Project Zomboid

Project Zomboid

Not enough ratings
KR TakOS (Carry Capacity - Negative Weight - Vanilla Friendly)
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
10.220 MB
15 Mar @ 5:12pm
13 Apr @ 2:34pm
7 Change Notes ( view )

Subscribe to download
KR TakOS (Carry Capacity - Negative Weight - Vanilla Friendly)

Description
KR TakOS

A revolutionary tech upgrade for your survivor!

TakOS introduces high-capacity back modules designed to offset your carry weight, allowing you to transport more ammunition, supplies, and equipment without becoming overencumbered. Simply equip a TakOS module to reduce your effective weight (through negative values) and expand your inventory capacity.

Key Features

✅ Tiered Modules - Four upgrade levels with double capacity at each tier.
✅ Specialized Variants - Tactical, Medical, Reinforced, and more for different playstyles.
✅ Optimized Icons - Clean, intuitive designs for easy inventory management.
✅ 3D Models and Visual Clarity - Instantly recognize tiers by their color:
  • White (T1)
  • Blue (T2)
  • Yellow (T3)
  • Red (T4)
✅ 2 Available Versions - Contains two versions for each playstyle: vanilla-friendly weight or maximum OP capacity.

Module List by Tier - OP Version

Type
Level 1
Level 2
Level 3
Level 4
Tactical (K)
-8 (K1)
-16 (K2)
-32 (K3)
-64 (K4)
Medic (M)
-
-24 (M1)
-58 (M2)
-
Container (Q)
-100 (Q1)
-200 (Q2)
-300 (Q3)
-400 (Q4)
Reinforced (T)
-20 (T1)
-40 (T2)
-80 (T3)
-160 (T4)
GAFE (X)
-45 (X1)
-96 (X2)
-192 (X3)
-
Juggernaut
-
-
-
-246
Mictlan
-
-
-
-356

Module List by Tier - Vanilla Balanced

Type
Level 1
Level 2
Level 3
Level 4
Tactical (K)
-8 (K1)
-12 (K2)
-16 (K3)
-32 (K4)
Medic (M)
-
-14 (M1)
-38 (M2)
-
Container (Q)
-40 (Q1)
-60 (Q2)
-80 (Q3)
-100 (Q4)
Reinforced (T)
-16 (T1)
-24 (T2)
-32 (T3)
-40 (T4)
GAFE (X)
-45 (X1)
-76 (X2)
-92 (X3)
-
Juggernaut
-
-
-
-96
Mictlan
-
-
-
-156

(All values represent negative weight — higher numbers = greater capacity.)

Future Updates
Coming soon:
  • Additional specialized modules with specific roles
  • Limiting the number of modules in a container
  • Adding custom backpacks with superior carrying capacity

Why Choose TakOS?
  • Immersive design: Tier colors match in-game models for quick identification.
  • Compatibility: Works seamlessly with existing inventory systems.
  • Balanced: This system is balanced with vanilla gameplay in mind.

Only activate one version of the mod - don't even think about activating both or very bad things will happen!

Check out my other mods!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3463564121

Workshop ID: 3445346892
Mod ID: KRTakOSOP
Mod ID: KRTakOSVB

Note: This mod is under active development. Expect more features in future updates.
11 Comments
Noisy Koi 3 May @ 1:45pm 
is it possible to make a B42 variant of this? perhaps not one that actually increases your carrying capacity, but what about something like an "Exoskeleton" that buffs your ability to carry more weight *before* it starts slowing you down or hurting you.
Sure, might not be able to extend carry weight beyond 50, but before that point, carrying even just 20 weight slows you down dramatically and can even cause you harm so something that would allow you to carry more weight within that 50 limit could be useful
AnonSliver 28 Apr @ 3:20pm 
ok no worrys thanks for getting back to me on it tho
D4RK-C0MP4N1  [author] 28 Apr @ 2:15pm 
Ahh, sorry—I confused this with FriOS. Unfortunately, this type of mod won’t be possible to make in Build 42 anymore. I’m referring to placing objects with negative weight, since the game no longer allows it. Additionally, the maximum container size is now only 50.

It is technically possible by changing some values in the source code, but I don’t want to do that, as it could lead to more issues or incompatibilities. When the final version releases, I’ll take a look at the source code and see what changes they’ve made
AnonSliver 28 Apr @ 2:01pm 
ok checked, i dont see the KR TakOS in the list, but i do see KR FriOS, so just a heads up on that, i did go down the list slow and 2x times
AnonSliver 28 Apr @ 1:50pm 
hmm its not showing up for me in the mod list, i must be blind, i check again, thanks
D4RK-C0MP4N1  [author] 28 Apr @ 1:46pm 
yes it is
AnonSliver 28 Apr @ 1:27pm 
is this updated for unstable version? i know the other mod of yours is but is this one?
D4RK-C0MP4N1  [author] 10 Apr @ 12:49pm 
I have made great progress with the mod and I am satisfied with what it is currently, but it doesn't mean that I won't update it again, the next thing is to make a list of recipes to craft the existing modules in addition to improving the ones you already have, this I will be thinking about since the mod has been divided into two sides that have a very different approach, the Vanilla and the OP.

I don't think it's necessary to add the recipes for creating modules to the OP version, as in itself a single high level module saves you from being overloaded for a long time.

While in the Vanilla version, it will cost a lot to overcome the 200 kilos of extra weight, since the highest is the Mictlan module (-156), in that version if it is worth to be able to craft or improve them.

When will I do this recipe update, on vacations (Approx. in 5 working days).

If you have any ideas or suggestions, I will be seeing them here in the workshop or by private message.
D4RK-C0MP4N1  [author] 10 Apr @ 12:49pm 
I deleted nicolascool12 comment in order to clarify his question, also to take advantage of it and make a clean slate.

- Spawns are mainly set up in military zones this is for all existing modules.
- Additionally Medic modules can appear in hospitals and clinics, in addition to areas with medical supplies.
- Container modules can appear in factories or tool racks, currently it is set to appear in all wooden boxes in the game.
D4RK-C0MP4N1  [author] 10 Apr @ 12:47pm 
He hecho un gran avance con el mod y estoy satisfecho con lo que es actualmente, pero no quiere decir que no lo actualice otra vez, lo siguiente es hacer una lista de recetas para craftear los módulos existentes además de mejorar los que ya tienes, esto lo estaré pensando ya que el mod se ha divido en dos vertientes que tienen un enfoque muy diferente, el Vanilla y el OP.

No creo que sea necesario añadir las recetas de crear módulos a la versión OP, ya que en si un solo módulo de nivel alto te salva de estar sobrecargado durante mucho tiempo.

Mientras que en la versión Vanilla, va a costar mucho el superar los 200 kilos de peso extra, ya que el mas alto es el módulo Mictlan (-156), en esa versión si que vale la pena el poder craftearlos o mejorarlos.

¿Cuándo hare esa actualización de recetas?, En vacaciones (Aprox. en 5 días hábiles).

Si tienen alguna idea o sugerencia, los estaré viendo aquí en el workshop o por mensaje privado.