Project Zomboid

Project Zomboid

Scotts Jumper Cables Mod
30 Comments
SDgamer 5 Jul @ 12:42pm 
the perfect mod for a 1 Year Later setting. I know it sounds cheesy but, can we take a charged Car Battery and just hook that up to the car we are trying to jumpstart?
scott_hf_dunbar  [author] 11 May @ 9:22pm 
@meyar i tested it with b42 and it worked for me. i did have to remove one of the ways you can attach the jumper cables. make sure you have the cables in your inventory and use the vehicle wheel.
Meyar 17 Apr @ 7:52am 
Are there any known mod conflicts with this in b42? I can't get the option to attach cables to appear on any car I've looked at.
TARDNUTS 8 Apr @ 4:01pm 
@TEMPEST I think it's from the A-Team movie. Not 100% sure, it's been a while.
TEMPEST 3 Apr @ 7:53am 
Where did that gif come from? I need to know the backstory, it's so funny.
Amroth 7 Mar @ 12:07am 
Cheers! (:
scott_hf_dunbar  [author] 6 Mar @ 6:46pm 
@amroth sandbox multipliers added
scott_hf_dunbar  [author] 4 Mar @ 8:56am 
@amroth I'll add some multipliers
Amroth 28 Feb @ 4:14am 
Does this have sandbox options? I don't like the idea of batteries taking condition damage or getting drained, as I'm already playing with pretty hardcore difficulty and it's rare to find any battery in remotely decent state.
eight 15 Feb @ 2:27pm 
I haven't tried this mod but I literally LOL'd and shared the mod's page with a friend because of that animated GIF of the guy giving the car's engine a "jump" with an AED! LOLOLOLOLOL
Metal Izanagi 13 Feb @ 10:03pm 
"If you forget to unplug them before you drive away, they will take ALOT more damage."

Zombies just sitting there laughing their asses off at the human driving off with jumper cables attached to the battery lol
scott_hf 13 Feb @ 6:59pm 
@avennine

sorry for the late reply. what did you want to incorporate from my mod?
avennine 14 Oct, 2024 @ 10:23am 
can i incorporate a part of this mod in my electrical mod if i give you credit?
scott_hf_dunbar  [author] 17 Jun, 2024 @ 8:34am 
@estrxgen
some gif database... i dont remember exactly
_ 14 Jun, 2024 @ 6:45am 
where did you got the gif for the thumbnail?
scott_hf_dunbar  [author] 12 Mar, 2024 @ 6:10pm 
Set charge amount from 17.5 to 22.5%

Let me know if that doesn't work. Thanks!
scott_hf_dunbar  [author] 12 Mar, 2024 @ 2:40pm 
I'll take a look teeleh
Teeleh 3 Mar, 2024 @ 1:42pm 
I crafted the HQ jumpers and am trying to jump a car battery from 0%. I managed to get it to 17.5% but it isn't budging from there and will not start. Is it impossible for me to juice up a car from 0%?
MightyMonte88 26 Feb, 2024 @ 3:54am 
This and point blank should be in the spotlight lol, good job man.
scott_hf_dunbar  [author] 21 Jan, 2024 @ 9:17am 
glad yall like it! :)

i've adjusted mod to have more realistic recipes
SS Edmund Fitzgerald 31 Dec, 2023 @ 7:22am 
CLEAR!
RON 25 Dec, 2023 @ 12:25pm 
jumper cables now with more spring in that jump
Telos 22 Dec, 2023 @ 5:32pm 
@scott
Yeah your changes/updates sound solid :)
Nice work!

Yep, I imagine that at least 2 full electrical wires would be sufficient
TeeJay 22 Dec, 2023 @ 12:36am 
Hi :) love this mod!

Realistic recipie i would say would be 16 elctrical wires (twine of em together) 8 ducttape to cover em, 8 scrap metal or a metal sheet for the wireclamps/batterypole clamps and 8 screws

As for skill level, id say ele lvl 1 and metalworking lvl 3 to craft the clamps

As for required tools, id say a ball peen hammer, a hammer, saw and screwdriver
scott_hf_dunbar  [author] 19 Dec, 2023 @ 2:24pm 
@telos
unfortunately, you can't set a dynamic/sandbox-configurable value for crafting requirements around perk levels.

that being said, i do agree with the thinking around lvl 3 electrician requirement but i dont want to remove the option completely for any existing mod users so i implemented a compromise. lvl 1 recipe will grant you jumper cables with low durability. lvl 3 will grant you jumper cables with full durability.

also the condition issue is now fixed
scott_hf_dunbar  [author] 13 Dec, 2023 @ 7:44pm 
Tunka , glad to hliked.

Tells, glad u likey.

I agree on condition. If it is 0%, it should not be able to be charged. If charge is 0%, that is ok. 0% charge remaining is actually what I solved for because the server I have with my brother and son, all of the vehicles in the world have ZERO charge lol.
I'll put in a fix for that.

Regarding sandbox options, I actually agree with electrical wire being a requirement. What do you think is a fair/realistic recipe is?

For the level requirement, I'll make that a sandbox option.

I'll aim to get those changes in this weekend
tunka 9 Dec, 2023 @ 6:12am 
@scott_hf_dunbar

thanks alot, this is what i needed.
Telos 8 Dec, 2023 @ 2:28am 
@Scott
This is great!

Would it be possible to have a sandbox option to adjust the electrical requirement and materials to craft?
(I want to set the electrical requirement for crafting it to 3 and include electrical wire to be needed to craft the cable)

Additionally I have noticed that you can jump start a car that has a 0% charge and 0% condition battery from a good battery (or even from a car with a 20% charge and 20% condition)
Is this intentional?
(I imagine that once a battery reaches 0% condition it would become a brick incapable of being charged)
scott_hf_dunbar  [author] 4 Dec, 2023 @ 6:19pm 
@tunka

Workshop ID: 3044422476
Mod ID: ScottsJumperCables

i went ahead and reduced the spawn rate to 1/4 of what it was

here's the related distribution table. i havent used more lot settings before but hopefully this has what you need:

table.insert(ProceduralDistributions["list"]["CrateMechanics"].items, "ScottsJumperCables.JumperCables");
table.insert(ProceduralDistributions["list"]["CrateMechanics"].items, 1);
table.insert(ProceduralDistributions["list"]["MechanicShelfTools"].items, "ScottsJumperCables.JumperCables");
table.insert(ProceduralDistributions["list"]["MechanicShelfTools"].items, 4);

table.insert(SuburbsDistributions["all"]["crate"].items, "ScottsJumperCables.JumperCables");
table.insert(SuburbsDistributions["all"]["crate"].items, 0.1);

table.insert(VehicleDistributions.TrunkHeavy.items, "ScottsJumperCables.JumperCables");
table.insert(VehicleDistributions.TrunkHeavy.items, 5);
tunka 2 Dec, 2023 @ 12:10pm 
Hi whats the item id from the Jumpercables? I want to reduce the spawnrate with the More Loot Settings mod but dont know how to find out the id.