Project Zomboid

Project Zomboid

[B42/41] Customizable Containers
2,070 Comments
Mint_A 1 hour ago 
I think it's better to roll back until things go back to normal.
Rehab907 1 hour ago 
Found a temp fix for Dynamic Backpack Upgrades. Go into the mod folder and search for file CustomizableContainers and delete. There are 2 files with that name, one in media\lua\shared and one in 42.0\media\lua\shared. I don't know if you only need to delete one or the other, but I just took out both and my backpack mods went back to normal
Daishi 1 hour ago 
Sadly, as mentioned below by Nico, this mod update disables the dynamic backpack upgrades mod due to the fixed capacity forced by starlit lib. Would be nice if this was disabled when the weight capacity is set to "Normal" or "Vanilla", this way both would work (up to 50 until a new bypass capacity mod or the devs remove the limit they set for whatever reason...).
Nico 3 hours ago 
New news "If I deactivate this mod, all bag´s weight capacity under dynamic backpack mod upgrades mod works fine, but.... the containers with my guns, ammo, etc no longer displayed or are invisible but still there... wtf ???"

If re-activated, the containers no longer displayed, but spawn a new container "military locker tier 7 for example" work fine and displayed again only this container
Nico 3 hours ago 
@Nico "In my saved game I'm using your mod along with the dynamic backpack upgrades, last night the game was working correctly but, this morning when loading the game it told me that my save game was missing limit capacity bypass, when I continued loading the game, my backpack and all the other bags on my character lost their weight capacity limit to the default, how do I solve this?"

If I deactivate this mod, all bag´s weight capacity under dynamic backpack mod upgrades mod works fine, but.... the containers with my guns, ammo, etc no longer displayed or are invisible but still there... wtf ???
Yankal 4 hours ago 
@Lampiooo "The containers are still there, including the content. However, they are no longer displayed or are invisible..."

same here... do you know how to fix it?
Nico 4 hours ago 
"That mod was never meant to be enabled. You can safely remove it from your save."

First, I want to thank you for your quick responses to every question users ask.

My question is; In my saved game I'm using your mod along with the dynamic backpack upgrades, last night the game was working correctly but, this morning when loading the game it told me that my save game was missing limit capacity bypass, when I continued loading the game, my backpack and all the other bags on my character lost their weight capacity limit to the default, how do I solve this?
Lampiooo 9 hours ago 
I correct my comment...

The containers are still there, including the content. However, they are no longer displayed or are invisible...
ElVelos0 11 hours ago 
@dane thanks, I will wait for the update to use the mod
dane  [author] 11 hours ago 
Please read the top part of the patch notes...
Crackity 11 hours ago 
Sweet, after the update my server is non functioning.
Server keeps trying to restart but says this Mod is the issue.
I restarted, I waited, I did everything I usually do when a mod gets an update.
So, effectively not working on B41 servers.
AT0MYZ_ 11 hours ago 
Its all good I just reloaded all mods and everything went back to normal, issue was the capacity pack mod
dane  [author] 11 hours ago 
@AT0MYZ_ Check the FAQ, specifically "The Mod Isn’t Working. What Should I Do?" section. Steam workshop likes to bug out for new updates.

@ ElVelos0 Sure, I missed that there'd been a rewrite.
AT0MYZ_ 11 hours ago 
also, looks like the mod is just non-existent, when I look into my game mods its here but as soon as I lauch the game, containers are gone and mod isn't even on the Debug Item list no more
ElVelos0 11 hours ago 
Could you add the compatibility of the mod Small Town First Responders - Main Mod and Small Town First Responders - Core Mod?
AT0MYZ_ 11 hours ago 
same here, all my containers are gone ?
dane  [author] 12 hours ago 
@Lampiooo That's strange, no items or tiles were removed in the update. An older save I have that I loaded did not get the containers removed. So I don't know what to say.

@Xander The new update should work on existing saves. For B42 you need to fix your sandbox settings again as they will have been changed.
Xander 12 hours ago 
Does this major rework require a fresh save or are we safe to continue our old saves?
Lampiooo 12 hours ago 
after the update my containers and their contents are gone?
dane  [author] 13 hours ago 
That mod was never meant to be enabled. You can safely remove it from your save.
Nico 13 hours ago 
Hi, when I try to load my savegame today, PZ says that capacity limit bypass doesnt exists. Solution is copy zombie folder´s mod (2719850086) into PZ folder
I cannot find zombie folder into 2719850086 ID....
dane  [author] 14 hours ago 
To server hosters that are having issues with updated mods being downloaded. A person on the PZ Modding Discord has made a tool to help during this downtime: https://gitlab.com/wasteland-rp/pzserver-mod-downloader

Here's a direct link to the modding discord message by Gravy: https://discord.com/channels/908422782554107904/908422783049007116/1393831241761030196
qqppbb 14 hours ago 
same issue
Mint_A 14 hours ago 
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dane  [author] 14 hours ago 
Pushed Update v5.0.0 again.
Mint_A 17 hours ago 
I was expecting a lot of updates, but the timing is bad for a bug in the workshop to occur.
dane  [author] 17 hours ago 
Not your fault, I'll wait an hour or two, and try again.
Mint_A 17 hours ago 
I'm also sorry that this situation has occurred. Thank you for always trying to make good mods.
reanimated6 17 hours ago 
The BEST PZ mod just got better ! And the Changelog is refreshingly complete and professional. This is some of the greatest mod work on steam
dane  [author] 17 hours ago 
Alright, thanks for bringing this to light. I just did the same
Mint_A 17 hours ago 
Currently most modders are rolling back their mods and waiting for the situation to calm down until the bug is fixed.
dane  [author] 17 hours ago 
It's workshop related as stated below by @Mint_A
No need to comment again with the same issue. :)
khalail 17 hours ago 
LOG : General , 1752396470503> 220,686,014> Workshop: download 10681760/12901584 ID=2719850086
LOG : General , 1752396470573> 220,686,084> Workshop: onItemNotDownloaded itemID=2719850086 result=2
LOG : General , 1752396470574> 220,686,085> Workshop: item state DownloadPending -> Fail ID=2719850086
src\tier0\threadtools.cpp (3465) : Assertion Failed: Illegal termination of worker thread 'CFileWriterThread'
src\tier0\threadtools.cpp (3465) : Assertion Failed: Illegal termination of worker thread 'CFileWriterThread'
src\tier0\threadtools.cpp (3465) : Assertion Failed: Illegal termination of worker thread 'Thread(0x00007FF89CBF1B60/0x000'
src\tier0\threadtools.cpp (3465) : Assertion Failed: Illegal termination of worker thread 'Thread(0x00007FF89CBF1B60/0x000'

Yes, It`s not working.
Mint_A 17 hours ago 
The current Workshop server is acting strangely, and other mods are experiencing the same issue.
Mint_A 17 hours ago 
still not working..
dane  [author] 18 hours ago 
That's a standard server issue.
Link 1 [theindiestone.com], Link 2
Mint_A 18 hours ago 
LOG : General , 1752394932050> 3,484,276,958> Workshop: download 10681760/12901584 ID=2719850086
LOG : General , 1752394932224> 3,484,277,131> Workshop: onItemNotDownloaded itemID=2719850086 result=2 can't download....
dane  [author] 18 hours ago 
The new Update is now out. Check comment below for existing saves in B42.
dane  [author] 11 Jul @ 5:57am 
THIS IS FOR B42
The upcoming update will change the structure of sandbox options settings. This means that what you have selected currently In existing saves will not be the same once the update is released. To change your sandbox options again follow these steps:

1. Add -debug to your launch options.
2. In-game, open the Debug Menu located on the left hand side of your screen(looks like a small bug)
3. Click on Sandbox Settings
4. Then change the options back to whatever you'd like
5. Lastly, Reload your Save


This does not affect Build 41
dane  [author] 10 Jul @ 9:57am 
Tell me about it. Sometimes I get an urge to fix this or that, but then when I actually sit down, it all goes downhill and I just sit and blankly stare at my monitor, then after 5-10 minutes of procrastinating, I just end up doing something else.

Thank you, I appreciate the kind words :)
jbdiablo 10 Jul @ 8:29am 
@dane "not having the time or simply the energy to do so" - Man, I feel that. There's a couple mods I want to update but don't have the time or when I do have time, I cringe at the thought of opening VSCode and working on it. So I waffle between buckling down and just doing it myself and farming out some coding and graphics just to get it done so I don't have to think about it.

Anyway, we love your mods and your contributions to the community!
dane  [author] 8 Jul @ 6:17pm 
Just an update.

I've been working a lot on modding again, and am working on the biggest update I've ever done for this mod. It should not disappoint.

Sorry I haven't been responding to peoples questions or complaints, It's been a combination of not wanting to because people say the same thing over and over again mixed with not having the time or simply the energy to do so. It gets exhausting when I constantly have to check in and deal with it. But, I do appreciate the people that report issues! So keep at it. :)

Anyway, I just released my first mod in over 3.5 Years. It's a small QOL mod for B42, but one I'm excited about(which is a requirement for me to even make a mod):
HigherFPS

Bye for now!
e.english64 7 Jul @ 10:25am 
I am also getting the same error that Zen is getting. Getsoundname when looting into the main inventory but nothing when looting into a bag
Zen 2 Jul @ 3:27pm 
Oh and this doesnt have anything with Tiered High-Capacity Storage mod, it has with Bypass B42's Hard-coded Capacity. Since those files replace 42.10 original files. It was working OK with 42.09
Zen 2 Jul @ 3:23pm 
I got errors only when I try to grab/drag/put anything in my inventory, for backpacks and other containers its all OK.
Error is something about Get****Sound nil
Moon ♥ 2 Jul @ 11:51am 
Due to the new update, an error appears every time you do this process, every time I go to equip something in my backpack or on my belt the error appears.
Clam Chowderメ 1 Jul @ 5:01pm 
for anyone that just upgraded from B42.9 to B42.10 if your container is stuck at 100 that means you need to redo the "bypas limit container" thing again in the guide!
Berallan 1 Jul @ 10:10am 
I can't seem to get Tiled working on my new PC to check, probably because I've only used it a few times and am still trying to understand how things work in Tiled.

The tutorial that I watched showed three pictures for stackable objects, one on the floor, one where the bottom is at the height of the top of the one on the floor and a third where the bottom is at the height of the top of the middle one.

I can't say for sure because I was using my old PC, but I don't recall seeing multiple pictures for stackable objects in this mod.

There are a few things about the way this mod works that seem different to the tutorials, maybe it's because the tutorials were for B41 or earlier and B42 does things differently.
Black_moons 30 Jun @ 5:44am 
Looked at how vanilla does it and differencs from vanilla and this mod:

Seems like in vanilla, each container has "PaintingType = crates" in its newtiledefinitions.tiles.txt file for the painting system.

Also, there is a ContainerPosition=low/(no ContainerPosition)/ContainerPosition=high version for crates for stacking them, with a different 'surface' value (z offset?) for all 3, in vanilla but not in this mod. I assume that is why they don't stack well with themselves or vanilla crates.
Black_moons 30 Jun @ 3:37am 
Looking into it further:

When one of this mods container is placed on top of a vanilla container, it looks perfect (No weird z-fighting where the container graphics overlap)

When a vanilla container is placed on top of one of this mods, the vanilla container ends up *behind* the mods container.

I believe something isn't setting the Z offset right on this mods graphics.