Project Zomboid

Project Zomboid

Swap It
485 Comments
Chuckleberry Finn  [author] 27 Jun @ 8:49am 
The two mods do different things and may not be required in the future for more stable projects or when the base game is out of B42 unstable (and onto B43 Unstable. :steamlaughcry:) ErrorMagnifier was out before, so it was more logical to keep them separate.

Sharing news/changes/updates for mods in-game helps because most players install mods through server-joins and don't actually view the workshop page-- which means any information on the workshop page goes unviewed. On top of the updates/news aspect there are also support links included in the alerts. Voluntary donations help support my ability to keep working on these mods.
que 27 Jun @ 7:48am 
I've read the description, but I'm struggling to understand the part about requiring “the two mods will be required [...] to streamline and assist my modding endeavors.”

I get the logic behind errorMagnifier, it helps you catch issues more easily. But why require Mod Update and Alert System, which only notifies us of updates? How does that assist your development?

I also understand not bundling those tools into Swap It, since it avoids updating multiple mods for small changes. That's fair. But if those two mods are going to be required anyway in all your ongoing projects, wouldn’t it be better to merge them into a single “core” mod? It’d be less of a hassle for users, especially since neither is essential for gameplay.

No offense, but unless I’m missing something, it feels more like forcing users to install non-essential mods. I think that’s what many others are trying to express too.

Thanks for your work, just wanted to share that viewpoint.
Chuckleberry Finn  [author] 27 Jun @ 6:30am 
The purpose of the extra mods is explained in the image above and in each mod’s description. I know this question comes up a lot, so I’m not trying to be dismissive, just pointing out that the descriptions are the best place to start for clear info.

In short, these mods provide useful features for both players and myself, like update alerts and optional support links. They’re lightweight, unobtrusive, and don’t impact performance. Having a couple of extra mods won’t affect load times or anything like that. They’re separate because combining them would mean updating every individual mod whenever there's a change, which defeats the whole point of using shared libraries.

They’re required because they serve a purpose I consider important across all my projects. If that’s a deal-breaker for you, I get it. But if you find value in what my mods add to the game, I’d really appreciate you understanding why these small dependencies are part of the setup.
ɆⱠ ₲Ɽł₣Ø❥42Ø 27 Jun @ 3:05am 
What does the extra mods do? really necesary? cant you put them on a single one or something?
que 26 Jun @ 8:50pm 
Is there really any reason to install unrelated mods other than “for your own sanity”?

Personally, it doesn’t bother me, I had already installed errorMagnifier and Update and Alert System before finding Swap It, since I find them useful in my setup. But I get that some people might prefer keeping their mod list as minimal as possible.

Forcing the installation of two mods that aren’t even real dependencies, especially without a truly important (and explained) reason, just feels unnecessary and a bit odd.
Chuckleberry Finn  [author] 19 Jun @ 2:27am 
Okie dokie.
Varlun 18 Jun @ 5:41pm 
Awfully obnoxious of you to "require" all these extra mods that aren't actually necessary. I don't want pop ups in the menu about your updates, thank you. I don't use any of your mods because of this.
Chuckleberry Finn  [author] 14 Jun @ 6:27pm 
Nothing has been changed.
Consagradu 14 Jun @ 4:42pm 
It doesn't work in multiplayer anymore, I tested it on my server and it doesn't work
Chuckleberry Finn  [author] 9 Jun @ 5:16pm 
It does
ch1ll_g0y 9 Jun @ 1:58pm 
Can it work on MP please 🙏🙏🙏🙏🙏
Chuckleberry Finn  [author] 8 Jun @ 11:06am 
Just a dependency for my own sanity.
groovegrift 8 Jun @ 10:19am 
Why does the mod require weird error finder mods?? I dont need those afaik
Chuckleberry Finn  [author] 29 May @ 5:28pm 
I don't think it should.
IfOrGeTsWhOiAm 29 May @ 4:54pm 
@Chuckleberry Finn, curious based on your comment from March 30th, does this mod conflict with Common Sense which lets you use the crowbar to pry doors?
Chuckleberry Finn  [author] 29 May @ 3:07am 
No worries! Thanks for the update, happy gaming.
HoodedCanopy 28 May @ 9:20pm 
@Chuckleberry Finn An update: It's working on B42.8. I was on a different beta and didn't notice it last night. I'm sorry for the inconvenience :steamsad:
Chuckleberry Finn  [author] 28 May @ 6:24am 
Should also be noted while easy config is no longer required another two mods are.
Chuckleberry Finn  [author] 28 May @ 5:27am 
Sure, please do. I'd be curious if the game is mixing up requirements. If you mean there's a pop-up for steam you can ignore that and select "download only this mod".
HoodedCanopy 28 May @ 3:45am 
@Chuckleberry Finn I saw the previous convo and from what I understand from the description for B42 is EasyConfigChucked is no longer needed/required as a dependency for this mod to work. However, I am having the same situation with the previous commenter. It doesn't let me enable the mod as it says it still requires EasyConfig for it work. Is there a way I could send a screenshot?

Thank you.
frame 27 Apr @ 9:51am 
it still holds on to this day and is probably one of the best PZ mods, well done!!
Rusty #DopeRust 26 Apr @ 12:47am 
@Chuckleberry Finn, its working fine for me also, on the latest patch 42.7, so i dont know what people are talking about.

Cheers.
Chuckleberry Finn  [author] 25 Apr @ 6:26pm 
I tested it before I replied, and I did answer that gentleman. My response then was to check the description about required mods. For B42 the required mods are different.

Provide a screenshot, or I can only assume you're mistaken.
25 Apr @ 6:01pm 
i am literally staring at "Project zomboid [unstable]" with "Swap It" highlighted in red along with the requirement "Easy Config Chucked" i dont know if your just playing dumb but the guy who complained about this before in your comments is right yet you ignore it
Chuckleberry Finn  [author] 25 Apr @ 5:58pm 
Nope
25 Apr @ 5:47pm 
its the same situation with 42
Chuckleberry Finn  [author] 25 Apr @ 4:49pm 
That's only true for B41
25 Apr @ 4:47pm 
no i mean it just doesnt even let us enable the mod and play without subscribing to config chucked
Chuckleberry Finn  [author] 25 Apr @ 3:31pm 
Is there an error?
25 Apr @ 2:19pm 
@Chuckleberry Finn config chucked literally prevents us from enabling the mod
Benji 17 Apr @ 10:52am 
thank you for this.
dom puto 7 Apr @ 8:17pm 
very useful
nurver  [author] 3 Apr @ 1:01pm 
@Barret upload your logs to pastebin instead
Rats 31 Mar @ 2:34pm 
Greetings Chuckle!
I'm having a crash lately whenever I press a hotbar keybind
Using this list of mods https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3332441282
I think it may be related to swap it
Chuckleberry Finn  [author] 30 Mar @ 4:11am 
Sounds like you're using one of the mods that lets you use crowbars to pry doors.
GFreenD 30 Mar @ 12:23am 
if you try to force open a door with a crowbar it breaks the mod and you cant let go of a crowbar but the game also shows you arent holing a crowbar (also disapears from back slot) reenables it self if you use special action like open a door or close the window, you also unable to push or do any other actions untill it unequips the item. (noticed this happening with other items not just crowbars that have been acting same way who ware attached to a belt and such) unfortunately i forgot to copy the error message for it.
Chuckleberry Finn  [author] 21 Feb @ 9:41am 
While it's possible, the scope of this mod is limited to what the slots already allow. Vanilla values would need to be changed, or another mod made.
Sel 21 Feb @ 7:47am 
can you make it so that short bats can be put on the belt? the ones that are modified like nailed or sawbladed ones, currently only normal ones can be put on the belt for some reason
Pro100Dodik 4 Feb @ 9:17am 
У меня не хочет робить этот мод хотя я что только неделал, я даже убрал все кроме него и всеровно не робит. Помогите в чем дело ?
Chuckleberry Finn  [author] 4 Feb @ 3:59am 
Please refer to this mod's description.
Ryan 4 Feb @ 3:53am 
Easy Config Chucked seems a requirement but that doesn't seem to be marked b42 is it compatible?
Monkeyfat12™ 27 Jan @ 9:52pm 
oh ok lol
Chuckleberry Finn  [author] 27 Jan @ 3:19pm 
Wasn't you, someone else commented the exact same question after I answered.
I guess they deleted it, lol.
Monkeyfat12™ 27 Jan @ 2:29pm 
oh my bad lol thanks sorry for the stupid question
Chuckleberry Finn  [author] 27 Jan @ 7:11am 
???
Chuckleberry Finn  [author] 26 Jan @ 2:18pm 
Readded the status of the required mods to the description. I think it was removed in one of the updates.
Monkeyfat12™ 26 Jan @ 2:13pm 
i was wondering if you need the required mods or can you just it as a stand
alone
Alabeo 26 Jan @ 8:25am 
I appreciate this mod greatly, as it fixes one huge issue I've had with the weapon swapping system. This makes it infinetly easier to juggle weapons around and in turn makes the game's tedium lovable.

I always repeat that to love the tedium, you have to keep the tedium that is captivating. This wasn't one of those things.
Chuckleberry Finn  [author] 25 Jan @ 10:47pm 
No problem. :praisesun:
Mobile 25 Jan @ 10:25pm 
Can confirm mod is working great my weapon lights isn't turning on when pressing 1-3 on the hot keys lol thank you for the fix.