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It is in the process of an expansion or major restructuring. You are welcome to assist in its construction by editing it as well, be sure to check the talk page first.
If this page has not been updated in a while, please remove this notice. Last edit was 01/10/2018 by Halkaze.
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By purchasing Project Zomboid, you are permitted to:
- Change the base files in any way you like, provided that those changes do not result in the game being playable without purchasing.
- Distribute the files in any way as you like, providing the files you distribute are not useable by themselves, or accompanied with freely available downloadable files, to play the game without purchasing.
- Use art, music, video footage or intellectual property of Project Zomboid for creative purposes in any way you like, providing the end result is related in some way to Project Zomboid, states Project Zomboid as its influence and origin, and is for non-commercial use only.
You are not permitted to:
- Modify the demo in any way beyond cosmetic graphical/sound/musical changes.
- Modify the base files to include malicious code.
How To Install/Play Mods
To get a full tutorial on how to install mods, see [RoboMat's tutorial on the forums].
To start a mod up, first make sure the mod is installed in the correct directory. Once you have done this, start up Project Zomboid. Once you get to the main menu, down at the bottom of the screen when you see "Survival" and "Sandbox" you will also find a menu option called Mods. Click on it, which will then lead you to the mod menu.
In there you should see the list of mods that you have installed. Double click on the mod you wish to start and a green tick should appear next to the mod. Next thing to do is shut down Project Zomboid and start it up again. Once started your mod should now be ready to go. Instructions on using the mod are usually contained in README's or information in the thread.
File Format Documentation
For developers or the curious, the new file formats are documented here.
Please refer to Mapping for more a more detailed explanation of the processes involved in editing and creating maps in Project Zomboid.
You can find all required mapping tools in this thread.
- RingoD123's Mapping Tutorial
The One Stop TileZed Mapping Shop
How to Combine Map Mods
Full list of current Room Definitions
- Thuztors Mapping Tutorial's
Mapping Tutorial's and Videos
Mapping Guide (outdated but still has tons of good info)
- Capt_Paradox's Mapping Tutorials
VegMap to Testing Custom Map
Making rooms with the place wall tool, item spawns, ortho and more
Sliding Glass Doors, New Textures, Here's How!
- BlackBeard's Mapping Tutorial's
How to make a map Start to Finish Full Video Tutorial
All player made Building Archives Updated 3/29/17~
- EasyPickins Mapping Tutorial's
Custom texture packs and tile definitions
- Cardenaglo's Mapping Tutorial's
Card's Tutorial for Terrain Generation
- Atoxwarrior's Mapping Tutorial's (Spanish Language)
Video Tutorials mapping
Java scripting refers to the modding tools originally used to create item and story mods.
- Lemmy101's Modding Guide
Basic Lua Language:
- Arithmetic Operators
- Relational and Boolean Operators
- Concatentation and Length Operators
- If Statements and Functions
- Local and Global Variables
- Looping Through Tables
- Javadoc reference to Project Zomboid codebase
List of Item Parameters
Much of this information was supplied by forum member InnocentSam.
|Parameter Name||Effect / Description||Example|
|Type||Item-type, describes how the item behaves. Includes 'Food', 'Weapon', 'Drainable', 'Literature', 'Clothing' and 'Normal'.||Food (steak)|
|Display Name||The item's name as it appears displayed to the player.||Axe (axe)|
|Icon||The item's icon as it appears displayed to the player. This parameter looks inside "media/texturepacks/ui.txt" and will call any sprite with the prefix "Item_".||Molotov (molotov cocktail)|
|Weight||Item's weight, used for encumbrance.||0.1 (painkillers)|
|OtherHandRequire||Requires a specified item to be held by the player in their second quick-slot before the item may be used.||Lighter (molotov cocktail)|
|CanBarricade||Whether the item may be used like the hammer to barricade doors and windows.||Boolean (false or true)|
|Count||The number of items which may ever be used in the game world.||8 (Ripped Sheets)|
|UseWhileEquipped||Whether the item is used over time while it is equipped.||Boolean (false or true)|
|UseDelta||Numerical value associated with how quickly the item drains.||0.0009 (torch)|
|ReplaceOnUse||Name of the item which replaces the current item after use.||Pot (pot of soup)|
|IsCookable||Whether the item can be cooked.||Boolean (false or true)|
|MinutesToCook||How many in-game minutes the item must be in an oven for it to cook.||50 (pot of soup)|
|MinutesToBurn||Length of time the item must be in an oven for it to be burnt. Usually double the value of 'MinutesToCook'.||150 (steak)|
|HungerChange||Value applied to player's current hunger points. Positive increases hunger.||-20 (crisps)|
|DaysFresh||How many days it takes for a food item to begin rotting.||2 (steak)|
|DaysTotallyRotten||How many days it takes for a food item to become entirely rotten.||7 (carrots)|
|DangerousUncooked||Whether the food item will negatively affect the player in an uncooked state.||Boolean (false or true)|
|RequireInHandOrInventory||Requires a specified item to be inside the player's inventory before the item may be used.||CanOpener (canned soup)|
|Alcoholic||Whether the item effects the player in a similar way to Bourbon.||Boolean (false or true)|
|UseSelf||Whether the item is consumed after use.||Boolean (false or true)|
|MinAngle||The angle that the weapon attacks, a value aprox. to 1 is going to need more accuracy with mouse than one nearer to -1.||0.88 (shotgun)|
|MinDamage||Minimum damage the weapon will inflict.||0.7 (baseball bat)|
|MaxDamage||Maximum damage the weapon may ever inflict.||1.0 (baseball bat)|
|MaxRange||Maximum range the weapon is effective.||1.5 (spiked baseball bat)|
|MaxHitCount||Maximum amount of enemies the weapon will hit at one time.||1 (hammer)|
|PhysicsObject||Physics object used as a projectile.||MolotovCocktail (molotov cocktail)|
|SwingAnim||Name of animation which is ran when the weapon is fired/swung.||Bat (baseball bat)|
|WeaponSprite||Name of sprite, the image used to display the weapon.||axe (axe)|
|DoorDamage||Damage inflicted by the item on doors.||10 (spiked baseball bat)|
|MinimumSwingTime||The time that takes between each swing.||15 (baseball bat)|
|SwingAmountBeforeImpact||Requires more research.||0.2 (spiked baseball bat)|
|PushBackMod||Distance that enemies are pushed back.||4.5 (wood planks)|
|KnockBackOnNoDeath||Whether enemies are pushed back if they are not killed.||Boolean (false or true)|
|SplatNumber||Blood effects used when an enemy is injured by the weapon.||5 (shotgun)|
|SplatBloodOnNoDeath||Whether an enemy injured by the weapon will bleed if they are not killed||Boolean (false or true)|
|ImpactSound||Name of sound used on impact.||splat1 (axe)|
|SwingSound||Name of sound used when firing/swinging weapon.||shotgun (shotgun)|
|SoundVolume||Defines the volume of a chosen sound.||40 (shotgun)|
|SoundRadius||Radius in which the sound may be heard in the game world from it's point of origin.||50 (shotgun)|
|ToHitModifier||Requires more research.||1.5 (shotgun)|
|NPCSoundBoost||Amount that a sound is boosted when the weapon is fired by an NPC (Not player).||1.5 (shotgun)|
|RangeFalloff||Requires more research.||Boolean (false or true)|
|UseEndurance||Whether the weapon causes exhaustion.||Boolean (false or true)|
|ShareDamage||Requires more research.||Boolean (false or true)|
|AmmoType||Item required to fire the weapon.||ShotgunShells (shotgun)|
|Palettes||Defines the clothing item's colors.||Trousers_Blue/Trousers_Brown/Trousers_Grey/Trousers_White (trousers)|
|PalettesStart||Defines the clothing item's palette prefix.||Shirt_ (sweater)|
|BodyLocation||Where the clothing item is worn.||Bottoms (trousers)|
|SpriteName||Defines the sprite displayed on the player.||Shoes1 (shoes)|
|StressChange||Value applied to player's current stress points. Positive makes the player become more stressed.||-10 (newspaper)|
|BoredomChange||Value applied to player's current boredom points. Positive increases player's boredom.||-50 (book)|