Project Zomboid

Project Zomboid

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Water World 10 years Later
   
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Description
NOTE: This modpack was an absolute mess to get to work nice and pretty together, so if you have issues with something. I cant help you, sorry!!

ALSO: I messed up the zombie spawning settings in the first episode so you might have to deal with like 10 extra or so zombies at the start of the run. I fix it by episode 2, just wanted to forewarn you.

Lastly, in order to make pontoons not literally impossible to make as you need them to fish and collect the water. I edited a script in the aquatsars mod. I will leave the edited script you just need to paste over the file itself at the end of this. The file will be in the
media - lua - client - BuildingObjects - ISAquaBuildMenu.lua

In the mod folder itself. Alternatively id suggest turning off the water comes indoors sandbox setting, which would allow you to fish from doorways after you destroy them. I didn't go for this as it feels a lot less cool!

SANDBOX SETTINGS: MAKE SURE YOU CHOOSE THE CHOOSE YOUR SPAWN OPTION IF YOU WANT TO START AT THE SAME SPOT AS ME

World:

Water Instant
Electricity Instant
No House Alarms
6 Months Later

Loot Rarity:

Extremely Rare Except for Literature which should be Rare

In Game Map: All Known On Start

Vehicles: None

Advanced Zombie Options
3.0 Multiplier, No respawn

Choose Your Spawn
Enter Cell X: 26
Enter Cell Y: 11
Enter Rel X: 181
Enter Rel Y: 48
Enable Level Changes Checked
Enter Level 1

Start With :
Carpentry Set

Random Zombies Loot: Default but Shamblers at 10% and Sprinters at 10%

WATER WORLD : Water comes in from every location - Make sure the limit and starting points are at like 30000 each. Wave day 0
Water Enters Buildings
Teleport Zombies

10 years Later Less Trees - 100%

Alternative Zombie Spawn Zones:
Keep it default but set the indoor spawn chance to 8


OK HERES THE LUA CODE NOW, PASTE IT INTO THE ISAquaBuildMenu.lua FILE USING SOME NOTEPAD PROGRAM IF YOU WANT EASIER TO BUILD PONTOONS IF NOT JUST DONT LET WATER ENTER BUILDINGS:

ISBuildMenu.buildFloorMenu = function(subMenu, player)
-- simple wooden floor
local floorSprite = ISBuildMenu.getWoodenFloorSprites(player);
local floorOption = subMenu:addOption(getText("ContextMenu_Wooden_Floor"), worldobjects, ISBuildMenu.onWoodenFloor, square, floorSprite, player);
local tooltip = ISBuildMenu.canBuild(1,1,0,0,0,1,floorOption, player);
tooltip:setName(getText("ContextMenu_Wooden_Floor"));
tooltip.description = getText("Tooltip_craft_woodenFloorDesc") .. tooltip.description;
tooltip:setTexture(floorSprite.sprite);
ISBuildMenu.requireHammer(floorOption)
-- floor construction above water
ISBuildMenu.buildBridgeMenu(subMenu, player)
end

ISBuildMenu.buildBridgeMenu = function(subMenu, player)
-- simple wooden floor
local floorSprite = ISBuildMenu.getWoodenFloorSprites(player);
local floorOption = subMenu:addOption(getText("ContextMenu_Wooden_Pantone"), worldobjects, ISBuildMenu.onWoodenFloorUnderWater, square, floorSprite, player);
local tooltip = ISBuildMenu.newCanBuild(4,5,10,1,5,floorOption, player);
tooltip:setName(getText("ContextMenu_Wooden_Pantone"));
tooltip.description = getText("Tooltip_craft_woodenFloorDesc") .. tooltip.description;
tooltip:setTexture(floorSprite.sprite);
ISBuildMenu.requireHammer(floorOption)
end

ISBuildMenu.onWoodenFloorUnderWater = function(worldobjects, square, sprite, player)
-- sprite, northSprite
local foor = ISWoodenFloorUnderWater:new(sprite.sprite, sprite.northSprite)
foor.modData["need:Base.Plank"] = "5";
foor.modData["need:Base.Nails"] = "10";
foor.modData["xp:Woodwork"] = 0;
foor.player = player
getCell():setDrag(foor, player);
end

ISBuildMenu.newCanBuild = function(logNb, plankNb, nailsNb, tireTubeNb, carpentrySkill, option, player)
-- create a new tooltip
local tooltip = ISBuildMenu.addToolTip();
-- add it to our current option
option.toolTip = tooltip;
local result = true;
tooltip.description = "<LINE> <LINE>" .. getText("Tooltip_craft_Needs") .. ": <LINE>";
ISBuildMenu.log = ISBuildMenu.countMaterial(player, "Base.Log")
ISBuildMenu.tireTube = ISBuildMenu.countMaterial(player, "Aquatsar.TireTube")

-- now we gonna test all the needed material, if we don't have it, they'll be in red into our toolip

if ISBuildMenu.planks < plankNb then
tooltip.description = tooltip.description .. " <RGB:1,0,0>" .. getItemNameFromFullType("Base.Plank") .. " " .. ISBuildMenu.planks .. "/" .. plankNb .. " <LINE>";
result = false;
elseif plankNb > 0 then
tooltip.description = tooltip.description .. " <RGB:1,1,1>" .. getItemNameFromFullType("Base.Plank") .. " " .. ISBuildMenu.planks .. "/" .. plankNb .. " <LINE>";
end

if ISBuildMenu.nails < nailsNb then
tooltip.description = tooltip.description .. " <RGB:1,0,0>" .. getItemNameFromFullType("Base.Nails") .. " " .. ISBuildMenu.nails .. "/" .. nailsNb .. " <LINE>";
result = false;
elseif nailsNb > 0 then
tooltip.description = tooltip.description .. " <RGB:1,1,1>" .. getItemNameFromFullType("Base.Nails") .. " " .. ISBuildMenu.nails .. "/" .. nailsNb .. " <LINE>";
end

if getSpecificPlayer(player):getPerkLevel(Perks.Woodwork) < carpentrySkill then
tooltip.description = tooltip.description .. " <RGB:1,0,0>" .. getText("IGUI_perks_Carpentry") .. " " .. getSpecificPlayer(player):getPerkLevel(Perks.Woodwork) .. "/" .. carpentrySkill .. " <LINE>";
result = true;
elseif carpentrySkill > 0 then
tooltip.description = tooltip.description .. " <RGB:1,1,1>" .. getText("IGUI_perks_Carpentry") .. " " .. getSpecificPlayer(player):getPerkLevel(Perks.Woodwork) .. "/" .. carpentrySkill .. " <LINE>";
end
if ISBuildMenu.cheat then
return tooltip;
end
if not result then
option.onSelect = nil;
option.notAvailable = true;
end
tooltip.description = " " .. tooltip.description .. " "
return tooltip;
end

Items (71)
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Dylan's Tile Pack
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Scrap Armor!
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Scrap Guns
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Start with...
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Created by .k
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Susceptible Trait - Airborne Infection
Created by Mr Sunshine
Special thanks to Werlias for the amazing video! DISCLAIMER: The original concept was created by Spyjack! Credit to PoleKasanya for the art! ====================================================== https://i.imgur.com/nKDEikth.jpg Have you ever wanted to be ...
TchernoLib B41
Created by Tchernobill
Features and tools with high reuse potential. Global Object Simple interface to add your own Global Objects to the game. Details here. see Portal Gun mod for example. Spawn Spawn a specific item in a specific container. Spawn a specific item from a right c...
The Workshop
Created by djvirus
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Totally's Scavenged Firearms
Created by Totally_Innocent
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Created by NoctisFalco
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Yaki's Makeshift Clothing
Created by Yaki
https://i.imgur.com/p9Z3hqE.png https://i.imgur.com/g51dyMT.png https://i.imgur.com/BI2u2rc.png I made a Discord for the updates on the mods and also for my little streams on Twitch :D https://i.imgur.com/p7Fv1Z6.gif Why no update for more than a year ? I ...
ZuperCart - Carts & Trolleys
Created by iBrRus
https://steamuserimages-a.akamaihd.net/ugc/2047488292130357038/307A1EFBD98F7B63C736466AACD5CF58235FB88A/ Realistic Carts & Trolleys for best life. Mod adds trolley and shopping cart. Shopping cart capacity - 49. Trolley capacity - 49. There can be only one...
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Created by Poet
Around 100 new recipes for recycling and crafting less useful stuff into more useful stuff. These recipes don't require any books or magazines to learn and some of them give small amounts of experience for their appropriate categories. (Metalworking, Tailo...
throttlekitty's tiles
Created by throttlekitty
This is a collection of world tile sprites I've made to be used as a resource in creating custom maps. Some sprites may have additional functionality, I'll be including lua for those in this mod as needed. I don't plan on making anything here craftable, ho...