Project Zomboid

Project Zomboid

Embark
41 Comments
Hellnaw 25 Feb, 2024 @ 1:04pm 
diggy holes
TinkerBobV8 23 Aug, 2023 @ 7:51pm 
anything new with this mod? is it MP compatible or are modded items added to the list?
Prismascape 10 Jul, 2023 @ 9:48pm 
STRIKE THE EARTH!
Exhorter 13 Nov, 2022 @ 11:43am 
It was inevitable.
ItinerantMonkey 28 Aug, 2022 @ 9:05pm 
Strike the Earth!
JasonB  [author] 21 Aug, 2022 @ 5:16pm 
I'm not 100% sure how to make it work in MP, but I'll investigate this. Thanks.
MadScience 10 Mar, 2022 @ 2:44am 
Grendel, if you make custom sandbox you can give extra trait points.
MadScience 10 Mar, 2022 @ 2:43am 
It does not seem to work MP.

Thanks for excellent mod!
Archmagos 6 Jan, 2022 @ 7:14pm 
Strike the earth!
JasonB  [author] 26 Dec, 2021 @ 9:56pm 
This mod does work in build 41 stable.

Not sure if it works in multiplayer. Someone could try it out and let me know.
Mr.Sandman 26 Dec, 2021 @ 9:01pm 
This work in MP stable build, current?
Forest Guy 20 Nov, 2021 @ 12:07pm 
Love starting my runs with an Axe , thank you
Nick1357 23 Sep, 2021 @ 10:00pm 
God speed author, thanks for your work.
JasonB  [author] 23 Sep, 2021 @ 4:11pm 
Sorry, it's to do with the fact that the item IDs for bags and clothes were severely messed up following the animation update. Still in the process of updating and fixing this mod.

For the time being, I recommend keeping this mod disabled until my next update drops because I can't guarantee everything works properly in the current IWBUMS branch.
Nick1357 22 Sep, 2021 @ 2:20am 
Duffel bag is still not spawning sadge
JasonB  [author] 7 Aug, 2021 @ 8:04am 
I'm going to be doing a quick look over a lot of these and seeing which ones are not useful enough. I'll probably end up buffing the food-related ones, because they really only give you about two or three days worth of food.

Others, like the stocked medkit or map kit, I think are pretty useful as is since they will last quite some time.
Greηdel 2 Aug, 2021 @ 8:51am 
Would be nice if you got the smallest skill boost or something with these options so it doesn't feel like you're just nerfing yourself long term.
The Cliche Detective 18 Aug, 2020 @ 9:15pm 
this would be a great addition for mod collaborations like hydrocraft for example
The Gray Ronin 24 Jan, 2020 @ 5:28pm 
Seems to work with IWBUMS 41
JasonB  [author] 12 Jan, 2020 @ 12:05pm 
Operator, I'll try to hunt down the list of new clothing and see about adding them as embark options. I can't guarantee as many options as the debug menu, but I could add full sets of clothing that are typically rarer and can't be started with through character creation alone.

Fuyuno, this mod should still work. I didn't have any specific plans at the moment but I can give a few more scans of the master item list and see if any of them pop out as being useful as an embark option. One of the problems I run into is I don't want the trait list to be out of control by adding too many things... so I'm trying to create consolidated little embark "packs" of similar items that together are worth a trait point.
Fuyuno 12 Jan, 2020 @ 3:53am 
does this still work in b41? any news on an update otherwise?
Operator 23 Nov, 2019 @ 3:10am 
Hey Jason I don't know if this is possible, but I really enjoy this mod, I was wondering if you could take a look at the debug option that allows players to spawn with any clothing they want. and see if you might want to add that to this mod? seeing as it is really great for roleplaying and immersion
JasonB  [author] 16 Nov, 2019 @ 10:39pm 
Alright, I've figured out why this wasn't matching up. Change log for details.
JasonB  [author] 16 Nov, 2019 @ 10:17pm 
Strange. I do test this mod on IWBUMS 41, so I'm playing the same version as you guys where it works. No idea why it still works for me...

I shall change the item code anyways and see what happens.
okamikurainya 16 Nov, 2019 @ 4:31pm 
An error here that prevents it from functioning fully with B41:
For the Duffel Bag trait you use "Base.Duffelbag", which no longer exists.
I suggest "Base.Bag_WeaponBag" or "Base.Bag_WorkerBag" instead if you want to update for the latest build.
Fantasy System 15 Nov, 2019 @ 7:40am 
If it works for you then could you try pushing your local version to steam, steam may have corrupted a file.
Fantasy System 15 Nov, 2019 @ 7:40am 
Just tested with no other mods loaded, still not working.
Fantasy System 15 Nov, 2019 @ 7:23am 
Can confirm IWBMS beta 41 duffle not spawning.
JasonB  [author] 14 Nov, 2019 @ 12:55pm 
okamikurainya, glad you like it. I actually didn't see that suggestion, just made this all of my own accord because I've wanted it for a long time, myself!

More updates coming tonight.
okamikurainya 14 Nov, 2019 @ 11:31am 
This is great!
I actually made a suggestion for something like this over on the TIS forums, makes me happy someone did it. :)
Maconnais 13 Nov, 2019 @ 5:02am 
Finally, 1 point traits. The excess 1 point I sometimes end up with bothers me, and I don't want the car traits since they both use up more gas. Maps are great when you want to limit zombie killing for the rng.
Azreal 11 Nov, 2019 @ 9:00am 
Nice I like this idea and with Buyable Traits now moot I'm glad a new mod makes some QOL changes to spice things up. :P
JasonB  [author] 9 Nov, 2019 @ 7:44am 
Ken, duffel bag works properly for me and works the same as all the other traits. Maybe you're using some kind of total conversion type mod that destroys the link to the item's original ID? Hard to say.
(FLAH) Ken 8 Nov, 2019 @ 9:16am 
duffel bag doesnt seem to start with me on build 41
JasonB  [author] 6 Nov, 2019 @ 7:16pm 
Probably the last update I do tonight, did some housekeeping and balancing of the food traits. See change log for details!
JasonB  [author] 6 Nov, 2019 @ 5:56pm 
Sonny Jim, there is the possibility of adding traits that only certain professions can select. I've strongly considered this, especially because it makes absolutely no sense that, for instance, a police officer would not possess a pistol (and so on).

Not sure if it would become part of this mod, but definitely something I want to look into doing.
Sonny Jim 6 Nov, 2019 @ 5:53pm 
@JasonB thanks for this, need something new now that Buyable Traits is redundant.
@Lilpondturtle that would be rather OP for me, but I can see that if you chose the Construction Worker profession there should be some chance of either spawning with a sledge or looting one more easily than normal.
JasonB  [author] 6 Nov, 2019 @ 5:03pm 
I've just added the ability to embark with a hunting knife, as well as a selection of maps - starting with a map will also start you with a pencil and eraser so you can begin annotating right away.
JasonB  [author] 6 Nov, 2019 @ 10:44am 
Hi SEMTEX, this does work with build 41 - it's the build I play (and test this stuff with), too.
Lilpondturtle 6 Nov, 2019 @ 8:34am 
add sledge please
SEMTEX 5 Nov, 2019 @ 10:24pm 
Did this work with Build 41 ?