Project Zomboid

Project Zomboid

Nepenthe's Nearby Traps
105 Comments
Xesar 8 Jul @ 9:45am 
Does it work with mutliplayer now?
sunnyZunie 7 Jun @ 7:22pm 
o7
Stormborn Apostle 29 Apr @ 9:16pm 
Works just fine and is hugely convenient. While I understand the logic in "being too close to a trap drives away animals", the vanilla distance requirement is kinda ridiculous. It makes perfect sense that birds and rabbits might go through my backyard while I'm inside.
Nepenthe  [author] 24 Apr @ 5:53am 
@NikolaBB2 yes it is, that must have been removed from the mod description when I updated.
『TFX』 NikolaBB2 24 Apr @ 5:47am 
I have a question since i cannot find the answer anywhere, Is the mod safe to add mid playthrough and will it work?
Nepenthe  [author] 2 Apr @ 4:05am 
Mod updated for 42.6.

Note that if you have a trap with an animal in it and the mod updates before you check the trap you will end up with a trap that throws an error when you remove the animal... and allows you to continue pulling out animals endlessly. Only fix seems to be a sledgehammer as you can't remove a trap with an animals in it.

Or enjoy your magical box of endless rabbits.
BMGxLT 27 Feb @ 8:50am 
thanks brother
Nepenthe  [author] 27 Feb @ 7:44am 
@BMGxLT there are issues with multiplayer, and I'm planning to wait for B42 multiplayer before trying to track them down.
BMGxLT 27 Feb @ 6:14am 
is there something i have to do to make this work for MP? i can't get it to work for my and my wife's server it keeps crashing the server
Nepenthe  [author] 23 Jan @ 8:48pm 
Likely not related, as the code for this mod only touches the trap checking and nothing related to animals/hutches/butchering. If you can confirm exactly what you were doing when the error happened I'll test it on my end; I'm guessing something through the hutch interface?
OLEKSANDROVUCH™ 23 Jan @ 7:25pm 
I'm encountering an issue related to animal processing in B42.1.1 when using this mod. During the execution of the function IsoHutch.killAnimal, I get a NullPointerException because the system tries to get the grid square for the animal corpse, but it is null, causing the exception:


java.lang.NullPointerException: Cannot invoke "zombie.iso.IsoGridSquare.removeCorpse(zombie.iso.objects.IsoDeadBody, boolean)" because the return value of "zombie.iso.objects.IsoDeadBody.getSquare()" is null at IsoHutch.killAnimal(IsoHutch.java:588).
Iopy 19 Jan @ 4:37pm 
Been doing some more testing and when I started using insects listed in the B41 bait for traps list, I started catching animals. This may have been the cause of my issue, I was probably using newly added fruits/vege and insects for bait which havent been updated to work with traps yet.
Nepenthe  [author] 19 Jan @ 4:16am 
I can't remember exactly where I got to on multiplayer support - I recall it not working 100% but I also recall planning to wait for B42 multiplayer before trying to fix it.
PiCpo 19 Jan @ 3:15am 
@lopy My friend in the server reported to me that this mod is not working, but I can do it myself. I hope my situation can help you.
Iopy 19 Jan @ 1:42am 
Will do, i'll do some more testing and see how I go. Thanks!
Nepenthe  [author] 19 Jan @ 1:12am 
Check the bait list on https://pzwiki.net/wiki/Trapping - because it's not been updated for B42 there are lots of things you can use as bait that don't actually do anything. It's also much harder to grow the vegies to bait the traps, unlike B41 where a little bit of work would give massive piles of cabbages.
Iopy 19 Jan @ 1:00am 
Ah ok, I thought maybe rabbits could only be caught with the wild rabbits now, as that would make sense. Maybe that'll come later in the update. I've been using snare traps and stick traps using varies baits as thats based off of what I can scavenge up. Many bugs and some vege/fruits typically. The traps are active non stop.
Nepenthe  [author] 18 Jan @ 11:54pm 
Seeing rabbits doesn't matter, there's currently no interaction between rabbits running around in the world and traps. What type of trap, what bait did you use, and what sort of foraging zone did you place them in, and are you checking them in the morning (rabbits can be caught from 7pm to 5am)?
Iopy 18 Jan @ 11:17pm 
Been having no luck with traps either. Had traps snare and stick traps left out for almost a week now and nothing has happened to any of them. I placed the stick traps in an area where I saw rabbits too, not far from my base. Not sure if base game jank or mod related though. Just commenting as its seems I have a similar probably to @PiCpo.
Nepenthe  [author] 5 Jan @ 12:55am 
If you're handy with lua you could add debugging checks to the mods code (or to the vanilla function this mod is a postfix patch for)

It's not something I'll add to the mod itself though; I expect the trapping code to all get redone soon because it makes very little sense with the new animal system.
PiCpo 5 Jan @ 12:51am 
@Nepenthe Sorry, my description is a bit wrong. I have been putting more than a dozen traps without any prey for half a month. I wonder if there is any way to debug it.
Nepenthe  [author] 4 Jan @ 11:41pm 
@PiCpo First, are you trying to trap during the hours that traps work? Vanilla behaviour is animals can only be caught between certain hours of the day. Second, traps only ever trigger on the hour you you have to wait 60 minutes between trap code being checked. Third, it's a random chance so you might go for hours getting nothing before multiple traps trigger at once.

This is all vanilla behaviour that isn't changed by this mod, you're just able to stand close enough to notice it.
PiCpo 4 Jan @ 11:23pm 
@Nepenthe This mod often fails to capture animals for a long time, and then suddenly works normally. How can I debug and identify the bug?
Tesla Coyle 4 Jan @ 2:26pm 
@Nepenthe yeah that interface is weird, but I'm glad you can start collecting rabbits to put in pens for breeding!
Leslie 31 Dec, 2024 @ 7:14am 
thanks man
Nepenthe  [author] 30 Dec, 2024 @ 2:53am 
Yes, with this mod you can can stand right next to the traps and hear them when they trigger.

If the trap suddenly closed either you caught something or the trap triggered but the animal was not caught. Either way, go over and right click on the trap and see what you've got. The B42 interface is weird (you remove a live animal and are holding it, instead of getting a dead animal) but the trap activation works the same way.
Leslie 30 Dec, 2024 @ 2:40am 
hi nepenthe, thank you for the great work. I'm wonderin if you can help me with my question. I am livin in Muldraugh and now it's sep. I have farm lands and many traps set up in my base. But i stopped going out for loot and i stayed at base all day. Does the mod still works if im literally just lookin at it all day, and if it does, would the trap suddenly closes bcs i got somethin?
Васька Хроник 18 Dec, 2024 @ 8:07am 
@breno
You're the best:steamthumbsup:
Nepenthe  [author] 17 Dec, 2024 @ 9:39pm 
If it's not showing up that likely means the steam workshop hasn't pushed the new content to you yet - try unsubscribing and waiting a few minutes, then resubscribing.

If you look in "C:\Games\Steam\steamapps\workshop\content\108600\2974760428\mods\Nep Nearby Traps" can can't see folder names "Common" and "42" that means it's still using the old version.
kittysmugglers 17 Dec, 2024 @ 9:31pm 
mod isn't showing up in the mod selection menu just so you know
Nepenthe  [author] 17 Dec, 2024 @ 9:27pm 
The new trapping system is weird, I accidentally released a bunch of baby mice in my apartment trying to figure it out. But this mod works after a very minor update, so it's likely good until the "improved hunting" update comes out.
Felcaster 17 Dec, 2024 @ 9:21pm 
Like a boss, thanks for the quick update!
Breno 6 Nov, 2024 @ 2:11pm 
Esses comentários de quem ta falando que ficou preso na isca ignore, é assim que esse sistema de m.. desse jogo funciona, você passa semanas ou meses sem conseguir pegar porra nenhuma, tem rato sim tem, mas se tu quer pegar tem que botar a armadilha lá na casa do caralho com o detalhe de que ela só vai funcionar em zonas onde o sistema de forragamento mostra se no local onde você esta tem animais ou não, esse mod resolve isso removendo a restrição de distância por blocos pra que você possa colocar as armadilhas perto de onde você mora mas lembre de abrir a lupa do forragamento e verificar se aonde você esta tem animais ou não.
Cinquieme 1 Nov, 2024 @ 10:44am 
Hello ! Are you in need of feedbacks ? I'll test your mod on a local machine (in multiplayer) tomorrow !
Mopop 29 Oct, 2024 @ 1:59pm 
I have hard trapping and it works with it
aquelarrefox 17 Oct, 2024 @ 2:09pm 
Someone tested if this is compatible with hard trapping?
W 14 Sep, 2024 @ 3:50am 
Mods seems to be working perfect, I hadn't been catching rabbits for 2 weeks, installed the mod, moved the traps closer cause now I can, and the next day I had 3 rabbits from my 10 traps, which looks like the percentage you read on the wiki.

Thanks you so much I was getting so annoyed with trapping and now you've gone and fixed that entirely and I can enjoy the game again <3
Jaxx - pshoooo 8 Sep, 2024 @ 8:15pm 
cannot stress enough that this single mod is what made me use trapping for the very first time because the vanilla implementation is so frustratingly esoteric. thank you
sammiday 1 Sep, 2024 @ 6:39pm 
thank youuuu with my one mouse trap i might survive xD :health:
Miki Naoki 13 Aug, 2024 @ 8:08pm 
After a bit of testing, I can confirm that the mod works as intended. The only problem I'm seeing is that traps that should be working in places like farms or vegetation, only work in forest and deep forests. That might be the problem people are actually facing
Miki Naoki 13 Aug, 2024 @ 6:38pm 
Hello, traps seem to be looping through 3 different states:

1) No bait, able to add bait, able to retrieve trap
2) Bait, able to retrieve bait and/or trap
3) Bait, unable to retrieve bait, able to retrieve trap <-- I believe this is where "Check trap" should be showing

When it gets to the third state, as there's no way to get the prey, it will ultimately loop back to the first state (prey escapes after a while) and new bait will be needed.

Our group is playing through a dedicated server. We have over a 100 mods so it might not necessarily be something caused by this mod. I just felt the needed to explain it here as there are similar comments. I will try to replicate the same conditions on a SP game with just this mod.
refpuz 12 Aug, 2024 @ 12:05pm 
I had the same bug as @literallybeenvibing, cage traps would be making noise that they caught a rabbit, but I would not have the option to 'check trap', only 'remove bait' or 'remove trap'. And I could remove the bait infinitely and create duplicates. After I removed the mod, I regained the check trap option again.

Dedicated server MP
Disketaa 23 Jun, 2024 @ 5:44pm 
+1, would be cool if there was an option to choose trap minimal radius to work :lunar2019piginablanket:
Nepenthe  [author] 6 Jun, 2024 @ 6:40am 
@Abelabel I've not tested it, but looking at the list of things that mod does it will probably work together; I think they are just changing the table containing trapping related numbers while this mod is calling the check-if-trap-caught-something function if it was skipped because you were too close.
Abelabel 5 Jun, 2024 @ 11:57pm 
Does this work with Hard trapping?
Nepenthe  [author] 24 May, 2024 @ 6:00pm 
@Carecation it would be nice, but it's also a significant amount of extra coding work.
Carecation 24 May, 2024 @ 3:53pm 
I would be Nice If there is a option for you to choose How Far It would work
LiterallyBeenVibing 26 Mar, 2024 @ 8:59am 
everything works fine now, im able to use my traps again. all be it all the way down the road.... but its alot better than JUST bird traps because they were the only that would work before wiith your mod active
Nepenthe  [author] 25 Mar, 2024 @ 11:25pm 
@literallyBeenVibing this mod doesn't touch any of the code for putting bait in/removing bait, so whatever is causing those issues is from elsewhere. To confirm, disable this mod and see if the issues persist.

Re: 5 tile range: very reasonable request, but would take a lot of extra coding to make happen because right now the only concept of range in the trap check routine is "is it currently loaded with the active cells around the player?" rather than any actual range checks.
LiterallyBeenVibing 18 Mar, 2024 @ 12:06pm 
i seem to be having an issue, the bird traps work fine but any other trap will bug out and it will hold the bait forever, i can even pull the bait out over and over and duplicate it.... which mod is causing this conflict?