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Thank you for your report. Could you please send more information to the bug report thread in the discussion? I would appreciate it if you could give us the information we need to investigate, such as what kind of errors you get when you perform certain operations, whether there are any conflicts with other mods, and so on.
It refers to restoring your equipment after an action that temporarily unequips it, like dismantling, drinking, or certain crafting actions. This mod automatically re-equips whatever was removed, so you don’t have to manually put it back on each time.
@Guicsr_
Thanks for pointing this out. You were right, the new B42 gizmo allows rotation on the X/Y axes, and the original restore logic didn’t handle that properly. I’ve updated the mod so it now preserves full rotation when restoring placed items. It should work correctly with the new gizmo now, thanks again for reporting it!
Just chiming in to say: Thanks to everyone for the comments and yes, I see the o7s! 😄
It’s true that B42.8 added a similar feature, and I take it as a huge compliment that people feel this mod helped inspire something good in vanilla. That said, this mod isn't dead. It still offers more detailed behaviors and works safely alongside vanilla.
So don’t be afraid to use it, it’s still maintained and playing nicely with your saves. And to those giving respectful o7s: thank you, but I’m still kicking.
Thanks for all the salutes! o7
But..., Not dead yet!" – this mod, probably 😄
Just a small reminder — this mod isn’t gone yet. While B42.8 added a similar feature, vanilla still doesn’t handle things like returning placed items, cocking guns, or some magazine operations. The mod also plays nicely with vanilla, so it’s safe to keep enabled if you want full coverage. I’ll keep it maintained for as long as it’s useful. Thanks again for all the support!
Thanks for the report. That does sound like a possible mod conflict, but I’ll need to investigate it further to be sure. If you don’t mind, could you post this in the bug report thread so I can look into it properly when I get the chance? I really appreciate you taking the time to let me know!
@sanja.nvkz
Thanks so much for the kind words, I’m really glad you’re enjoying the mod! If the mod suddenly stopped working, here are a few things to check:
– Make sure the mod is still enabled in your save.
– Right-click on your character to check the context menu — the auto-restore feature can be temporarily disabled per character.
– Consider whether you added any new mods recently that might be interfering with it.
If everything looks fine and the issue still persists, feel free to share the details in the bug report thread so I can take a closer look. Thanks again for your support.
Thanks for the idea. This mod is designed specifically to return items that were moved by vanilla actions (like unequipping gear during certain interactions). In the case of turning off a flashlight, since no vanilla behavior causes the item to be moved or unequipped, it falls outside the scope of this mod. Technically, the mod hooks into vanilla actions that involve moving items — it saves the original state and restores it afterward if needed. Since turning off a flashlight doesn’t trigger such an action, it can’t be handled within this framework. It might be possible to create a separate mod that does this, but I feel that auto-storing items just because they’re turned off may go beyond what vanilla behavior intends. Still, I really appreciate the suggestion, thank you for sharing it.
@bukowa
Yes, it’s fully compatible with existing save games.
Thank you for your understanding, much appreciated.
@Ratamus
Thanks for the comment! The auto-restore logic in this mod is intentionally simple — it only runs when needed, so it generally avoids interfering with vanilla behavior. If the vanilla logic already restores equipment, the mod skips its own step. That said, if you notice any issues with hooking or compatibility, please feel free to let me know. I'm happy to adjust things if needed!
@123
是的,支持多人联机。
但请注意,本模组不支持分屏游戏。
Pretty much what MobileSuitCleb said. There were a great number of Quality of Life mods or content mods that existed that were made obsolete in build 42, or were overshadowed by the official dev's take on the subject.
o7 is giving respects to those who achieved the highest modding honor possible: Having your shit put into the base game.
o7
Beats me.
@blakko
Jesus ! -.- I know that shit is stupid, but that's an irrational fear.
o7
Appreciate your work, cheers!
Thank you for your reply and explanation! I really appreciate it and all your mods. Thanks for your hard work. I'll do as you've asked and awarded you too!
Thanks for the suggestion. It's true that if the spoons and forks aren't in the inventory, they won't be used at mealtime. Of course, mod can technically accommodate this. However, that support is a bit different from the concept of this mod and I believe this issue is on the vanilla side. This “search range of items to be processed” varies even in vanilla's actions, and I think it is a leak in the vanilla implementation, so I encourage you to submit an official request for B42 unstabled test. (As a modder, I think this is a problem that should be addressed on the vanilla side, not by the mods. We, as a modder, think that it is important to determine whether the problem should be solved by vanilla or by mods. I'm sorry for your suggestion.)
Sealed beer can only be drunk if it is opened in the first place. However, my “Picking Meister” mod allows “Open and Drink”, is that an error? I have enabled this (Tidy Up Meister) mod and tried "Open" and "Open and Drink", but no errors. Please contact me with the details there, as there is a dedicated report thread in the Discussion.
Sounds like the issue has been resolved. Thank you for the report. If you run into any further issues, feel free to let me know!
@Only Farms
Probably a bug on the vanilla side, it seems to have been fixed in B42.4.
@KiwIgs~
Thanks for your support and I'll keep trying to make everyone's game play more comfortable!
@Lord Liu Bei
Do you mean that the magazine that you will insert is in the bag (A), you took out and insert the magazine on reload (B), and then when you reload again (C), does it return to the original bag? If this understanding is correct, the answer is “it does not return to the bag, it remains in the inventory". Technically speaking, the mod does not cover the automatic return because the action is temporarily interrupted at B to C above. Technically, I can solve this problem, but I consider it a bit of an overreach for this mod, so I have decided not to address it at this time.
I have tested the operation when wearing a gas mask as you reported in 42.3.1, as well as the basic functions of this mod, and they work without problems. Please let me know under what situations it did not work, as I believe there are possibilities of conflicts with other mods and functions that have not been fully checked.
https://www.pepepepe.com/zomboid/20250222-1.mp4
@Rusty #DopeRust
Thank you for your help. I will continue to investigate as there are many special implementations of this mod and I am sure there are new bugs in B42.
Most people just subscribe to a bunch of mods, activate them, then game starts going haywire(even worse now that is in a unstable version), and then come to the mod owners complaining the mods arent compatible or it broke their game, that is why you should active one by one, and heavly test your mod list.
I have 300h in the game, 200 of them testing my mod list in the previous build, i had 650+ mod working together with no errors at all, but that takes alot of time and alot of patiente, things that most people nowdays dont want to spend, they just want to click on a button and voilá.
@PePePePePeil, keep the awesome work you do mate, cheers.
after that i can just eat gfood, just using it again
I'm not sure if it is the mod or some mod conflict