Project Zomboid

Project Zomboid

3,056 ratings
[B41/B42] Day One (Bandits)
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Content Descriptors: General Mature Content, Frequent Violence or Gore
File Size
Posted
Updated
202.042 MB
11 Sep, 2024 @ 8:32am
11 Jun @ 12:08pm
27 Change Notes ( view )

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[B41/B42] Day One (Bandits)

Description
Day One
Day One is a prelude that immerses you in the first day of the zombie apocalypse. Picture yourself amidst the initial chaos as the dead begin to rise. People are scattered, desperately seeking safety or fighting for their lives. Violence intensifies until the government, in a final attempt to restore order, resorts to extreme measures to contain the virus.

After 24 hours — if you survive — the chaos will subside, but the world will be drastically different. This marks the beginning of your journey in a collapsed world.

This mod is brutal and fairly hard. If you are looking for a challenging and very immersive start, you may like it.

It is compatible with both single-player and multiplayer modes. MULTIPLAYER is very demanding and it will work only in local network probably.

Read about Compatibility before posting bug reports. If you have errors despite removing incompatible mods, post error messages.

Check the Bandits Discord[discord.gg].

B41 vs B42
This mod works for B41 and B42 however, B41 version lacks some of the features that B42 has. B41 also runs using the legacy Bandit engine so it lacks many features and fixes that new version provides. I do not develop B41 version nor do I support it (I will not be answering questions and requests). If you want to use B41 version note that you must also subscribe to Bandits Legacy mod.

Mod id
Game version
Requires
Game modes
Active Development / Support
BanditsDayOne
B42
Bandits2
Day One solo B42
yes
BanditsDayOne
B41
BanditsLegacy
Day One solo B41, Day One Multiplayer B41 (works poorly)
no

How to use this mod
  • You should always start a new game with this mod. Adding this mod to an existing save or server after the first day of the apocalypse has passed will not work. In multiplayer, it is advised that all players start simultaneously to experience the events together.
  • Although all events in this mod run from a predefined schedule, every start experience will be different because starting parameters have huge impact on how the game progresses. If you want chaos as this mod promises, you should start in the city with high population. It's best to create a sandbox game with population factor 1.5 - 2.5. You can also add more cars.
  • Starting day and hour should be default. Day length should be set to 1 hour (2 hours is acceptable but will make things a lot less intense), other options not recommended.
  • You can tune intensity of some of the features of this mod in the sandbox settings. Mod must be enabled in the game itself to see sandbox option.

Initially all spawned NPCs are friendly unless attacked by the player. This includes various civilians and government forces. However, after some time you will encounter hostile groups such as inmate escapees, criminals or even psychiatric hospital patients. Your job is simply to survive but also to be prepared for facing the enemy which may find you[/b].

This mod utilizes the Bandits mod as an NPC engine to introduce non-zombie characters to the game. The compatibility of this mod is practically identical as the Bandits mod compatibility. If you run into errors, check Bandits mod guidebook compatibility section.

There is a lot of action, the performance may be impacted, but on a decent PC it should work. The performance will mainly depend on the starting zombie population size.

Credits
Mod poster: Ravense

If you like my work, be sure to give it a LIKE or:
[ko-fi.com]

Comments section warning:
Excessively vulgar comments, rude comments, demanding tone comments will be removed.

Workshop ID: 3329251514
Mod ID: BanditsDayOne
Popular Discussions View All (113)
370
142
5 Mar @ 4:33pm
PINNED: WEEK ONE MOD
Slayer
139
4
27 Jun @ 3:06pm
PINNED: SUGGESTIONS
Slayer
8
11 Jun @ 11:15am
(B42) Error spam issue
kod77
2,413 Comments
Trout 10 hours ago 
For some reason i can't play the day one optional mode with this mod. It keeps saying it requires "Bandit legacy" and i have no clue what it means and why it isnt working considering everything is in place and hasnt been tweaked with.
DatHammyBoi 11 Jul @ 1:54pm 
Is there a way to disable the nuke at the end of day 1?
veston 11 Jul @ 12:17am 
bandits used to be good mod, but now its customize features got removed and mod got ruined, not even other other bandits workshop addons work anymore.
borrowdaledrew 10 Jul @ 1:48pm 
hmm, could we have a option setting to tweak the NPC behaviour?
I've noticed that the general public citizens instead of lots of screams of fear we have lots of war cries and calls of "They are over there, get em!" before running towards the zombies like they are zombie hunting gods. Which just seems off to me.

I'd rather this role be for the law enforcement and military and have the citizens flee and panic trying to escape the zombies with maybe a rare few fighting back.

Maybe the general public could be given the panicked moodle?
Lo Thanh Phen 10 Jul @ 9:32am 
@Billi Propaganda If you're using B41 Day One use Bandits Legacy instead of Bandits V2
Billi propaganda 10 Jul @ 5:56am 
i dont see any survivors at any time what to do even bandit mdoe those not work no militery no surviros nothing what to do?
koiboy 9 Jul @ 1:54pm 
the mod works :) Wondering if there was a way to change the amount of police & firefighters and whatnot that spawn in the beginning :steamhappy:
Siren_LV 9 Jul @ 1:28pm 
Amazing mod, you achieved the game developers long lost dream!
kod77 9 Jul @ 10:17am 
Edit: nvm, it does load, but you gotta wait longer though, sometimes very noticeably longer
kod77 9 Jul @ 10:16am 
This mod still works in multipolayer B41, right? It did work before, but now there's an endless server initialization if I add "mod options", "bandits legacy" and then "day one bandits" mods to my server's mod list, for some reason