Inmate/Prisoner Remake
Requested by Kc ro
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A from-scratch remake of the prisoner profession with a better design, adapted to the 42.20 Rosewood Prison redesign.
Military Poncho B42.20
Requested by Maxafield and Rayne of Salt
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Military ponchos with hood, colors and variants.
Better Female Face Textures
Requested by SacredSpectralGhost
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New female faces, textures only.
Car Claim (No Bloat)
Requested by a Steam commenter
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Multiplayer only. Sit in a car and type /claim, /unclaim, /adduser or /removeuser — nothing else, no menus or extra systems.
Tentacle Weapon
Requested by Spookee
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A creature-tentacle melee weapon with a handle grip, slimy sound on hit — found model recolored, not sculpted from scratch.
4K Scaled Clock + Speed Controls
Requested by Ed_F
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A separate mod scaling up the clock and the pause/play/speed buttons for 4K monitors. The clock is doable; the speed buttons are pure Java with no known Lua hook, so this one isn't promised.
Coffee Machine Steam Break
Requested by xprime
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A coffee machine that blows steam and lowers boredom without a drinking animation — an ambient break, not a brewed item. No existing mod does this (the closest, Coffee Machines Fix, makes the vanilla machine brew real coffee you drink normally, a different mechanic). Same pattern vanilla already uses for reading a book or watching TV — a timed action on the object that lowers the boredom moodle directly, no item involved. Needs an in-game test to confirm the steam VFX can be triggered from Lua.
Guaranteed Profession Spawn Building
Requested by blued salmon
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If your profession has a matching building in your spawn town (e.g. fire station for a fire officer), always spawn there. Confirmed by reading the game's code: vanilla picks the spawn point at random from a merged pool (e.g. Rosewood's fire officer spawn mixes the fire station in with generic houses), diluting the odds — not a zombie-safety reroute like guessed. Fixable with a plain data override of the town's spawn point file, no Java needed. Scoped to specific town/profession pairs on request.
Auto Lock Container Selection
Requested by ninefinger
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Click a container once and it stays the active transfer target, even if your character turns or moves — vanilla recalculates the active container by proximity and facing direction, so a 360° turn can silently swap it out mid-transfer. Checked the Workshop: nothing locks it to what you actually clicked. Likely fixable at the script/Lua level, no ZombieBuddy needed. Interaction design from ninefinger: lock by clicking a container directly in the world, or right-click the UI window to pick a buried/stacked one specifically; break the lock by clicking something else in the world or picking a different container from the inventory UI. Nice-to-have from ninefinger, not a requirement: try to stay compatible with Clean UI and Proximity Inventory if possible — they said they'd drop both of those for this one anyway.
Furniture on Stairs Top Tile (SP Only)
Requested by cleave
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Vanilla lets you block the bottom tile of a staircase with furniture but not the top landing tile. Confirmed in the actual game code: ISMoveableSpriteProps.lua blocks placement there via isSquareAtTopOfStairs(), and a developer comment in ISDestroyCursor.lua explains why the same tile is protected from destroying/scrapping/repairing too — that floor tile turns invisible while climbing the stairs, "to stop mp griefers" from setting an unseeable trap. Since the risk is multiplayer-specific, this only makes sense scoped to singleplayer, same pattern as the existing Run/Reload All Mags Fix (SP Only) mod. Open question, not yet confirmed: whether furniture placed there would still render oddly while climbing (a rendering quirk, separate from the MP exploit) and whether zombies path/attack it normally.
Kettle Coffee & Tea Brewing
Requested by a Steam commenter
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Brew a full kettle of coffee or tea at once and pour it out into as many mugs/teacups as the water allows, instead of making one mug at a time — and instead of a single jar of coffee only stretching to 5 mugs. Checked the Workshop: nothing does this — the closest, Thermos of Coffee, refills a portable can up to 5 times, a different mechanic. Confirmed in the game's own code: the Kettle holds 1.5 liters, and vanilla's coffee/tea recipes use 0.2L of water per coffee mug and 0.1L per teacup — so a full kettle realistically pours into about 7-8 coffee mugs or up to 15 teacups, not a flat number. Doable as script + Lua, no ZombieBuddy needed, similar scope to Thermos of Coffee — the kettle just needs to learn a brewed-drink fluid on top of plain Water, plus a pour-to-mug action.
Universal Generator Repair & Refuel (HUD)
Requested by The asphyx
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Not lore friendly by design: repair and refuel every generator you've built from a HUD button, so a base can sit untouched for months and the food inside stays fine. Checked the Workshop: the closest, Generator Powered Buildings, links multiple generators into one local pool with auto-refuel — useful, but doesn't reach across different towns. Confirmed in the game's own code (ISFixGenerator.lua, ISAddFuel.lua): both repair and refuel require a live, currently-loaded generator object, so a literal button that reaches a fully unloaded chunk in another town isn't possible — same wall other whole-map ideas on this board hit. Real design instead: keep a registry of every generator you've touched, and the instant one of them loads back into memory (you return, or the game streams it in) it's silently topped off to full fuel and condition before anything else can tick — matching real player reports that fuel/condition catch up to the elapsed time the moment a chunk reloads. The HUD button itself covers anything currently loaded, instant repair/refuel with no tools or gas can needed. Pure script + Lua, no ZombieBuddy needed.
Craftable Warming Rugs
Requested by deathfromance
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Craft rugs from cloth via Tailoring, and the better the quality/rug, the more it warms the room during winter — capped at 1-4 rugs per house/zone by design so it can't be spammed. Checked the Workshop: vanilla already has purely decorative rugs, and a mod adding 30 more decorative Persian rugs exists too, but nobody has attached any warmth effect to one yet. Confirmed by decompiling the game's own code: there's a real, live Java class, IsoHeatSource, with a configurable radius and temperature and the UsedFromLua marker — the exact same mechanism actual fireplaces use to warm nearby players, found by tracing IsoFireplace's own addHeatSource/removeHeatSource calls. So this isn't a hack on top of the body-temperature system — it reuses the real one. What's not confirmed yet is the exact Lua call signature to create and register one of these from a modded item, which needs verifying hands-on before promising a date.
Pluminator 5000
Requested by capnkirkland
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Click tiles to mark them with a persistent highlight (stays lit even after walking away), so you can actually see which spots will collect rain without perfect memory or an engineering degree — aimed at figuring out where a rain barrel next to a sink will actually catch rain in a multi-story build. Checked the Workshop: nothing like this exists. Confirmed in the game's own code, and better than what was asked for: vanilla's real rain barrel logic (SRainBarrelSystem.lua) decides whether a barrel fills using a single existing call, square:isOutside() — the same check farming, campfires and the player's own exterior status already use, accounting for roofs/floors on any number of stories above, not just the one directly overhead. So instead of only highlighting the tile above (which can't tell you about a 2nd or 3rd floor blocking it), the mod can call that same function on the clicked tile and show green/red on the spot instantly. Persistent tile highlighting is also proven and already working in real published mods (Safehouse Highlight, Highlight Powered Appliances), and vanilla itself already has a square-highlight render call used by placement cursors — just needs to be kept lit instead of clearing when the cursor moves. No ZombieBuddy needed, pure script + Lua.
AA-12 Automatic Shotgun
Requested by a Steam commenter
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The real AA-12: full-auto, 20-round detachable magazine, ~300 rounds/minute. Checked the Workshop: no working Build 42 version exists — the two known B41 mods (Atchisson AA-12, 19,881 subs; KD6's AA-12 Auto Shotgun) are both dead since 2022/2023, one only holds 8 rounds, and a comment claiming a B42 port already exists links to a removed item. Confirmed in the game's own code that this is buildable with zero missing engine hook: the M16 already proves full-auto + detachable magazines work (FireMode = Auto, MagazineType), and the vanilla shotgun already proves the multi-pellet ammo type works (AmmoType = base:shotgun_shells, 9 pellets per shot) — nobody has combined the two into one weapon yet. Just needs a new magazine item mirroring the real 556Clip pattern (AmmoType + MaxAmmo=20 + GunType). 3D model already provided by the user (Sketchfab).
Hide "Game Paused" Text
Requested by a Steam commenter
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Hide the "- Game Paused -" textbox that shows up whenever the game is paused. Checked the Workshop: nothing does exactly this. Confirmed in the game's own code that it's trivial: vanilla already exposes UIManager.setShowPausedMessage(bool) / isShowPausedMessage(), the same toggle vanilla itself uses to hide the message during dialogs like sleep, the alarm clock or the map. One call, no engine hook missing — one of the cheapest mods on the whole board.
Use Money for Rolling Papers
Requested by a Steam commenter
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Let a dollar bill work as rolling paper for cigarettes. Checked the Workshop: nothing does this. Confirmed in the game's own code that it's a one-line change: the RollACigarette recipe doesn't ask for the rolling-paper item by name, it asks for anything tagged base:rollingpaper — today only CigaretteRollingPapers carries it. The vanilla Money item already carries fire-fuel/tinder tags (vanilla already treats it as paper), so adding the same rollingpaper tag to it is a plain item override, no new recipe needed. Design decision: only the loose bill (Base.Money), not the bundle — a bill is single-use (unlike the drainable paper pack), so each cigarette burns a whole bill.
Fencing Kits (From Scratch)
Requested by a Steam commenter
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A bundled kit that unpacks into metal pipes and a chain roll (wire), so building metal fences doesn't mean dismantling every appliance in sight for scrap. Based on Fencing Kits! (2,668 ratings) — still Build 41 only, comments asking for a 42.20 port going unanswered, author non-committal about returning to modding. Checked the Workshop: nothing else covers this for B42. Confirmed in the game's own code that the underlying problem is still real, though the numbers changed: B42 rebuilt fences as entities, and the big wired fence recipe genuinely costs 3 Metal Pipes + 4 Scrap Metal + 3 Wire at Metal Welding 3, 400 health — not the 700 health the original mod listed, confirming a straight port would ship wrong numbers. Kit unbundling is a standard multi-output recipe, same pattern vanilla already uses (butchering an animal yields several items at once) — no new mechanic needed. Built independently from scratch, not a fork — the original's license only bars reuploading it or reusing its assets. Room to actually improve on it: the original only covers the big wired fence, while B42 has several separate metal fence/gate entities it never touched.
Turn Stuck Trailers
Requested by Wolfguarde
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Be able to turn trailers that end up wedged badly into corners.
Wolf Extraction Quest Add-on
Requested by Frog
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A full remake from scratch, with fully custom lore and extraction.
Movable Workstations
Requested by Azeltorez
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Make crafting stations movable that currently aren't.
Remove "Derelict" Effect
Requested by Simon Jarrett
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Remove the ruined-building effect from a specific area. Not 100% sure if it's possible yet.
2-3 Story Hospital
Requested by SupItzGray
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A bigger hospital near Brandenburg/Irvington/Riverside. Can't say for now, need more details and a new model to learn.
More Realistic Fireplace Fire
Requested by Simon Jarrett
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A bigger, more realistic fire model for fireplaces.
Fingers on Hands
Requested by chillson747
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Hand models with individual fingers.
Self-Watering Rooftop Planter
Requested by Vash
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A placeable object that waters itself for a few days.
Force-Feed/Medicate Another Player
Requested by Kinji
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Be able to administer food/medicine to another player, aimed at doctors.
Project Summer Car (Remake)
Requested by sheahaulia
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A from-scratch remake of the detailed engine mod, discontinued and locked by its original author.
Insurgent Profession (Full)
Requested by Hasnicktir
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A full military profession, exclusive traits and clothing. Just noted, nothing confirmed yet.
Hide Occupied Seat Overlay (MP)
Requested by feetlover16
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Remove a car seat HUD that shows up while driving in multiplayer.
Barricades Hurt Zombies
Requested by BlubTheDropBear
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An update to a mechanic that already exists but is unconfirmed on the current build.
Hostile Rabbits
Requested by Praeceptor
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Make rabbits, passive in vanilla, turn hostile.
No-Spawn Horde, with MP
Requested by Texian12
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Hordes that gather zombies that already exist instead of spawning new ones, with multiplayer support.
Zamazon Trading
Requested by cengfz
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A from-scratch, better version of Zamazon Trading — an Amazon-of-the-apocalypse system, the biggest one on the board.
Proximity Loot
Requested by Gilroy
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See and grab nearby items without opening container after container.
Solar panels, batteries and alternative power for bases.
Watercraft Expansion
Requested by Belisar
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Noted on the list, haven't checked yet if it's doable.
Grappling Hook
Requested by Dester
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A rope hook to reach high places.
Jump from Moving Vehicle
Requested by BiggusMickus
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Jump out of a moving car, with damage scaling with speed.
Severe Non-Lethal Infections, Updated
Requested by BlueCat
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An update to a mod that makes infections survivable, broken since March 2025.
CDC Rapid Response 2, Updated
Requested by Voyevoda
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A big overhaul of CDC airdrops and medication, stalled since December 2024.
Money in Bank Safes
Requested by Dakota
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Real money in bank safes and security deposit boxes.
Ceilings/Roof Without Stairs
Requested by dande48
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Build ceiling/roof tiles on the floor above without building a staircase first.
Smooth Driving Stutter (attempt)
Community request
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Not a promised fix — an attempt to ease the chunk-streaming freeze while driving/fast traveling. Needs research into engine-level patching first; may get cancelled if it turns out not to be feasible.
Propane Tanker Truck
Requested by a Steam commenter
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A small truck carrying a propane tank, for refueling the blowtorch on the go. No mod does this — closest ones are item-level propane refills, not a vehicle. Needs a new vehicle model.
Katana Stance
Requested by a Steam commenter
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A proper combat stance/animation set for the katana. Every mod that did this is broken on current stable — needs custom animation work, not just a data mod.
Calories on Drinks
Requested by a direct message
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Show calorie info on drinks, gated behind the Nutritionist trait, like food already does. Confirmed real vanilla gap by decompiling the game — drinks track calories internally but the tooltip only reveals it in debug mode, never to normal players. The code that needs changing lives in compiled Java with no clean Lua hook found so far — not a promise, just an attempt.
Couple/Friend Comfort Actions
Requested by a direct message
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Mutual actions between two nearby players — hugging, cuddling, petting, playing cards, dancing — that lower Unhappiness and Stress for both at once. Checked the Workshop: pose mods like TTRP Poses cover the visuals but do nothing to moodles, and Lifestyle: Hobbies is individual-only and currently breaking saves/multiplayer on 42.20.2. Would need custom multiplayer actions and animations built from scratch, syncing both players' moodles.
Spin-Cock Lever Action (Terminator 2 style)
Requested by a direct message
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A flashy one-handed spin-cock animation for the lever-action rifles, like Arnold's move in Terminator 2. Nothing like it exists — the closest mod only swaps in a faster two-handed rack, and vanilla has since added its own racking animation anyway. The good news: a proven code hook for custom lever-action rack/reload animations already exists (used by that same mod, 12,500+ subscribers), so the injection point is de-risked — the real cost is animating the one-handed spin flourish itself.
A controllable flying/scouting drone. Checked the Workshop: nothing real exists — the only mod named "drone" has no description, 1 subscriber, and 0 comments. Vanilla has no flying, freely-controllable entity or camera to build on (the closest thing is fixed security cameras viewed through a TV/monitor), so this would be a new discipline for this board — battery/range, a camera that moves independently of the player, and multiplayer sync if it's ever meant to run on a dedicated server.
Working Landline Phones
Requested by a direct message
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Old-school house phones with real numbers — call a friend and they actually have to be home to answer, no cell phones. A mod that does exactly this already exists (Infoteo's LandLine, published for 42.20.2 specifically), but the requester doesn't want to subscribe to someone else's mod and its license forbids forking or reusing any of its code, so this would be built independently from scratch. Same calibre as Zamazon or force-feeding another player — a phone interaction menu, a number registry tied to safehouses, a call state machine (dialing/ringing/busy/timeout), and server-side proximity checks for multiplayer. No confirmed vanilla hook yet for the phone objects themselves.
Working Traffic Lights, Whole Map
My own idea
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Functioning traffic signals — red/yellow/green cycling, tied to the global power grid so they go dark when the power does — at every intersection on the map, not just one. A mod that does this for a single Riverside intersection already exists (Texas Ranger's Riverside Traffic Signals), but its own author lists map-wide tile detection as an unimplemented "planned feature," and it currently has a confirmed, unfixed dedicated-server bug (null IsoGridSquare during object-sync packets). Scaling to every intersection means automatic tile detection tied to chunk loading instead of hardcoded coordinates, real performance work across hundreds of lights instead of one, and solving that sync bug first so it doesn't multiply. Biggest scope item on this board's difficult list right now.
Clear Abandoned Railway Carriages
Requested by a Steam commenter
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Remove every abandoned train carriage blocking Knox County's railway so the whole line can actually be used — vanilla-only, no dependency on the (hugely popular, 26k+ subs) Railroader mod that makes a locomotive drivable on that same track. Checked the game's code: carriages aren't a special engine object type (no IsoObjectType entry) and aren't part of the Moveables system (only Train_Signal is registered there) — so they're plain map-authored objects, not something with an existing hook to reuse. Real Railroad Deconstruct's own changelog confirms they ARE destroyable via the standard vanilla sledgehammer+Destroy system already, just one at a time. The one thing that can't be nailed down without opening the game and checking a real carriage's sprite name: exactly what to search for when scanning the map. Flagged as long/uncertain until that's confirmed in-game.
Functional Computers & 90s Internet
Requested by a Steam commenter
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Bring computers to life with a barebones 90s internet, working for the first several days or until the power grid goes out. Randomly generated website names unique to each playthrough, discovered via addresses scattered on notes and fridges around the map, browsable recaps of shows/news, downloadable content limited by era-accurate storage, and floppy disks that must be swapped by hand between PCs to move files — with the mandatory dial-up connection sound. Checked the Workshop: a mature, actively maintained mod already covers similar ground in huge depth (Computer Mod, Build 42 tagged, updated 10 Aug 2026, 1,320 ratings) — read its actual shipped code: website names are a fixed table, not randomized per playthrough, and floppy disks/dial-up only exist as flavor text with no real mechanic behind them. Its license requires asking the author before any patch or addon, so this is being built independently from scratch instead, same precedent as Zamazon Trading. Confirmed buildable: vanilla has zero interaction hooked to the decorative Computer furniture object, but reading Computer Mod's own code confirmed the standard Events.OnFillWorldObjectContextMenu event — the same generic technique any mod uses to add right-click options to a world object — is all that's needed, so wiring up interactivity is a solved problem, not a risk. Needs, from scratch: object interactivity, a custom browser-style UI, a procedural site/name generator with per-save persistence, a new floppy disk item with partial-download tracking, in-world clue notes added to loot tables, and a tie-in to the power grid/generator state. Same calibre as Zamazon Trading or bigger — no day estimate yet, needs breaking into pieces before promising anything.
True Common Sense (From Scratch)
Requested by a Steam commenter
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A fully working, from-scratch rebuild of the classic Common Sense QoL pack, confirmed asked for by name: prying doors/windows/vehicles open with a crowbar, picking up loose junk from the ground, reloading every selected magazine at once, clipping a flashlight to the toolbelt, an ammo counter HUD, opening canned food with scissors or a screwdriver, swapping out dirty bandages, equipping items straight off the ground, washing only equipped or only unequipped items separately, crafting sheets from scrap materials, disinfecting dirty bandages with alcohol, and easier fuel transfer at campfires/BBQs/fireplaces. Checked the Workshop: the dominant fork, Sentido Común [B42.20+] (217,600 subscribers), claims full B42.20 stable support in its own FAQ, but today's comments say otherwise — the crowbar no longer forces vehicles or doors despite the sandbox option being on, plus a live exploit letting grass be farmed infinitely off a single bush that can no longer be removed — and the author's own pinned discussion admits ongoing multiplayer problems. Built independently from scratch rather than patching any existing fork, same precedent as Zamazon Trading and the Functional Computers idea. Each individual mechanic maps to a real, previously-proven vanilla hook, but this is 12+ distinct features bundled into one mod, already at 217k+ subscribers in its most popular existing form — same calibre as Zamazon Trading or bigger, needs breaking into pieces before promising a timeline.
Server Hibernation (Whole-Team Time Skip)
Idea by PorrisV99
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Everyone goes to bed at once and picks a duration — a week, a month, a whole season — and the next time anyone wakes up, that much time has genuinely passed. Confirmed in the game's own code and by two mods already published this build (True Sleep - Better Multiplayer Sleep, Multiplayer Sleeping): vanilla's real fast-forward-the-night mechanic already exists and works in MP (server options SleepAllowed, SleepNeeded, FastForwardMultiplier — a full night in ~15 seconds by default), but it is strictly a group mechanic — it only fires once every connected player is asleep at the same time, because there is one shared world clock, not one per player. Neither existing mod breaks that wall; the closest attempt (True Sleep's "solo nap") deliberately leaves world time untouched when only one player rests, specifically to avoid time-warping everyone else mid-session. So a literal solo hibernation ("I sleep, everyone else keeps playing, then I wake up weeks later") isn't possible without two world clocks existing at once — the engine has one. What is real and buildable: extending the existing all-asleep group skip from "one night" to "however long the team agrees on," turning it into a genuine whole-server hibernation — but it needs every player online at that moment to go to bed together and accept it, same requirement vanilla's own night-skip already has, just scaled up. Unverified: how cleanly crops, zombie migration, weather and vehicle/generator state catch up over a multi-day or multi-week jump instead of a single night — nobody's pushed the existing mechanism that far yet.
Docked Battleship (Repair & Fire the Guns)
Idea by PorrisV99
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A warship docked near Louisville, explorable below deck, repairable, and — the big ask — able to actually fire its guns once repaired, with sub-levels holding parts needed to unlock other content at a specific Louisville location. Checked the Workshop: the core "docked warship you can explore for loot" concept already exists and worked well — The Frigate (Gabester, 1,350 ratings), a frigate on the Ohio River between West Point and the road up to Louisville, with military loot and hazardous below-deck corridors. But it's Build 41 only (no B42 port, unanswered request) and its license is on lockdown — no extending or altering without permission, so this would be built independently from scratch. Louisville already has real port infrastructure in the mod ecosystem too (Louisville Shipping Port, just west of the airport), confirming the location makes sense.
Nobody combines the three pieces this asks for: the ship itself for B42 (mapping work — TileZed/BuildingEd, same new discipline as the pending 2-3 story hospital, not 3D modeling), a working gun that can actually fire after repairs (no functional ship weapon exists in any PZ mod found — new mechanic from scratch, no vanilla hook to lean on), and a cross-location progression system gating Louisville content behind parts found in the ship's sub-levels (no precedent found either). Same calibre as Zamazon Trading or bigger — mapping + a brand-new weapon mechanic + a two-location dependency system, not something to promise a date for yet.
Real Nutrition
Idea by PorrisV99
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A non-destructive Lua layer on top of vanilla's nutrition system, brought as a full written design: punish eating pure fat (butter, lard, margarine, cooking oil, mayo) standalone with escalating sickness — a second dose the same day triggers real food sickness, pain, unhappiness and a 12-hour stamina debuff, and directly wipes the calories just gained — while rewarding real food with bonus calories for protein sources, and a bigger bonus for eating protein + carbs the same day. Diet variety and nutritional-deficiency effects are planned as later phases.
Confirmed in the game's own code that every piece of the core design is real: Calories/Proteins/Carbohydrates/Lipids already exist as per-item data on ~400 vanilla foods, and the player's own Nutrition object exposes matching getters/setters straight to Lua (confirmed live in vanilla's own debug menu). The real food-sickness pipeline this needs is proven working in production already — a published B42.17+ mod (Immersive Diets Mod) routes lactose intolerance and peanut allergy through that exact same engine pipeline. The one worry in the original design — telling standalone eating apart from a recipe ingredient — turns out to need no extra detection at all: eating and cooking already run through two separate game systems, so butter used in a stew never triggers the "eaten" hook in the first place. Checked the Workshop: nobody combines punish-the-exploit with reward-the-real-food this way — the closest competitor, Real Calories and Nutrients Overhaul, takes the opposite, more invasive route (rewriting ~400 item values directly) and is currently on hold waiting for a stable build. No blocking risk found anywhere in the core design — Long only because of the sheer number of interacting systems and the calibration work needed, not because anything is unproven.
Designated Item Destination
Idea by PorrisV99
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A general utility that changes where the byproduct of an interaction lands. Flagship example: ejecting a gun's magazine always dumps it into your main inventory — the ask is a way to mark a container as its actual destination instead. Confirmed directly in the game's own code: ISEjectMagazine.lua hardcodes self.character:getInventory():AddItem(newMag), no hook, no setting. Checked the Workshop first: the closest thing, Quartermaster - Auto-Sort & Store Loot (Deckard, B42, 73 ratings), solves a different problem — it's a manual "Distribute Loot" button that walks already-owned items to designated boxes after the fact, not a real-time redirect of what an action produces the instant it happens. Nothing found does that.
The same "result of an action shoved straight into getInventory(), no hook" pattern repeats in roughly 100 separate vanilla Lua files — unloading bullets, stripping a vehicle part, skinning an animal, washing clothes, and more — each its own function, so there's no single chokepoint to patch once for everything. The real build is: a right-click "set as destination" option on any container (saved per character), plus overriding a curated handful of those ~100 functions one at a time (same copy-the-function-and-change-one-line technique used elsewhere) so each checks for a marked destination with room before falling back to normal inventory. Starts with magazines/ammo as the proof of concept, expandable to more interactions in later updates — Long because of the new UI plus the per-function patching, not because any piece is unproven.