Project Zomboid

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House Alarm Mod
   
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26 Feb, 2023 @ 4:15pm
22 Jul @ 8:28pm
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House Alarm Mod

Description
Making a House Alarm and using it! Updated to B42!


This is my first mod, and I was trying to make a Timer version, until I realized that thrown Timer items are bugged and disappear. So hopefully, they'll be fixed in B42.

I played a 4x Insane population Louisville playthrough, and managed to just kill all the zomboids within honking and gunshot distance, but despite that, it still wasn't safe to just head out and scavenge for supplies.
And I realized that, why can't we have a better way to lure zombies from far away? And the best way, I thought? Was using a burglar alarm to bring them over. But you can't just remove the alarm from a house, and the ones in a house only lasts for that one use.

So, I created this mod, and it was absolutely perfect, luring a massive horde of zombies, bigger than what I had took down before. So, here it is, the mod that acts as your new zombie beacon. I give you, The House Alarm.

This mod adds 5 craftable items, all of which require a screwdriver on you to craft:

1.) The base game's Home Alarm is now craftable, requiring 5 Electronic Scrap, an Amplifier, Electric Wire, and 2 screws.

2.) Adding a battery to the Home Alarm, so now you can throw it.

3.) Boosted Throwable Home Alarm: increases the range of the Home Alarm, making it reach farther than the basic one.

4.) Home Alarm Noise Maker: The Noise Maker has an added Home Alarm.

5.) Boosted Home Alarm Noise Maker: Boosting it, like the Boosted Alarm.


The throwable home alarm is nerfed to have less range, due to simple throwing it on the ground, where the noise gets dampened by the ground. Turning it into a noise maker will make it as loud as when you break into a house.
The non-noise maker alarms are nerfed to be 33% less effective than the noise maker alarm, and only last for a third of the time a noise maker, making it more effective to use the noise makers to lure zombies to it.

Workshop ID: 2939648494
Mod ID: HouseAlarmMod
11 Comments
Shikoi Kurogami  [author] 22 Jul @ 8:30pm 
I believe the B41 version should be updated now, so when it loads, you should be able to see it now. I forgot to re-add the text files back into the B41 part of the mod.
Shikoi Kurogami  [author] 22 Jul @ 7:42pm 
Huh, I thought it should've worked, but maybe I did something wrong...
Pain 22 Jul @ 11:00am 
This mod does not see 41 builds, it is not in the list of installed ones.
Shikoi Kurogami  [author] 6 Jul @ 7:30pm 
Updated to B42. Also, to Dash, I decided not add add in deconstructing the house alarm to get motion sensors, as the vanilla house alarms just activate when a door/window is broken.
Smokin' Dash 3 Aug, 2023 @ 11:46am 
is it possible to deconstuct these alarms in order to get motion sensors like with the unobtainable vanilla ones? im looking for a mod that has some way of salvaging/crafting motion sensors to make bomb traps with.
Shikoi Kurogami  [author] 9 Mar, 2023 @ 6:27pm 
Fixed a problem where the boosted noise maker version gave the wrong item.
Unoriginal Alex 7 Mar, 2023 @ 3:27pm 
I really don't know why, but your mod causes a ton of recipes to vanish on my modded multiplayer game. Like, you just can't rip any clothing, unstack logs, or do a hundred other minor recipes from base game. Really weird.
Shikoi Kurogami  [author] 5 Mar, 2023 @ 6:30pm 
Unfortunately, at my current level, I cannot add that into the game yet, as I need to learn how to work on the mod better. A few additional ideas I had were also removing alarms from houses and using a remote to set alarms or turn them on. Nut for now, that won't be until the far future.
TheZedSurvivor 5 Mar, 2023 @ 12:04pm 
Is it possible to make the mod give you the possibility for the alarms to be installed into houses and give them alarms and disable them too, or something like that?
Shikoi Kurogami  [author] 4 Mar, 2023 @ 8:15pm 
It should be safe to add, since it adds recipes and crafted items! It changes nothing else in the game.