Project Zomboid

Project Zomboid

Tidy Up Meister
607 Comments
Big_Bluntz 18 hours ago 
will do next time I launch the game ill generate the report
PePePePePeil  [author] 23 hours ago 
@Big_Bluntz
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.
Big_Bluntz 10 Jul @ 5:42pm 
getting 60+ errors in the error magnifier when using this mod, typically when reloading guns
PePePePePeil  [author] 4 Jul @ 8:36pm 
@|SNOW|
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!
PePePePePeil  [author] 4 Jul @ 8:31pm 
@Smug Kid, @blakko, @[+| CL rautamiekka, @Senator Armstrong, @MobileSuitCleb, @Cookiemaster & Co.

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.:spiffo:
PePePePePeil  [author] 4 Jul @ 8:28pm 
@All to o7
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!
PePePePePeil  [author] 4 Jul @ 8:13pm 
@RedCrow
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.
PePePePePeil  [author] 4 Jul @ 8:06pm 
@[SE:VH] Queiroz
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.
PePePePePeil  [author] 4 Jul @ 7:57pm 
@Mee Greng
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。
Guicsr_ 30 Jun @ 11:46am 
Restore Original Location : When returning used items to the ground, they will be restored to their original placement location. Hi, this option is not working with the new gizmo, if I tilt the object using the gizmo, which are rotations on axes other than the Z. The object when it returns to where it was, returns in the wrong position, before having the gizmo and being able to rotate only by the Z axis there was no problem.
|SNOW| 28 Jun @ 4:54am 
what does re-equipment mean for this mod?
Cookiemaster & Co. 26 Jun @ 4:44pm 
@Smug Kid @blakko
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.
MobileSuitCleb 23 Jun @ 9:21am 
Pretty sure this is a vanilla feature now, o7 just means people paying their respects. On that note...

o7
Senator Armstrong 20 Jun @ 10:37pm 
RIP4ik🥀💦💦
[+| CL rautamiekka 17 Jun @ 11:14am 
@Smug Kid

Beats me.

@blakko

Jesus ! -.- I know that shit is stupid, but that's an irrational fear.
blakko 17 Jun @ 5:51am 
im afraid of using this mod seeing o7 on the comments
Smug Kid 16 Jun @ 2:19am 
why is everyone saying o7?
Daikon 6 Jun @ 5:21pm 
o7
KZ 28 May @ 12:58pm 
o7
Výn 24 May @ 11:05am 
o7
pimatstudio 22 May @ 7:40am 
o7
Nut 21 May @ 2:23pm 
o7
ZeNtRiX 21 May @ 10:38am 
o7
demZo662 21 May @ 8:18am 
o7
lum 20 May @ 4:44pm 
rip
Macbuk 20 May @ 2:42pm 
o7
{SQUK} Ratt 20 May @ 2:30pm 
o7
R3xxion 20 May @ 2:23pm 
o7
Rainstone 20 May @ 6:13am 
Officially added to 42.8B(except for disorganized trait)
o7
sanja.nvkz 1 May @ 11:03am 
I love this mod - i got used to it very fast and can't play without it! I encountered an issue however: it suddenly stopped worked - just loaded a save of teh run where I surved for 3 months with this mod and all of a sudden iit doesn't work any more :/ Any idea what I can do? I tried to resubscribe already...
RedCrow 21 Apr @ 4:20am 
Hi I have a strange issue with True smoking and Hemp and Tobacco, when I use the pipe from hemp and tobacco, True smoking will create a wearable pipe to use, but I believe this mod will find this pipe and place it back, and in this way the true smoking mod, will remove the pipe . I don't know if there is a way to place an exception for that item.
bukowa 19 Apr @ 12:17pm 
Save game compat?
[SE:VH] Queiroz 18 Mar @ 2:14pm 
Any way to return flashlight to fanny pack when I turn it off?
123 18 Mar @ 7:41am 
支持多人联机吗
Ratamus 8 Mar @ 9:23pm 
@PePePePePeil Hey I noticed B42 introduced it's own logic for un-equipping and re-equipping headgear when eating, it seems to work fine still with your mod enabled for eating food still but I think its not needed anymore. I only mention this because Its hard to bypass now when hooking into the native game functions that handle that since your mod wraps it above that. If Im correct on that it might be a good idea to just have that option off by default on b42, but maybe im wrong on this.

Appreciate your work, cheers!
Mee Goreng 7 Mar @ 10:39am 
@PePePePePeil
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!
PePePePePeil  [author] 6 Mar @ 5:58pm 
@Mee Goreng
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.)
PePePePePeil  [author] 6 Mar @ 5:58pm 
@Warlin Door
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.
PePePePePeil  [author] 6 Mar @ 5:46pm 
@nononon
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.
Mee Goreng 6 Mar @ 2:42pm 
Hi @PePePePePeil, thank you for your amazing mod! I was wondering if it is possible to add a feature where if you place an eating utensil (fork/spoon) on a table your character can use that and then return it to the table?
Warlin Door 6 Mar @ 1:12pm 
it gives errors and cant drink sealed beers etc
Lord Liu Bei 2 Mar @ 9:52am 
When reloading, does the mag into the backpack (when the mag is taken from the backpack)? Or it goes straight to your character inventory
KiwIgs~ 24 Feb @ 3:04pm 
thank you for updating one of the best mods
Only Farms 22 Feb @ 10:46pm 
so lag when you right click
nononon 22 Feb @ 11:25am 
What didn't work was using items out of a drawer by doing actions in the medical menu. It is fixed now. I added mods, removed a few and I am on a new save. My save had 5+ game crashes. I suspect that something was messed up because I couldn't consume antibiotics from that same drawer and nothing has changed since that happening and starting a new game. Tested it all at same place with debug.
PePePePePeil  [author] 22 Feb @ 6:17am 
@nononon, @flemeroarg, @Shimoichi
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.
Rusty #DopeRust 21 Feb @ 5:13am 
I dont know what you all are talking about, the mod is doing what is supposed to me, with the last patch(42.3.1).

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. :steamthumbsup:
Shimoichi 21 Feb @ 3:37am 
yeah, mod is broken, when i try eat, character 1 - take off gass mask, and stop.
after that i can just eat gfood, just using it again
flemeroarg 18 Feb @ 8:40pm 
Same here, the mod stopped working
nononon 12 Feb @ 6:17am 
This mod stopped working for me in 42.3.0 items are not put back after action is completed.

I'm not sure if it is the mod or some mod conflict