Project Zomboid

Project Zomboid

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Bandits Extra Options
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22 Jan @ 4:26pm
28 Feb @ 1:19pm
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Bandits Extra Options

Description
Add extra sandbox options to your Bandits experience
Includes:
  • NEW: Integrate modded weapons lists for NPCs using configurable weapons loadout options
  • Prevent bandits from knowing your location without ever seeing you by disabling Raider AI type for all waves with a single option
  • Rebalance bandit melee attacks by preventing them from cancelling their attack animations
  • Global bandit spawn chance modifiers
  • Random group sizes
  • Random health, ammo, and loot amounts
  • Prevent bandits from spawning near your base
  • Adjust timer before bandits may occupy buildings you've visited
  • Toggle gore/visible injuries on NPCs
  • You can disable generators and vehicle sound effects for a years-later vibe
  • Prevent duplication of weapons on dead NPCs
  • Day 1: Randomise equipment of NPC groups, adjust starting companions,disable nuke
  • Week 1: Randomise equipment of NPC groups, adjust time before you are attacked for trespassing, toggle air strikes

Compatibility Notes

For use with BANDITS, DAY ONE, WEEK ONE (B42) and WEEK ONE (B41) by Slayer

As Bandits is still being developed by Slayer, compatibility issues may arise following updates to the main mod.

Compatible weapon mods

If you encounter any issues please report them here.

Credits

Full credit to Slayer for his amazing creation, BANDITS! All functions of this mod are derived fromthe butchery ofhis code.
Buy him a coffee![ko-fi.com]

Thanks to Choko, Бен, VVentos and fleshka812 for translations!
Thanks to DrStalker, Albion and Spongie for coding advice!




Instructions

If playing with Day One/Week One or weapon mods, you should ensure that all Extra Options mods are loaded afterwards in mod load order (bottom right of mods screen in B42)

Most options are accessed from Sandbox settings. To customise, you'll need to start a new game, use Debug mode, or an appropriate mod

Detailed options for the mod are found on the Bandits Extra Options sandbox page and are added to each Wave screen.

Sandbox Options

Allow "Raider" AI
In the BANDITS release of 9/2/25 default Raider behaviour was turned off for most spawns. This setting still prevents Raider-type attacks in Day/Week One as well as random AI settings.
New Melee Rebalance
When a bandit engages the player from the zero distance, they perform a shove which knocks the player away or down, and start their next attack immediately, before the shove animation has played. This setting should prevent them from cancelling attack animations like this, making melee combat more intuitive.
General spawn multiplier
Percentage multiplier for NPC spawning chance, modifies base spawn chance for all waves, defender and camp spawn chances.
Spawn chance in wrong terrain
Chance for bandits to spawn in areas they avoid.
World age for wave progression
By default wave progression resets when you create a new character in the same world; this ties progression to world age instead.
Random bandit group size
Choose a minimum and maximum size for each bandit wave; invalidates the existing "Group Size" setting.
Random bandit health
Choose a minimum and maximum health for each bandit wave.
Random bandit ammo
Choose a minimum ammo count for each bandit wave. Mag count will be random between listed amount and minimum.
Random bandit loot
A multiplier that affects the chance for bandits to carry additional loot items.
Player base minimum spawn radius
Define a radius around player bases within which bandits cannot spawn.
Days before visited building may be occupied
Choose the number of days before defenders may occupy a building you have visited. For a building to count as "visited" you should remain inside for 10 game minutes.
Occupied buildings have generators
How often generators will spawn at bandit safehouses. Generator type will be randomly chosen.
Allow sandbag roadblocks
Sandbag roadblocks are a new option which can replace or complement the existing vehicle roadblocks.
Vehicle sound effects on bandit spawning
Large groups of bandits spawn with car or helicopter sound effects by default, which some players may prefer to disable.
Allow gore
Display injuries NPCs that take damage.
Spawn icons do not show hostility
Spawn marker icons will no longer show if NPCs are friendly or hostile. Who is there? You'll have to find out...
Loadout and special weapons
You can assign a weapons loadout of your choice for each bandit wave. You can also define the probability a bandit will spawn with a "special weapon" for that loadout type.
  • Civilian: Handguns and single shot rifles.
  • Police: Semi-automatic rifles and SMGs. Special weapons are automatic and sniper rifles.
  • Military: US-type automatic rifles. Special weapons are sniper rifles and LMGs.
  • Exotic: Weapons of rare and/or non-US origin. Special weapons include SMGs and sniper rifles.
  • Looted: Lower quality weapons loadout for desperate bandits. Special weapons include automatics.

Sandbox Options for Day One

Starting equipment
Start with some equipment to match your profession.
Starting companions
Start with a random family of NPCs, a group of co-workers, or nobody.
Randomise groups
NPC groups spawning during Day One will no longer carry identical weapons.
Enable nuke
Day One need not end with a bang.

Sandbox Options for Week One

Trespass grace period
Choose how long it will take for inhabitants of buildings to attack, if you trespass.
Randomise groups
NPC groups spawning during Week One will no longer carry identical weapons.
Enable bombing
Toggle fire-bombing.
Enable gas attacks
Toggle gas bombing.
Enable A10 attacks
Toggle machine gun air attacks.
Popular Discussions View All (5)
24
22 Jun @ 3:39am
BUG REPORTS
9kgsofrice
10
1
14 Mar @ 5:07am
Translations Mod Bandits Extra Options
Choko
4
2
15 Feb @ 2:21pm
Temporary error spam fix
Metal Izanagi
248 Comments
Pantstain 13 hours ago 
Not able to enable this
pbnj 12 Jul @ 9:02pm 
I cant enable it even tho i clearly got the dependency:steamfacepalm:
Chii 12 Jul @ 10:31am 
Dependency issue on B41.
I hope you can get around to fixing soon :)
Thanks!
Splachi 8 Jul @ 3:59pm 
You need to fix the dependencies.
Ганс 7 Jul @ 7:44am 
исправьте зависимости пожалуйста
storm 6 Jul @ 11:00pm 
fix the dependencies please
FouN 6 Jul @ 9:36am 
Yup needs update
Vitriol ☧ 5 Jul @ 10:40pm 
This needs an update. says its missing the main mod.
SIXAB 1 Jul @ 5:36pm 
@Xerionus that.
Xerionus 1 Jul @ 4:37am 
I think there is a bad dependency or something, the updated version of Bandit mod has an ID "Bandits2", and this mod still requires mod with an ID "Bandits"