Project Zomboid

Project Zomboid

Sensors and Traps
225 Comments
Ranger 18 Jul @ 10:07am 
hi, how to add amplifier module? is that sever setting or in game setting?
Gus 27 May @ 12:49pm 
update to b42 please
Jenek 24 May @ 1:56am 
There are some rooms that aren't being detected properly by room sensor.
ROSANT 24 Apr @ 1:33pm 
I AM BEGGING PLEASE BUILD 42!
DA QUE TE DO OTRA! 13 Apr @ 5:32am 
This is a great mod, congratulations! I was looking for a mod that would make it possible to build automated systems for any purpose, for example, to irrigate the farm, turn on only the necessary lights, turn on alarms when detecting zombie movement (attracting them), make electric traps (something that uses only energy as a resource), open and close gates, etc. I suggest you pay attention to other popular mods, such as the irrigation pipes mod, and think about creating other mods to complete or support the functionality of automating the needs of the game.
drshahramanvariazar 28 Mar @ 3:53am 
B42 PLEASE
ENERHEL 28 Feb @ 2:28pm 
b42 pleeeease?
Xen 12 Feb @ 8:03am 
Gimme, gimme, gimme a Light after midnight!
Won't somebody help me chase the shadows away in build42?
wilds 26 Jan @ 11:53pm 
great mod, I miss this a lot in B42
Drogon Malice 22 Jan @ 12:55am 
Hi I've been playing with this mod for a few days now, i think you should know that it doesn't work.
not only can i not add motion sensors to any devices mentioned but with the computer mod i cannot change the sensitivity settings like you said above.

any chance you could take a look at it, or perhaps help me understand what I might be doing wrong on my end?
Hx 18 Jan @ 6:35pm 
Is it possible to update it to be compatible with Build 42?
RP Monkeh 6 Jan @ 5:28pm 
Cant seem to get double gates that ive built to work with proximity sensors despite putting a sensor on each edge does it not work with double gates?
MUY NECESARIO ESTE MOD PARA LAS NUEVAS CASAS Y MECANICAS DE LA VERSION PZ 42 AHORA EL JUEGO ES MAS DIFICIL MEJOR Y MAS REALISTA PERO TAMBIEN MAS PELIGRO POR NO HABLAR DE PONER EL MODS DE NPCS QUE TE ENTRAN A LA CASA Y SE LLEVAN TODO INCLUSO CON LA PUERTA Y VENTANA TABICADA LO QUITAN CON UNA PALANCA POR ESO ESTE MOD JUNTO AL OTRO SERIA MUY UTIL UNA ALARMA NOS AVISA DE INTRUSOS EN LA BASE O REFUGIO ACTUALIZAR A 42 SI ES POSIBLE
ekisai 24 Dec, 2024 @ 11:47am 
can confirm below
amaoto 17 Dec, 2024 @ 3:01am 
Bug/Unintended Behavior:
Having this mod on turns double gates (4 tile gate/door) VERY VERY Fragile. After using Show wall health to check, the double wire fence gates are 100 HP, even with 10 metalworking... which is supposed to be 800 without this mod.

I really wanted to use this mod, but that bug is too gamebreaking for me.
ewpayne 2 Dec, 2024 @ 11:45am 
Any videos of these in action? I'm trying to setup a fort at the rosewood gas station. There'd be 3 double door gates to drive in that I would want alerted if a zombie got nearby, but also wanted the "door locks" to be automatic while driving through.
Come and See 27 Nov, 2024 @ 9:16am 
I found a bug. If you place down an air conditioner you can't add a temperature sensor until you reload your save.
Come and See 27 Nov, 2024 @ 7:48am 
Awesome mod.
J-roc 3 Nov, 2024 @ 5:17pm 
any help would be greatly appreciated, i love this mod and dont wantt to remove it!
only happens at my base where i had a few on some garage doors and one like 4 lights total
J-roc 3 Nov, 2024 @ 5:16pm 
started getting these errors all of a sudden

function: PerformAction -- file: ls_actions.lua line # 94 | MOD: LightSensor
function: CheckSensors -- file: ls_triggers.lua line # 158 | MOD: LightSensor
function: OnPlayerUpdate -- file: ls_triggers.lua line # 40 | MOD: LightSensor
Sylvanas 24 Oct, 2024 @ 11:53pm 
Would it be possible to add "Negative Only" option in the programming ?

The goal is to have the doors only close once you leave the sensor's area, and not open when you walk into the sensor's area.

Thanks for the amazing mod
Torek 24 Oct, 2024 @ 3:56pm 
Hey! with your new mod Bandits, i think this mod should pop up with some player(bandits) traps! i find it really useful to use together, maybe add some simple spike traps.
EHOT 12 Sep, 2024 @ 9:29am 
Hi. can you add a Russian Translation to your modifications?
Fpsacha 9 Sep, 2024 @ 6:30am 
Getting this error all the time.

function: CheckSensors -- file: ls_triggers.lua line # 98 | MOD: LightSensor
function: OnPlayerUpdate -- file: ls_triggers.lua line # 40 | MOD: LightSensor.
[09-09-24 09:19:27.441] LOG : General , 1725887967441> 179,967,454> -----------------------------------------
STACK TRACE
ZenithTheWolf 6 Sep, 2024 @ 4:55pm 
Unfortunately this mod just throws errors. Will have to switch to a different sensors mod.
Stage 3 Sep, 2024 @ 1:12pm 
So I've encountered a strange issue and I can't pin it down exactly, but this mod is involved.

I play with indestructible fences and gates and I noticed that newly built gates got destroyed by one or two zombies.
I then installed the "See wall health mod" and noticed that:
a) double gates show an error
b) have only 100 health and are destructible, no matter what

After disabling and enabling all mods this one seems to cause the issue.
Only double gates (checked metal ones, not wood).
AyRemia🎲 30 Aug, 2024 @ 8:52pm 
one of the best mods:Tetro_Love:
Jeffjrd23 30 Aug, 2024 @ 8:10pm 
Started playing again after a few months, and this mod doesn't seem to be working for me. Tried to install a proximity sensor on a pre-made garage door, then on a garage door that I built, and neither of them work. It just keeps throwing errors.. it's a shame, I really liked this mod when I used it a few months ago.
dbzloverjam 27 Aug, 2024 @ 6:11pm 
really wish we had an option to make the traps not affect the players, they are a bad idea on a pve server with no real way to restrict them.
Fercho 24 Aug, 2024 @ 6:37pm 
¿Existe la revista de volumen 6 en modo cooperativo? ¿podrían explicar como se usa?, en el vídeo no se ve como se instala el sensor.
sin 20 Aug, 2024 @ 11:57pm 
would be a lot better if you had the choice for it to be automatic or remote controlled like the proximity sensor for the gates. sometimes ill pass the gate to get to my farm and the door will automatically open for the zombies who are trying to get in.

(this was already messing with the threshold)
plamenovnevyan 16 Aug, 2024 @ 2:38am 
Sensors dont work
Btuca 13 Aug, 2024 @ 8:38am 
Nail and Glass bomb traps aren't working and generating alot of errors, shock trap looks thats working properly
󠀡󠀡 8 Aug, 2024 @ 10:09pm 
sensor won't be consumed if you add it to object while the sensor in bag rather than inventory
Dr. Berry 6 Aug, 2024 @ 4:52pm 
suddenly this mod makes my server go boom with errors
pgames-food 4 Aug, 2024 @ 5:19pm 
(i think so, i was going to add it to my existing game, but i also always try to make a full backup of my saves and zomboid profile folder to play safe too, before changing mods etc)
HotSTeh 3 Aug, 2024 @ 7:26pm 
can this mod be added mid-game?
Gradess 2 Aug, 2024 @ 4:02pm 
Is there a sandbox option to tune sensor without computer mod? Sensors without installing other mod mostly useless
Anach 30 Jul, 2024 @ 7:32pm 
I'm using zombie sensors on freestanding work lights, placed just inside my fence, built with Building Menu, and when they detect a zombie, they flicker on and off until the zombie dies (can hear the toggle sound). I've tried replacing the lights, the sensors, adjusting the sensitivity, replacing bulbs, but can't work out why that might be happening. Other sensors I use seem to work perfectly fine, it's just those external lights with zombie sensors.
StilesWang 29 Jul, 2024 @ 9:57am 
There is a problem with this mod. It will report an error every time when right-clicking the menu. It can only be fixed when the loading order of the mod is lowered to bottom.
ConcreteMuncher104 28 Jul, 2024 @ 12:09pm 
dont click pinpon link its a scam it said malicious
assaziel 26 Jul, 2024 @ 6:03am 
"Battery will deplete slowly each time sensor activates" slowly? with a normal battery i can use the sensor about 6 Times can i use bigger Batteries?
mannytswb 24 Jul, 2024 @ 11:18am 
"Long before rizz had a name, rizzjago was created by the First skibdi Master, using the Four Weapons of the rizlers. The Scythe of rizz, the Nunchucks of phantom tax, the Shurikens of skibdi and the Sword of gyats. Weapons so powerful, no one can handle all of their gyats at once!"
mannytswb 23 Jul, 2024 @ 12:37pm 
"Long before rizz had a name rizzjago was created by the first skibidi mogger, using four weapons of ohios. The scythe of mog, the rizzchucks of phantom tax, the shurikens of mew and the sword of gyats. Weapons so powerfull, no gooner can handle all of their edging at once!"
Bobatron 20 Jul, 2024 @ 7:48pm 
Is there a possibility that you could implement the proximity sensors to work per level only? Im hearing doors flinging open and close in my multi level base even when im on a different level
Koro 20 Jul, 2024 @ 5:55pm 
Could you make a version without "zombie" detector? I am running a multiplayer server and friendly fire is an impossed hazard.
Wako Doodle 19 Jul, 2024 @ 11:33am 
So the sensors work between levels? Like for example I put one on the 2nd floor next where I drop my sheet rope, will it detect zombies below it on the 1st floor? So I know what's down there before I climb down?
Dermuya 18 Jul, 2024 @ 10:15am 
smart idea ngl
xaeroneadiadochen 18 Jul, 2024 @ 8:53am 
The need for capacitors increases based on the work because we're really talking about DC. A light switch is small. A gate is medium. An electric shock fence has a huge capacitor keeping +8k volts at the ready to really deliver a punch via a thyrstor. You could model this with batteries of various sizes being required components. A fence would need a heavy duty car battery & so on. The other real word fun part about electric fences is plants grounding them out or draining that capacitor. IDK whether you want to tackle routine fence run inspection.
WilliamP98 17 Jul, 2024 @ 12:52pm 
This idea is genius. Like a modern smart home.