Project Zomboid

Project Zomboid

RUST
108 Comments
LuisGaminG 24 Jun @ 9:39am 
Update Build 42 Pls
snowy 13 Apr @ 5:42am 
i'm unsure if you still respond to this thread but does this mod replace the removed vehicles with another vehicle? as in are you losing out on vehicles that you would of otherwise seen/had if you didn't remove them from spawning in the list
Chamait 3 Apr @ 9:18am 
B42 😭😭😭😭😭😭😭😭
drshahramanvariazar 29 Mar @ 7:56am 
i didnt wanna say this


but whoever (modmakers only count) dont remake this is GAY

AM SO SORRY
marshmallow justice 24 Mar @ 11:47am 
has anyone experienced their cars randomly becoming 100%/fully repaired?
i'm sole admin on my server and we've noticed 3 times during login/session a car that was otherwise damaged or an almost complete wreck for parts, later be seen at full 100%. seems to happen completely randomly. earlier in the session our typical Humvee was still a 0'd out junker. But as everyone was logging off I went to go check, and suddenly it's all 100%.
drshahramanvariazar 2 Mar @ 2:42am 
BUILD 42
Chamait 13 Feb @ 8:49am 
b42 ;-;
drshahramanvariazar 5 Jan @ 11:48am 
yeah WE NEED IT
LuisGaminG 25 Dec, 2024 @ 4:30am 
Update B42 pls, this mod is awesome
drshahramanvariazar 14 Dec, 2024 @ 9:21am 
you made the right choice for making this THIS IS WHAT I NEEDED
drshahramanvariazar 14 Dec, 2024 @ 9:05am 
ah yes this is what i been looking for the whole time
eromanov87 13 Dec, 2024 @ 2:41am 
Your mod contains an error for non-windows systems. I'm playing on Linux and the system is case-sensitive. the shared folder in your mod contains upper case S while the game is looking for lower case s, making the translation not work. I changed the casing and i can now actually see the options.
Vunfo 7 Dec, 2024 @ 9:56am 
Muy buen mod amigo un abrazo desde Argentina
Osama Bin Swagging 16 Oct, 2024 @ 7:41pm 
This mod slaps hard, thanks @Jack Herer :steamthumbsup:
Doe 9 Oct, 2024 @ 6:59pm 
Hey I hope you're doing alright, love your mod
MrBloody 13 Sep, 2024 @ 10:54am 
Where can I choose modes? The mod description says ''Three modes available: Every day, every week or every month.'' - Is this somewhere to set or does the mod do it on its own?
Mr. Kobaltz SOG 12 Sep, 2024 @ 6:45pm 
No worries broski. I appreciate all your hard work. Do whachu gotta do, take your time and I hope the irl stuff gets worked out.
Jack Herer  [author] 12 Sep, 2024 @ 3:55am 
Apologies for the delayed response. Some things have happened in my life that prevent me from dedicating the necessary time to this. I'm doing my best to have the next update ready soon.

@BlackWater821 Select 'Custom - Allow' in the options and choose the vehicles you want to allow, the rest won't spawn.

@Burryaga Thank you for your work.

@Sparksmann I'm not sure what you mean. The options apply to all vehicles, you don't need to specify each vehicle.

@ You're not bothering me, don't worry. I understand that you want an update, but as @Mr. Kobaltz SOG said, the Filibuster Rhymes' Used Cars! - Animation Beta mod is currently subject to many constant changes. In any case, I'm working on it, but I can't tell you how long it will take. I'm really sorry for the delay. :steamsad:
Mr. Kobaltz SOG 11 Sep, 2024 @ 11:13am 
I’m with the last guy. But I imagine since the FR Used Cars Anims is still in beta and will probably be getting updated a lot that might break any updates of compatibility with this mod each time.
󠀡 11 Sep, 2024 @ 9:45am 
@Jack Herer

Sorry for bothering you, but I'm really enjoying your mod. I literally can't play without it because I play the 10 years later mode with hard rust settings. I've been waiting for an update for quite a while to start my new survival run with the Filibuster Rhymes' Used Cars! - Animation Beta pack, but I can't. Should I even expect an update to your mod? Or have you encountered problems that you can't solve?
society 5 Sep, 2024 @ 11:28pm 
Hello! You mention in the description that this mod is compatible with KI5 vehicles. How can I modify the spawn/condition of them if they're not in the contextual menu yet? Where do I begin with that?
Burryaga 2 Sep, 2024 @ 4:07pm 
The issue reported by Sir Doggy Jvla has been resolved.
Burryaga 2 Sep, 2024 @ 2:30pm 
I have added some compatibility code that will be live to address this at 7:00 PM EDT.

Pretty Option Tooltips is happy to work alongside RUST's very pretty options.
Sir Doggy Jvla 2 Sep, 2024 @ 2:18pm 
For more details, Burryaga said he knows how to fix that and he's going to implement a fix in his mod. So you shouldn't have to bother with this error, you can simply be aware it is/was a thing
Sir Doggy Jvla 2 Sep, 2024 @ 1:47pm 
Hey, just want to report that your menu when you launch the game in debug mode, that talks about new settings and that opens the menu to change them is incompatible with Pretty Option Tooltips. Reporting this to Burryaga the dev of the mod too

STACK TRACE
-----------------------------------------
function: setOptionTooltip -- file: Main.lua line # 763 | MOD: Pretty Option Tooltips
function: repair -- file: Main.lua line # 667 | MOD: Pretty Option Tooltips
function: prerender -- file: Main.lua line # 717 | MOD: Pretty Option Tooltips

LOG : General , 1725309911137> attempted index of non-table
ERROR: General , 1725309911137> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index of non-table at KahluaUtil.fail line:82.
ERROR: General , 1725309911137> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: attempted index of non-table
BlackWater821 31 Aug, 2024 @ 2:24pm 
What is the format for custom allow cars?
NalMac 30 Aug, 2024 @ 9:28pm 
@jack herer That's great, thanks! this has easily become the best behicle condition mod on the workshop. So many options.
Jack Herer  [author] 30 Aug, 2024 @ 8:15pm 
I'm still working on the update, but I'm having some issues.
@BlackWater821 The only configuration available is the option to block or allow the spawn of Filibuster Rhymes' vehicles.
@NalMac I didn't take that into account when making the mod. I'll try to add an option so that it doesn't affect Nomad vehicles!
NalMac 29 Aug, 2024 @ 11:29pm 
is this compatible with the various nomad start mods? I tried it with the bike nomad start and my bike spawned in completely wreked since I was playing on hard rust settings. would it maybe be possible to add an exception for your nomad vehicle?
BlackWater821 28 Aug, 2024 @ 6:30am 
Doesn't have Filibuster Rhymes' Used Cars! mod setting to config in SP sandbox.
󠀡 27 Aug, 2024 @ 11:31am 
Thank you! I want to start a new run of my 10 years later mod pack with new cars from Filibuster Rhyme, and I'm really looking forward to your update. But how soon can we expect it? :spiffo:
Jack Herer  [author] 25 Aug, 2024 @ 10:21am 
Sure, I'll work on it as soon as possible :steamthumbsup:
󠀡 25 Aug, 2024 @ 9:17am 
Hi, could you please make it compatible with the new version of Filibuster Rhymes' Used Cars?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3315561157
EHOT 24 Aug, 2024 @ 6:46am 
I understand everything now. so I'll download this mod for myself and live in the ps world for a couple more months)
Jack Herer  [author] 23 Aug, 2024 @ 5:34pm 
@EHOT The mod affects all vehicles. If you want to exclude a vehicle, you need to get inside the vehicle, right-click on it, and select 'Mark as own vehicle'. You don't need to have the keys to mark it as your own vehicle. Vehicles marked as owned will not be affected by the condition reduction.
EHOT 23 Aug, 2024 @ 4:54pm 
I'll try again)

There are cars in the world of PZ that are untouched. they will be offended by your mod RAST.

But I'm interested. Will your Mod touch Cars that are already hacked? the keys to them have been found and I have them at the base.?
Jack Herer  [author] 23 Aug, 2024 @ 9:33am 
@EHOT I'm sorry, but I don't understand what you're asking 😓
EHOT 23 Aug, 2024 @ 8:51am 
I understand correctly that this is the Transport that I hacked and took to the base. "The "local server" and left them standing still for a long time. Will their growth affect them ?
Jack Herer  [author] 23 Aug, 2024 @ 8:38am 
@EHOT Read the comment below :steamfacepalm: If you have marked your vehicles as 'own vehicle', the condition for those vehicles will not be reduced.
EHOT 23 Aug, 2024 @ 7:59am 
Will this mod not affect the Cars that you have already taken for yourself and are at your base?
Jack Herer  [author] 23 Aug, 2024 @ 5:08am 
@Blizzard Yes, you can exclude the ones you want by right-clicking when you are inside the vehicle and selecting 'Mark as own vehicle'.
Blizzard 22 Aug, 2024 @ 8:20pm 
I have a question about the "time reduces the condition of vehicles" section. You mention how it affects already spawned cars, but is there a system in place that prevents this from happening to cars that you're actively using that you've repaired to good condition and so on?
Jack Herer  [author] 19 Aug, 2024 @ 9:24am 
@Anach Yes, the Vehicle Eraser will remove all vehicles according to your configuration and won't replace them with others. It's a good idea to have the option to replace the vehicles instead of just removing them. I'll try to incorporate that into the mod for the next update :spiffo:
Anach 18 Aug, 2024 @ 5:00pm 
Thanks for the response. I meant with the vehicle eraser, does that simply erase, without spawning another vehicle in its place? So if I travel through the map, and an area is loaded with a bunch of existing vanilla vehicles, will it simply leave me with an empty area?
Jack Herer  [author] 18 Aug, 2024 @ 10:09am 
@LORDEXODIA01 The in-game UI only opens the first time you activate the mod in a saved game. If you want to open it again after that, you'll need to activate Debug mode, and the UI will open when you load your saved game.

@Anach If the 'Automatically add smashed or burned versions of the vehicle' checkbox is not selected, no 'smashed or burnt' variants are added. If you manually enter them, you need to specify each variant (right/left/front/rear). The list uses 'exact' names, so if you enter 'Base.CarNormalSmashed,' it will not remove 'Base.CarNormalSmashedFront,' 'Base.CarNormalSmashedLeft,' etc. What do you mean by whether it removes it completely or replaces it? If it's a new game, it will directly prevent them from spawning. If it's a saved game, it will prevent them from spawning, but it won't remove those that have already spawned. If you want to remove the ones that have already spawned, you need to also activate the 'RUST-Vehicle Eraser' module.
Anach 18 Aug, 2024 @ 3:34am 
A question about the custom blacklist. Does it require exact names, or is it wildcard. It mentions if I remove Base.CarNormal, it will remove Base.CarNormalSmashed variants too, but if I only specify Base.CarNormalSmashed, will it remove all the smashed variants, or do I need to specify each individual smashed variant. eg. Base.CarNormalSmashedRight/left/front/rear? Does it remove entirely, or does it replace them?
LORDEXODIA01 17 Aug, 2024 @ 4:14pm 
im ngl i cant figure out how to use this mod other than sandbox settings
LORDEXODIA01 17 Aug, 2024 @ 3:40pm 
how do you open the ui
Artiston 13 Aug, 2024 @ 1:28pm 
alright thanks :steamthis:
Jack Herer  [author] 13 Aug, 2024 @ 10:08am 
@Artiston Set the 'Probability of good vehicles' option to 100 and everything will be disabled :steamthumbsup: