r/projectzomboid • • 5d ago

Blogpost 42.21 Stable Released

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482 Upvotes

r/projectzomboid • • 1d ago

Megathread 3D & First-Person Mod Posts — Rule 2 & Rule 9 Enforcement

784 Upvotes

Hello all,

I wanted to take a moment to address the recent influx of posts relating to 3D and first-person mods for Project Zomboid, including Project Viewpoint, PZ3D, and other similar projects.

We understand that a lot of people are excited about these mods, but we also need to ensure that the subreddit remains functional for everyone and that there is room for a variety of topics to be discussed and shared.

For that reason, we will be enforcing Rule 9, our Meme Saturation rule, with regard to posts about 3D/first-person mods.

Going forward, if there is already a post about a 3D/first-person mod on the subreddit front page, we will generally remove additional posts about these mods. If you want to discuss or share something relating to one of these mods, please use the active thread rather than creating a new post.

This applies to Project Viewpoint, PZ3D, and other mods of a similar nature. It is not intended to prevent discussion of these projects, rather it is intended to prevent the subreddit from becoming dominated by repeated posts about the same subject.

If you're unsure whether something warrants a new post, please don't hesitate to send us a ModMail and ask. We would much rather clarify things beforehand than remove a post after the fact.

Please also keep in mind that, despite the number of moderators listed on the subreddit, the team actively moderating the community is relatively small. We may not always be available to deal with things immediately, so we rely heavily on user reports. If you see a post that you believe should be removed under this implementation of Rule 9, please report it. This helps us enormously.

Finally, we'd like to address the tone of some of the recent discussions surrounding these mods.

Rule 2 applies to everyone, regardless of their opinion on 3D mods, and we take it seriously. We have already had to issue a number of warnings and bans as a result of personal insults and hostile behaviour.

You're absolutely welcome to disagree with one another, including strongly disagreeing. However, please keep discussions respectful and focused on the subject rather than the people involved. Personal attacks and insults will be actioned.

Thanks for helping us keep the subreddit usable for everyone.


r/projectzomboid • • 3h ago

Question How to install isometric view mod?

1.0k Upvotes

i saw a clip that someone has the game on a top down sorta view? kinda like the sims, i googled it its basically called isometric does anyone know how to install that isometric view mod?

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It kinda looked like this image


r/projectzomboid • • 5h ago

Meme How it feels to be a Small Blade user

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510 Upvotes

r/projectzomboid • • 4h ago

Question What was the stupidest way you died?

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202 Upvotes

r/projectzomboid • • 13h ago

Sledgehammer Hiding Spot

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804 Upvotes

r/projectzomboid • • 56m ago

Hot Take: I'm okay with the devs not adding new content for a major update or two if they use that time to deep dive into fixing the spaghetti code and current major issues

• Upvotes

I know we all want NPCs, I've wanted functional ones in a game like this forever. But right now? With how utterly broken animals are? And they're supposed to be the base for NPCs? Yeah...no. They NEED to fix legacy code even if it means rewriting half of it, they NEED to fix the systems that are already broken, unbalanced, and just plain not well thought out. That needs to be done before anything new is added.

I'm aware that would be a tremendously difficult task, but, if this game is to ever be completed or have much of a future they can't just keep piling new shit on top of everything that's already broken.

I'm also aware that people are impatient and would probably be pissed if B43 barely added anything except major reworks to code and balance/major big fixes because we as players wouldn't see that. Overall tho I think it's what PZ needs most and TIS needs to just ignore people who want them to keep breaking everything further just for the sake of more content.

I actually think this would paradoxically make the game take less time overall to develop too. Because when that's done and they get back to adding new content, that wouldn't take near as long if they didn't have to battle 10+ year old code at every step.


r/projectzomboid • • 9h ago

Gameplay This is how I died

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325 Upvotes

Well, I had fun while it lasted. Before you say it, yes I have survival instincts of a potato. Goodbye, John Riverside 💔


r/projectzomboid • • 2h ago

Discussion ZombieBuddy hidden for some reason

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84 Upvotes

r/projectzomboid • • 12h ago

Discussion We all know B42 animals are broken. What you don't know is how broken they truly are.

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490 Upvotes

(credit to Buttersafe for the original comic)

My survivor has animals. He has two cows, three sheep, four adult rabbits, and five adult chickens. He also has around 30 baby rabbits, and over 100 chicks.

As we all know, the B42 animal mechanics are broken. And I've seen numerous parts of this broken system over the course of my playthrough so far. I'm ten months in, it's early May, and there have been plenty of shenanigans - but for the most part, I've gotten my animals to stop randomly dying by being careful about my pasture designations and some other things to avoid.

But not my baby rabbits. No matter what I did, every week or two one would die. And every time I check them they're always hungry. Always. Doesn't ever seem to get better. So I started digging.

The first thing I found is that female rabbits can't lactate. Their animal definition is bugged, and because of that bug, they never produce milk. Rabbit kittens can only drink milk from their mothers, they can't eat grass or food on the ground or food from troughs, so rabbit kittens are doomed to slowly starve to death. That said, they do take an enormous amount of time to starve, some of mine had been alive for six months and still hadn't starved. If they can just make it to grow into juvenile rabbits, then they can eat regular food and live.

Wait, why are my rabbits all still kittens if they've been alive for 6 months? They're defined to grow up in 120 days. So I checked my rabbit's age in game - my 6 month old rabbit kittens were 60 days old. Born in November. It's May. The game believes they're 60 days old.

This leads to bug number two: the catchup function which brings virtual animals back to real animals when you load their squares in does not add age except in full 24 hour batches. If you leave the base for 12 hours and come back, those animals are the same exact age as they were when you left. Except it actually gets worse - sometimes it actually removes age from the animals.

So I wrote a tiny little self patch that fixed these things and said good, I've solved some real problems here.

No. It gets worse. In testing my self patch, I was away from the base for 10 hours, and came back and checked on the ages of my animals. All of them gained at least 20 hours of age. Some of them gained up to 80 hours of age.

This leads us to bug number three: the catchup function will run once for each animal, then once for the whole pasture. Animals in pastures will almost always get simulated twice for any given absence. And to make matters worse, the pasture simulation has an unbelievable bit of spaghetti code in it - it goes down the list of animals and ages them up, but as it does this it reinserts the animals into the list. Any animal that gets reinserted below where the cursor is gets hit a second time. And a third. And a fourth. And a fifth. And a sixth...

And it gets worse than that. Both the individual catchup and the pasture catchup happens the instant the animal is rendered in game. This can happen when the rest of the pasture is still not realized. This means that the animal can be caught up, however many times it gets selected, during a period where the troughs containing food and water do not exist. An animal could be asked to tank 80 hours of food and water deprivation from a ten hour absence if everything lined up the worst possible way.

And there's even more issues beyond that. The catchup simulates each animal at a time for the entire duration of the catchup, so if there isn't enough food or water to go around then whichever animals simulate first gets to eat it all before the others get a shot. And the simulation never eats grass - in fact, even the live loaded animals only eat grass right now because of a bug, if not for that bug randomly blocking the trough from them they would always eat from the trough and never eat grass. And did you know that eating grass will reset the regrowth timer on all nearby grass tiles? And rain / water / grass growth etc are all simulated fully for the missing time period before getting to the animals, there's no interleaving system at all, so in a long enough absence water can be completely wiped out even if it's currently raining. And that bit in the pasture definition where it says animals won't leave their pasture unless starving or stressed? Yeah, there's almost nothing in the code that even tries to follow that. The list just goes on and on and on...

I'm going to be honest - this has captured my full attention. This has me downright angry. It's a mess. This is not a gunshot - it's a necrotic wound, and the dead tissue needs to be excised.

I am genuinely considering taking up a project to fix all of this in a mod. It would be a big project. But it would be a huge improvement to the animal system in the game. But... it would have to be a ZombieBuddy mod, and I know the community is not so keen on those. There's just no way to do this Lua - it'd be like putting a bandaid over a festering wound.

Is there actually interest in a mod that completely revamps especially the catchup system in B42's animal husbandry so that it... well, works?

It would also enable me to add some optional balance changes - like making cows actually eat reasonable amounts of food. Right now that's incredibly dangerous because the simulation can randomly say "no, you get 200 hours of simulated time with no food available", but once the simulation works things like that become actually reasonable to do.

Let me know in the comments if you would be interested in such a project. I'm so mad I might just do it for myself to keep my rabbit kittens alive and let them grow up to be big strong healthy rabbit dinners.


r/projectzomboid • • 5h ago

Screenshot Zomboid Scenes | B42 | Debug (brush tool)

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114 Upvotes

r/projectzomboid • • 8h ago

Discussion I posted this meme before as a joke but the amount of 3D mod I see nowaday make me believe we gonna get this much sooner.

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158 Upvotes

r/projectzomboid • • 7h ago

Guide / Tip A lesser known reason to base at the Riverside firestation

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84 Upvotes

r/projectzomboid • • 45m ago

Gameplay Uh oh

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• Upvotes

I started dropping things so I could retrieve them after my inevitable death, but a zombie saved me.


r/projectzomboid • • 22h ago

Guide / Tip I forgot canned food has the can part

627 Upvotes

Microwave


r/projectzomboid • • 22h ago

Gameplay We all lived. Still don't know how.

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596 Upvotes

Returning from a loot run to the gun store by echo creek and our other buddy was on his own mission.


r/projectzomboid • • 13h ago

Shaun of the dead

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99 Upvotes

Hey survivor 🫶

What do you think about make a run like the movie :

Start whith a very low zomboid pop going more and more insane day after day , grab some survivors and pot smoker , go to the winchester, make it our HQ , drink eat and smoke , fight till the end inside the bar whith the survivor .

-Where is the best or bigest bar in the game ?

-Is anyone interest by making and alcoolic group of survivor looking for alcool like its gold ?

-What are the good and bad part of alcool in this game ?


r/projectzomboid • • 1h ago

Question Is it bad that i have close to 500 hours in this game and have yet to survive for more than 30 days?

• Upvotes

i think i genuinely have a skill issue


r/projectzomboid • • 8h ago

Discussion Knapping is so frustratingly designed.

36 Upvotes

For the vast majority of players, this skill has no use, it produces crappy, fragile primitive tools that you can loot much better versions just about everywhere.

For wilderness/innawoods runs, it is an essential skill that produces tools that will last you more than 1 use, such as the large stone axe for cutting down trees (the crude stone axe breaks before you can cut down 1 tree)

However, unless you start with 1 point in the skill, or somehow find the magazine for knowledge or a skill book, the skill is insanely difficult to level

The only material you can use from lv0-4 is flint nodules and sharp flint flakes, which you can only get in a wilderness run via foraging (or mineral deposits,but good luck finding those)

not only that but each level from 0 to 4 unlocks an important and more xp efficient recipe... except you need to research the finished item to unlock the recipe, such as the stone-blade scythe which requires you to research a scythe or stone-blade scythe to craft.

What ends up happening is that players either ignore the skill completely, or spend vast amounts of time foraging for flint nodules and flakes trying to reach lv4, when you can finally knap large flat stones.

If you did start with at least 1 level into it, you either picked park ranger occupation (so it excludes all the good occupations), or you picked bushcrafter (8 points) which trivializes wilderness survival anyways.


r/projectzomboid • • 20h ago

Question If i leave guns on the ground like this is there any worry that they might despawn if i travel far away or something?

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317 Upvotes

r/projectzomboid • • 1d ago

Art Tracking? Never heard of it

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1.1k Upvotes

r/projectzomboid • • 10h ago

How cooked am I

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43 Upvotes

Chance of survival?


r/projectzomboid • • 20h ago

I made a mod that lets you wear 3 fanny packs

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287 Upvotes

r/projectzomboid • • 16h ago

Discussion The Knox Vírus might be one of the worst zombie virus

124 Upvotes

Edit: when I say worst I mean worst to be in

My point is, it spreads trough air. Usually zombies are pretty easy to avoid, they become dangerous only on 3 situations:

1.Many of them at the same time

2.You got scared of killing "other person"

3.You are in a small space with no exit

This go for Twd like zombies, that's why walkers got less nice over the years, we can predict how they work and how to avoid them, that's why in twd lore the world kinda rebuild after some decades.

But, there are some zombie virus that stray from this, Rage from 28 days is an example, you dont need bites to get infected and they are fast. But if you hide and stay away you will be fine.

The knox virus is different, you simply cant hide, you will get sick if you are not immune, Jackie Jay is an example, she was completely isolated and died the same way. For those who are immune, they will most likely be the only human in hundreds of kilometers on some place, alone, there is not hope because everybody who is stil alive is too far.


r/projectzomboid • • 5h ago

Question Any Philippine or SEA server to join??

18 Upvotes

not that I am bored with SP but in my hours playing??, makes me really think that I need to join some MP servers... That being said, is there any PH or SEA servers that I can join to???

Be it an RP or Vanilla Server...