Project Zomboid

Project Zomboid

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Open All Containers [B42/41]
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18.082 MB
16 Apr @ 11:08am
17 Jun @ 4:24pm
6 Change Notes ( view )

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Open All Containers [B42/41]

Description
Open all containers. When you look inside a container, it will open (you can disable this in ModOptions). Then, with the container selected, you can close or open it by pressing the 'E' key (you can change the key in ModOptions). If you want, you can enable Auto-close in ModOptions.

Mod Options is now available for both build 42 and 41. For it to work on build 41, you need to have the mod 'Mod Options (Build 41)' enabled.

It is safe to add or remove items mid-game. However, if you remove the mod, the opened containers will no longer be visible but will still be there, and you won’t be able to move them.



For now, the containers don’t have overlays, except for three drawers, one wardrobe, and all the counters; the overlays only appear when you place items inside. Some open containers are still missing depthmaps, but all the counter ones are done, and you can place 3D objects inside them.

Future plans:
  • Add new ModOption "not see what's inside until you open it".
  • Add the remaining containers.
  • Add depthmaps for all opened containers.
  • Add overlays.
  • Add sound when opening and closing containers.
  • Make it compatible with Decoholic.

Compatible with:
  • Proximity Inventory
  • More Damaged Objects

Workshop ID: 3465040406
Mod ID: OpenAllContainers
Popular Discussions View All (2)
3
29 Apr @ 3:07am
Bugs
SecretFear
1
6 May @ 6:49pm
Compatibility
Loccatpowersdog
240 Comments
carlesturo  [author] 1 hour ago 
@SP4RTAN – Thanks for answering people’s questions. A lot of them don’t read the description, it’s strange.
@Jaxx - pshoooo – Yes, I plan to make it compatible in the future.
@bambam – For it to work like in the last gif, you need to manually change the overlay using Decoholic. Still, this is one of the things I need to properly fix so that the issue doesn’t happen and people don’t have to change it manually with another mod. I think the load order doesn’t matter.
@Grabin @DissKorse – I don’t know if I’ll be able to do that, but I’ll try. For now, you can close them using the key, or when you’re at your base, switch to the autoClose option, and when you go exploring, disable it again.
@konte1m – That might be happening because you look into the container and stop looking too quickly. The mod checks whether it should open a container every 60 ticks — roughly once per second.
@cursedsanti – Yes.
DissKoarse 22 hours ago 
Could you add a feature to automatically close containers in your base. I like houses appearing looted but not my house.
SP4RTAN 21 Jul @ 2:04pm 
@Milh199 no
Milh199 21 Jul @ 8:43am 
is there any way you get back your furniture after disabling the mod?
UndeadLokemaniac 20 Jul @ 3:05pm 
Looking forward to the plan to implement not seeing into the container until it is opened, I love realism like that.
szeryf154 20 Jul @ 12:25pm 
is there a way to fix invisible containers
Jaxx - pshoooo 20 Jul @ 10:28am 
small visual incompatibility with PePePePeil's Post Flag, a mailbox that has items in its inventory will double-render until it's empty, then this mod's textures will be the only one rendered. terrific mod that i expect will get integrated into vanilla at some point
SP4RTAN 13 Jul @ 5:05pm 
@bubluup I don't think it's something that can be "fixed".
bubluup 13 Jul @ 3:19pm 
You really should fix the "no longer visible" thing when deleting the mod, I double checked that all my containers were closed and they still disappeared :steamthumbsdown:
konte1m 13 Jul @ 3:40am 
sum in-game option related to textures does this thing, try tweaking them