Project Zomboid

Project Zomboid

ExtraBombs
48 Comments
@darkmoriarti
Excuse me, how do I translate the "Electrical Toolbox" trait into other languages?
I tried using the vanilla format and formats from other mods, but it seems like the description might not have any localization support added.
I saw someone using getText("UI_trait_NepOverdrive"), but I couldn't find anything like that in the Lua files.
So when I translated it, I used this format:
UI_trait_EngiToolbox = "电工工具箱"
UI_trait_EngiToolboxDesc = "初始携带电工工具箱(含基础电子元件和实用配方杂志)"
But I'm really confused about how the translation is supposed to work.
yochi 16 Jul @ 6:41am 
When I right-click, an error occurs.
I don't know if it affects other mods.
Is it okay to recover it under normal circumstances?
右クリックでエラーが出ます
他のMODとの影響は解りませんでした
通常であれば回収できるということで良いでしょうか
darkmoriarti  [author] 15 Jul @ 10:19am 
@yochi as with the vanilla noise maker, to pick it back up after use you use the right click menu. It can be a little tricky if the area is covered in bodies so you may need to move them out of the way
yochi 14 Jul @ 6:13am 
I can't seem to retrieve the Big Noise Generator I placed on the ground.
BeljikPakiBlanc 1 Jul @ 3:08am 
does this mod still work and is the napalm compatible with the new fire models
darkmoriarti  [author] 25 Jun @ 8:40am 
@SDgamer All the items in this mod are throwable, with the exception of the Propane bomb, due to not being able to throw it far enough to not be damaged yourself
SDgamer 25 Jun @ 7:47am 
@darkmoriarti from what i read in the description of your mod, these bombs are all Land Mine based. Since Vanilla already has the Pipe Bomb which you added a recipe to upgraded it into a Fragmentation Bomb, and Aerosol Bombs are their no plans to add Throwable Tin Can/Soda Can Bomb/Grenades? I feel like those are missing. With B41 someone made a Scrap Grenade mod that you either made with a fuse you light or take electronics to add a timer so it acts like an actual Grenade
darkmoriarti  [author] 25 Jun @ 3:09am 
@SDgamer could you expand your question, I'm not sure I understand what you are asking?
SDgamer 24 Jun @ 11:05pm 
because of the Pipe Bomb and the Aerosol Bomb this are meant to be improvised land mines?
darkmoriarti  [author] 24 Jun @ 7:45am 
@ammonius yes works exactly the same as the vanilla with rag doll effects
ammonius 24 Jun @ 5:51am 
Has anyone tested these bombs with the 42.9 update? How it works with the new ragdoll from the explosions?
OxTailSafu 11 Jun @ 8:58am 
Yeah that makes sense. It would probably be appropriate then to just remove it then to reduce bloat, but I'm glad to see that the other ones still have their uses!
darkmoriarti  [author] 11 Jun @ 4:44am 
@OxTailSafu From testing, it hasn't changed any of the damage values. So it makes the Fragmentation pipebomb from this mod obsolete but all the other items still have their unique uses
OxTailSafu 10 Jun @ 11:58am 
So quick question, with bombs in the base game being buffed damage wise, how do these ones in this mod compare to them?
FloweyGaming 23 May @ 10:40am 
@darkmoriarti yes it was my fault, bc i was in a hurry in Louisville center near the police station and prison, 3000 zombies chasing me i placed it down by Drop button and not Arm, so ye your mod works fine
FloweyGaming 23 May @ 7:50am 
@darkmoriarti i will try later again and if it still doesnt work i will see if another mod is conflicting with it, until now i havent had any problem with the propane bomb and timer, its a good mod so ye
darkmoriarti  [author] 23 May @ 6:14am 
@FloweyGaming
I can only guess that you've got a conflict somewhere as I can't replicate the issue, made a quick clip of the propane bomb & V4 working as intended in 42.8.1: https://youtu.be/WNaNQvTKJAM?si=SF5qh5ymQhuAgt3p
FloweyGaming 22 May @ 4:18pm 
im on 42.8.1 idk if im doing something wrong but i have a V4 remote and a Big Propane bomb with remote linked, when i push Trigger the bomb wont explode
nec0arc 7 May @ 4:21am 
Uncle TED was a prepper...
Pitlos Tails 13 Apr @ 2:40am 
creamy mod :steamthumbsup: infact kinda freaky :sweat_drops: :steammocking::steammocking::steammocking:
darkmoriarti  [author] 12 Apr @ 4:26pm 
@leobet2me Good catch, fixed now. The standard lightbulb bomb was using the sensor version code :spiffo:
leobet2me 12 Apr @ 3:56am 
lightbulb bombs dont explode if equip and thrown.not sure if its intended
Flexible Games 2 Apr @ 7:27pm 
oh, okay
I just noticed you set the propane bomb to 100 radius. Wasn't sure you were aware it was capped.
Azazellz 2 Apr @ 5:40am 
No translation files?

P.s. Pillows for making napalm mix are super-duper rare.
Only found one in the entire Ekron area, including farms nearby.
Maybe use cotton balls or something else as an alternative?
darkmoriarti  [author] 1 Apr @ 11:36am 
@Flexible Games Yep it certainly is :steamthumbsup:
Flexible Games 1 Apr @ 10:14am 
Just as an FYI, the explosion radius is hard-capped at 15
Doctor Sex 27 Mar @ 12:05pm 
make magazine into schematic, will make more sence
VictorLeGrande 14 Mar @ 12:34pm 
hey what if you added satchel bombs of some sort?
elzo.vanvulpen 24 Feb @ 11:46am 
so gonna add this one to my Urban prepper! you saved me literal hours thanks :D

if i release my mod, you mind putting yours in the reccomended section?
seconmass4 21 Feb @ 10:58am 
THIS IS AWESOME DUDE, i really love this mod hopefully the devs invited u to add this in the vanilla game
engager6 20 Feb @ 8:06am 
Ok man, did not meant to criticise or something, just thought it may be overlooked tag in the line. In my game battery stays for some reason, lol. Keep up the good work anyway, maybe some improvised explosives next? ;)
darkmoriarti  [author] 20 Feb @ 8:04am 
@engager6 :steamthumbsup: No condition loss is the way its intended just like vanilla noise makers
engager6 20 Feb @ 8:01am 
Well, ok. Seems weird, i do use some car part related mods though. Maybe they overwrite something from vanilla. But overall it's weird. Here is screenshot from my game:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3431002536

Also i do not know if it's intended, in my game your big noise generator does not loose it's condition when it's used. I used it like 10 times and it's still pristine. Don't know if it's intended or some kind of bug.
darkmoriarti  [author] 20 Feb @ 7:55am 
@engager6 I don't know what to tell you dude, the car battery is used up in my code, sorry its not working in your recipes, here's a video showing it getting consumed in making the big noise generator: https://youtu.be/pRyoex-YjAE?si=d1aNP-Lm4U1exyMD
engager6 20 Feb @ 7:35am 
It's not redundant. I also thought so first, when written my own recipe codes. Try your recipe in the game to see that battery stays and one use from 100000 is consumed, also condition of noise maker is not affected by battery condition. I had provided corrected recipe line for you.
darkmoriarti  [author] 20 Feb @ 7:30am 
@engager6 The unit consume code is redundant when the original item is destroyed in the creation process.
The napalm recipe is a reference to the old meme of using the little balls inside of beanbags to make it, but thats so cool that you know how to make napalm :steamthumbsup:
engager6 20 Feb @ 7:13am 
item 1 [Base.CarBattery1;Base.CarBattery2;Base.CarBattery3] mode:destroy flags[ItemCount;InheritCondition],
engager6 20 Feb @ 7:03am 
@darkmoriarti: Nice mod, really like it. Napalm recipe with rare yellow pillow is little off. In real life improvised napalm like fluids are made by simply by jellifying the gasoline on boiling with soap and adding some components to increse burning temperature, for example "atomised" aluminium powder and stuff like that. Traditional gellyfying agent (aluminium stearate/palmiate) can be made from soap, car battery acid and aluminum. Maybe modify the recipe to use soap instead of some weird pillow?

You also made some mistakes in recipe code, for example when making your big noise maker it consumes 1 charge from battery (1/10000) instead of battery unit. Car battery item is defined as Drainable, meaning it's multiuse item with drain rate 0.00001 meaning it has 100000 uses when used in a recipe. To make recipe work correctly you should add a flag: "flag [ItemCount]" so the recipe will count items themselves and not their use numbers.
npdr 18 Feb @ 4:20pm 
dude thanks for this, the crazy b42 pop density was giving me headaches
Agent X Top Secret 18 Feb @ 1:03pm 
i never used the normal ones, and yeah fps drop is only after exploding and it killed like 100+ zombies :D i just tested it for fun in debug mode, and yeah i also think thats the render engine, or maybe a other mod that shows up the dmg on every zombie, or both, but nevermind its a nice mod, good work =)
darkmoriarti  [author] 18 Feb @ 10:32am 
@Agent X Top Secret It's not something I've experienced while making or using the mod myself. I would ask if you're getting the same result in vanilla without any mods (to make sure there's no conflict) & also to confirm is this frame drop when you throw the bomb or when it explodes? Depending on the number of zombs caught in the explosion there can be a stutter while PZ converts all the "living" zombs to dead ones at the exact same moment, but I usually only have that if I've gathered enough in one place that the render engine is culling most of them into shadow people
Agent X Top Secret 18 Feb @ 12:30am 
nice mod but its normal if i use 1 pipebomb that my fps drops down to 15? xD

i have rtx 4090 and ryzen 9 7950x3d + 32gb DDR5 ram @6000mhz
Here it comes.
carlosgzrz 14 Feb @ 1:58pm 
Brutal!!!
TheCynicalRat 13 Feb @ 5:18am 
Thank you immensely for giving me cause to play engineer. This looks and sounds fun and I am very excited to set some traps for some zomboids.
Blkbeard 12 Feb @ 4:15am 
I've been waiting for something like this! Thank you so much!
WasItaCatIsaw 11 Feb @ 10:48pm 
:steamthumbsup:
Collette 11 Feb @ 7:07pm 
THIS IS THE COOLEST FUCKING THING IVE EVER SEEN YOU'RE A GENIUS