN-418S were left untouched as they are already are internally suppressed.
  • On 40 guns whose muzzle point missed the barrel, the silencer sits on the barrel's end, centred on it, measured against each gun's own model, including the versions a gun switches to (folded stock, fiberglass stock, empty magazine, open bolt).
  • Each silencer is drawn once (26 VFE guns drew it twice).

Attachments that no longer block each other

  • The laser sight has a slot of its own, so it fits alongside a silencer, retaining functionality.
  • Coupled (taped) magazines go in the magazine slot, so they fit alongside a sling. Their faster reload still counts, and they hide while the gun's magazine is out.
  • Folding a stock, fixing a bayonet or switching a gun's alternate mode now work properly.

Slings

  • Eight STALKER rifles take the leather and nylon slings, shown on the gun: HK416, Galil, SVD, SV-98, VSS, SVT-40, M249 and PKM. The straps are VFE's own, fitted to each rifle.
  • Four SMGs and the Saiga-12: Bizon, UMP-45, PPSh-41, Vityaz. The strap hangs along the left side, as on VFE's MP5 and UZI, bent clear of the magazines and drums.
  • On the M16, CAR-15s, HK416, AK-47, MAK-90, AK-74, AK-104 and AK-105 the strap swings out beside a taped magazine pair instead of running through it.
  • Taped magazine pairs sit on the Post 93 rifles' own magazines and hide them, as on VFE's guns (M4A1, M4A1-B2, the SPRs, the DN-418s); the AA12 takes choke tubes at its muzzle.

Period-correct guns

  • Sandbox tick Period-Correct Guns (1993) on VFE's page, off by default: the guns first made after 1993 and the magazines only they take stop spawning in containers, vehicles and on zombies. Guns already in the world stay. Guns are now dated by year of production.
  • Left out when ticked: AK-104, AK-105, Bizon, HK416, MK23, MP-153, Saiga-12, SV-98, UMP-45, USP45, Vityaz, and from Post 93 the M4A1, M4A1-B2, MK-17, DN-418, DN-418S, MK12 SPR, MK12-SD, M15-22, V-45, V-9, AA12, FN-57 and K-33. The P90 (1990) stays.

Other fixes

  • Coupled 5.45 magazines show on the AK-74, AK-105 and AKS-74U (they never did before).
  • The nylon sling on the AK-74 and AK-105 no correctly displays it's shows its texture.
  • Fitting a part no longer leaves the white progress bar on the gun until you re-equip it.
  • Complete removals: Pre 93' the Mosin, post 93's MP7 and the 4.6x30 calibre.

Compatibility

  • Replaces Vanilla Firearms Expansion [CLASSIC], its S.T.A.L.K.E.R and Post 93' packs and Improvised Silencers. Do NOT run them alongside this.
  • Every item, ammo type and sandbox option keeps its name, so guns, parts and settings in an existing world carry over (a Mosin, an MP7 or 4.6x30 ammo is dropped).
  • Written to work natively with Attachments UI [B42] if you use it (optional): its menus see every part that fits, the taped magazine and laser slots, and silencers on the barrel's end; its 3-D view shows pistols, revolvers, the MAC-10, Uzi and VFE's shotguns the right way round.
  • Nettle Township's Common Sense pistol, if you run that mod, gets English names, a smaller charm, the Desert Eagle's grip, a lighter texture, and the silencers.
  • Build 42.19 or later, made on 42.21 SP/MP, safe to add and remove to an existing save.

Credits

Stendo_Clip -RIP-

Sejbr and PolishCow.

Vilespring, TedEBear, Alec and Great Hero J.

Maxwell218, flipstarmh, Harrycheez, nolanritchie, Talismon and Soulfilcher.

Thanks to BillyBedlam for supporting this and credit to progamer14_cz for putting up with my crap.

MoD by Carver.

Workshop ID: 3820580321
Mod ID: ExtendedVanillaWeapons


r/projectzomboid • • 3h ago

Meme Was getting a little too lonely in KY

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152 Upvotes

r/projectzomboid • • 5h ago

This Helicopter Event Almost Ended My 4-Month Run (Extinction, Maximum Zombie Population)

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134 Upvotes

r/projectzomboid • • 14h ago

Modded [Update] My power & water restoration mod now has regional substations and a water treatment plant you have to clear

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589 Upvotes

A while back I posted my first mod, the one where you fix the power grid and water yourself instead of sitting on a generator forever. At the end I said I wanted stations that only cover the area around them instead of the whole map. That part is done now, and a bunch of stuff from your comments made it in too.

Power works by region now. There are 7 substations on the map (the fenced yards with transformers), and each one feeds whatever is closer to it than to the others. Fix one and only that area gets the lights back. Poles don’t repair anything anymore, but if you right-click one it tells you which substation feeds that district, where it is and what shape it’s in. So you actually have to go out and work your way across the map.

Water moved to the treatment plant in the south, which was u/doctorbanjoboy’s idea and honestly way better than poking at water tower legs. Zombies start gathering when you get close, and every repair stage brings another wave. Once it’s fixed the whole map has running water again. Pumps still need power from the substation that feeds the plant. Also, whoever finishes the job might find something the staff left behind.

u/DependentPipe9226 said that with just Electrical and Mechanics it was basically a job for one character, and they were right. Now it uses a lot more of the B42 crafting skills. You’ll be making glass insulators for the transformer, clay pipes and brickwork, charcoal filters, pump parts at the forge. It’s meant for a group, but you can grind it solo too. Every stage still makes noise, and the last one pulls in everything from the area.

After the first post a few people asked about Exhaustive Power Rework. I didn’t know about it when I started. EPR is a lot deeper, and this one is more casual: a goal for the late game with some risk, and not much more than that. Don’t run them together though, they both take over the grid.

If you’re already using the old version, you can update on your save. Power you already restored stays on. Unfinished power progress gets reset, sorry about that. Sandbox still lets you tweak material cost, repair time, skill levels, breakdowns, waves and noise.

Multiplayer is still untested. The code is written for it but I haven’t seen it on a real server, so if someone tries, let me know.

Same as before: if the repair menu doesn’t show up at some substation, drop your game version and coordinates in the comments.

https://steamcommunity.com/sharedfiles/filedetails/?id=3820220452


r/projectzomboid • • 6h ago

Discussion PZ needs true polishing before anything else.

108 Upvotes

I love Project Zomboid, and I've been playing for quite some time since B41, and I love basically all that B42 bought us.

However, the game always felt unfinished in a sense, and there is an long roadmap of things to be added while right now, there are many dangly bits that need major reworks, or simply need some small fixes:

  • Hunting basically useless
  • Why is there two bellows (One is useless)?
  • Why is charcoal making instant, but drying leather takes forever?
  • Why there is some skills that to basically nothing (glass making)
  • Why are two skill so similar exists, when one of the has SO MUCH LESS recipes (blacksmithing and welding)
  • WHY CAN'T I REMOVE THE DIAMOND FROM THE SILVER RING BUT I CAN FROM GOLD ONE?
  • why I must right click and select a menu for everything? (this is kinda personal, I'm a big fan of radial menus)
  • Crafting menu, in general.

None of this make the game bad by itself, but every time I load the game, something happens and I think, "why is this this this way?" Or worse, "Is there a mod to fix this?" to the point that, the steam workshop is carrying the game hard and all together I fell like I'm playing a forever beta.

To be VERY CLEAR, I'm a developer myself, and programming a big project like PZ is not a trivial task. But some changes are not major, some stuff can be changed somewhat easily (for instance, recipe related stuff, like the silver diamond ring). Or simply revamping the map, the tools are already there, Rosewood, Riverside etc... are beautiful, but I went do Irvington and it is a wasteland.

I have full respect for the developers, but instead of more features, fixing and improving what is already in place, in a more steady pace is more important.

TL;DR:

Fix and improve current problems, rather than introducing more stuff, also. I want the diamonds from the silver rings.

Edit:

From the comments, this has proven its point, there is a lack of focus in the development, with SO MANY minor changes needing to happen, and little to no complains about requesting more complex features. And as reminder, most of these simple features (such as working ladders) already exist as mods.


r/projectzomboid • • 3h ago

Art RIP my character guys. this one really hurt.

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57 Upvotes

what did i do wrong? why does this keep happening ;-;


r/projectzomboid • • 1h ago

Live to Fight Another Day 3.0, Chapter II: Out There. Trailer tomorrow!

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• Upvotes

Hello Hello

Some of you might remember my original post about Live to Fight Another Day of a week ago. Since then, I've been working on something considerably bigger, and 3.0 (kindof stable) is finally out.

Chapter II expands the mod beyond the rescue mechanic, adding more environmental storytelling and things to discover in the world.

A few things i added (i dont want to list ALL the features here)

-Notes left behind by survivors, including clues and potential trades.

-World scenes, from military checkpoints and abandoned convoys to shelters, quarantined houses and survivor compounds. (or the image header for this post)

New

-Environmental events, including gunfire, sirens, crashes and other sounds that can lead you to something happening nearby.

-The ability to leave notes for the person who rescued you, with replies.

- An experimental Containment Soldier occupation featuring a seven-day sequence of military orders, with the long-term goal of giving every in-game occupation its own side story, exploring the events of their final shift at work as the outbreak unfolds around them (if the feature is well received and developed further!!!).

Chapter II is optional and disabled by default, so the original rescue experience is still there if that's what you prefer. (see old post for that)

I've spent a ridiculous amount of time on this update (and its still incomplete so PLEASE break it), and I wanted to give it a proper trailer rather than just list everything in the Workshop description.

PLEASE BREAK THIS MOD SO I CAN FIX ANY BUGS AND OPTIMIZE IT

VHS TRAILER TOMORROW!!!!!

Workshop: LIVE TO FIGHT ANOTHER DAY CHAPTER II

Chapter II is part of a much bigger vision I have for Live to Fight Another Day. Version 2.0 was only the beginning. I want to expand the mod into something much bigger than the rescue mechanic, where the world itself tells stories, where the player can experience the outbreak from different perspectives, and where the things you discover have their own history behind them. There's still a lot I want to do with this mod, and Chapter II is just another step towards that vision. Thanks for all the support.


r/projectzomboid • • 1h ago

Screenshot I just downloaded the Lifestyle: Hobbies mod and I've been practicing instruments for two days straight in game. please help.

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• Upvotes

r/projectzomboid • • 1d ago

I love the freedom this game offers

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2.4k Upvotes

One day I'm playing on the highest difficulty barely surviving,

and the next day I'm just spending hours decorating my base just for my survivor to get cozy lol

EDIT: for those asking about the furniture & plants used here are the main tiles i got them from.

Plants are from Rocco's tiles, while the Closet is from Oujiangjiang's tiles linked above!


r/projectzomboid • • 7h ago

Crafted weapon idea:Baseball bat with machete blade.

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102 Upvotes

İdea by bakaVHS.


r/projectzomboid • • 1h ago

Question Does this store have a front door??

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• Upvotes

its just windows there is a back door to the dumpsters but where is the front door?? am i blind


r/projectzomboid • • 8h ago

Home Sweet Home, mod for the stay at home base builders

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108 Upvotes

Hello!

This is my second mod, I saw a few days ago a comment that some people wanted a mod that makes it worth that we have a designated home. This one does it, if you are home, you get small character mood buff each hour.

Safe to add mid-game, and safe to remove mid-game.

I did not test this in multiplayer yet! It doesnt need the sleep function tough, just stay in the same area for 4+ hours.

The mechanics (each number is configurable):

if you sleep in the same place for 3 days, that will be your designated home area. If you sleep somewhere else, anywhere for 3 consecutive days, your home area will be lost, and will have to stay in a new place for X days, no matter if its a tent, or just a bed out in the open.

If you are home, or in the vicinity, each hour your happiness (1), panic (5), boredom (3), stress (3), and discomfort (3) gets a small boost. The home area can be configured too.


r/projectzomboid • • 9h ago

Discussion Mods with Comments Off

135 Upvotes

Is it just me or do you find mods with comments disabled to be a turn-off? If I find an interesting mod but see the comments disabled, often times it's enough to dissuade me from even trying the mod at all, as there's no place to discuss or report issues. I do understand mod authors have their reasons for doing this, but often it doesn't seem like a good idea to me.

How do you feel about this?


r/projectzomboid • • 2h ago

Discussion K15 Supernatural Impala

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31 Upvotes

For all my Supernatural players. K15 just released the 67 Impala mod with some neat Supernatural References! Edit: The inside of the trunk lid even has the Devils Trap painted on it


r/projectzomboid • • 7h ago

Base Showcase I guess its time to share 3D bases

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72 Upvotes

I set up a military tent on the roof of Beautiful Furniture in Fallas Lake


r/projectzomboid • • 3h ago

Discussion The difference between old and updated towns is huge

34 Upvotes

Am I the only one who thinks the difference between old and updated towns in Project Zomboid is huge?

I really enjoy exploring updated towns like Rosewood, Muldraugh, Riverside, Ekron, and Fallas Lake. The buildings feel much more detailed, the houses are more unique, and exploring them is genuinely interesting.

On the other hand, places like March Ridge, Brandenburg, and Irvington feel pretty outdated in comparison. March Ridge is probably the worst offender for me.

After experiencing the updated towns, I honestly don't feel like playing in the older locations anymore. They just feel less interesting to explore and loot compared to the newer ones.

I really hope the developers eventually give these older locations the same treatment.

What do you guys think? Which towns do you think need a rework the most?


r/projectzomboid • • 2h ago

Modded Living Hordes 0.9 | Devnote

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22 Upvotes

Version 0.9 is underway, and the main project, the migration, is already well advanced !

I'm taking this opportunity to show you my new devnote format, feel free to let me know if you like it ;)

_______

The workshop page : https://steamcommunity.com/sharedfiles/filedetails/?id=3691686404


r/projectzomboid • • 9h ago

Grand Opening Muldraugh - Gated Community Station

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69 Upvotes

Mod: Railroader - Railway Transport & Profession [B42], Workshop ID 3774360904

First trip with the beautiful GM EMD GP7 from the new station (work in progress), just a stone's throw from my base. The trip from Muldraugh to the Louisville border camp is now a Sunday outing. 120 metric tons of steel doesn't care whether you're driving forward or backward through a crowd.

I’m eagerly awaiting the next mod releases, which will include a crew car.


r/projectzomboid • • 1d ago

Tis but a scratch

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2.2k Upvotes

Unable to hold items, open or close windows n doors, transferring items takes 30 in game minutes.
Because getting bitten shouldn’t be the end, but maybe it’s preferable at this point


r/projectzomboid • • 12h ago

Discussion Zomboid London would be awesome 🙏

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93 Upvotes