Quick: small or medium jobs. Long: big jobs, or ones blocked by something that has to be solved first. Click any of them for the details.
Custom Challenges (New Challenge Scenarios)
My own idea
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Nobody asked for this one: it came from reading the 42.20 update. That update added four new challenges (28 Minutes Later, Top of the World, Winter is Coming, A Really CD DA), and the function that registers a challenge, addChallenge(), is an ordinary Lua function defined in a game file. Each vanilla challenge is about thirty lines that set sandbox values and little else, so a mod can add new challenge scenarios.
Plan, untested: no art, no permissions and no Java, and the pattern can be copied from vanilla, which makes it the cheapest idea on the list. It is also a good way to learn the system before a bigger project. Still to confirm: that a mod can register a challenge without touching game files.
See Every Zombie Without Visibility Limits (OldPoint-Style, No 3D Engine, No Rotation)
Requested by Mayhem
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Original ask, first of four ideas from the same commenter: "A mod that removes the visibility mechanics to show everything and every zombie in a chunk ~ Easy". Asked whether it meant a wallhack in normal gameplay, the commenter answered that it is no different from what OldPoint does, and that he would just prefer it without the 3D engine and rotation. The answer was that this one will be made, as OldPoint's behaviour without the 3D engine and without rotation.
What exists (Workshop search, Build 42 tag): OldPoint - Rotating Overhead Camera (sinksky, 14,525 subs, updated Oct 15; page opened) is an overhead camera that rotates and zooms inside Project Viewpoint's 3D renderer, needs Viewpoint and ZombieBuddy, and its latest update adjusts how indoor roofs, eaves and upper-floor objects hide things, plus tree outlines and an optional outline of the player when hidden. Its page does not say that zombies show through walls. On the map side it is done: Zombies On Map, Zombie Radar (ZomboTrak), ZedScope, RadarZ and Spring Cleaning. On screen, parts exist: Visible Zombie Indicator (lines to the 5 nearest zombies), Zombie Visibility Fix + Stair-O-Vision, No Fog of War, ShaderZ_NoMoVisionCone and Peek a View (its page says it is not a wallhack). A search for "wallhack" gave 5 results and none draws every zombie through walls. Only the descriptions of these were read.
Plan, untested: the exact scope is not defined: which part of OldPoint to take over (how walls and roofs hide things, or zombies being drawn when they should be hidden) is open. Forcing zombies to be drawn is probably Lua only, but I have not checked which game function allows it or what it costs with big hordes; changing how walls and roofs hide things would be a larger job, and Peek a View already does part of it. Client side only. Classified as Quick by the user's decision (the commenter called it Easy). The commenter's other three ideas were not tracked: turrets already exist in many mods (for example Sentry Turret Upgrade), bosses and nests were declined because there are many mods and the user does not do animations, and the fourth is the RTS entry in the long list.
Bindle (Stick-and-Bundle Bag)
Requested by a Steam commenter
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Original ask, in full: "I would love a bindle mod". Nothing more was said. A bindle is a stick with a bundle of cloth tied at the end, carried over the shoulder: the classic hobo or runaway bag. It is possible the commenter meant "Kindle" (an e-reader) and mistyped, but the word as written is bindle, so this entry follows that.
What exists (Workshop search, Build 42 tag): no bindle for Build 42. About 55 searches with the Build 42 tag (bindle, bindlestiff, hatillo, hobo, swag, bedroll, shoulder pole, sling bag, rucksack, stick bag, improvised backpack and more) found nothing. Pages opened: Bundle Up! - A Packing Mod (Estral, 9,072 subs) packs loot into boxes and sacks, not a bag you wear; Improvised Backpack! (ymfah, 11,376 subs) is a backpack made from pants and a cord, no stick. Without the Build 42 tag, two Build 41 mods do it (both pages opened): Hatillo de Viaje (Braven, 9,037 subs, April 2024; a small bag crafted from a stick and torn sheets that switches between bag and improvised weapon when empty; Build 41 tag only) and Improvised Backpacks (Jase, 42,774 subs, last updated July 2021; seven items including a "Bindle" and a "Shoulder Pole", merged from an older mod by Wolfe; Build 40 and 41 tags only). I did not read their comments, so I do not know whether anyone asks for a Build 42 port.
Plan, untested: both Build 41 mods say not to copy or reuse their files without permission, so a Build 42 version would be built from scratch (own model, own item ids), or the authors asked first. Basic shape: a stick plus cloth recipe that gives a small carryable bag with a bindle-on-a-stick model; the weapon switch of Hatillo de Viaje is an optional extra. Whether it can be worn over the shoulder (a body location) or only carried in the hands is not decided, and that decides the size: carried or backpack-style is Quick, a proper shoulder pose with an animation would be Long. Classified as Quick by the user's decision.
Barrett M82 on the Guns of Marz Engine (Gunworks Framework)
Requested by a Steam commenter
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Original ask: a Barrett M82 mod that does not collide with Guns of Marz, if possible with advanced physics or even running on the same engine as GoM (the commenter calls it their dream weapon). The engine GoM uses is Gunworks Framework by Marz, so this would be a Barrett built as a Gunworks add-on.
What exists (Workshop search, Build 42 tag): Barret M82 50 Cal [B42 Port] by pedrokita (page opened) is a port of Shadow Client's B41 mod, with the original's model, textures and sounds plus bullets that pierce up to 10 zombies in a line. 74 current subscribers, no comments, updated Oct 10. It does not mention Guns of Marz, Gunworks or advanced physics, so I cannot say whether it collides with GoM; I did not test it. Gunworks Heavy Ordnance (page opened) only adds the RPG-7. Searches for Barrett, Barret, M82, anti-materiel rifle, 50 cal, 50 BMG sniper and Gunworks found no other Barrett and no heavy sniper rifle built on Gunworks Framework. Seen by title only: Bordeauxrotes Barret (does not look like a weapon) and the original B41 mod.
Plan, untested: a separate mod that depends on Gunworks Framework (as dozens of add-ons do), with its own item ids so it cannot clash with either GoM or the existing port. A possible model is the Barrett in r2detta's low-poly weapon pack on Sketchfab (CC-BY), which I have not checked for this use. What "advanced physics" would mean here (recoil, bullet drop, penetration) is not decided. What Gunworks Framework offers (page opened): it is a library for modular weapons: multi-type ammo with stat changes per load, several magazines per weapon, animation of cycling and racking, rate of fire (RPM, burst, spread), custom-stat attachments, a rail system, a folding bipod, folding stock, underbarrel weapons, bayonets, explosives with custom arcs, and loot distribution. Its list does not include recoil, bullet drop or penetration systems, so any "advanced physics" for the Barrett would be my own work on top, not something the framework gives. Its "coming soon" list is hip firing, dual wielding, firing while running and custom magazine animations. Permission notice: no copying or reuploading, linking is fine, and a separate add-on that depends on it is the normal use. Classified as Quick by the user's decision.
Blood Sausage (Morcilla) + Bags as Liquid Containers
Requested by a Steam commenter
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Two requests from the same commenter, built together as one mod. 1) Morcillas: turn blood into black pudding / blood sausage, with ingredients like blood, rice, onions, oatmeal, barley, lard and herbs (the commenter says it may need guts). 2) The bag trick: let bags hold liquids so you can mix drinks such as Kalimotxo; the commenter notes that if turning every bag into a liquid container hurts performance, that is a good reason to limit it.
What exists (Workshop search, Build 42 tag): Boudin Noir - Black Pudding (page opened) already makes black pudding from butcher-hook blood (1.5 L) + onion + fat, with a Caribbean variant, a milk-and-bread version and a recipe magazine. It does not use rice, oatmeal, barley or herbs, and has no casing because vanilla butchering gives no guts, so the Spanish rice-style morcilla is not covered. For bags I found no mod that makes them liquid containers: Semi Realistic Fluid Containers and Fluid Container Restore were opened (the first only changes capacities of existing liquid containers, the second only repairs broken ones); Spoiling Liquids and Mixology Add-on: Spanish drinks were seen by title only.
Plan, untested: morcilla is scripts only (two items, icons, recipes); the open question is where the blood comes from (depend on Boudin Noir or make an own source). For the bags, I do not know yet whether B42 lets a bag be an item container and a liquid container at the same time, nor whether two liquids mix the way a Kalimotxo needs, so it needs a test with one bag first; only a few bags would get it, to keep performance cost near zero. If the test fails it moves to Long or the bag half is dropped. Classified as Quick by the user's decision, both halves in a single mod.
Raise the Hardcoded Vehicle Trunk Capacity Cap (Java)
Requested by a Steam commenter
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Original ask: some Java magic that raises the hardcoded 1,000 cap on vehicle trunks. I have not checked that cap in the game's code. Several mods already touch this, so this would be my own improved version rather than a first. Closest ones found (Workshop search, Build 42 tag): Remove Inventory Limits ZombieBuddy Edition (a Java patch through ZombieBuddy that removes the hardcoded capacity limits); Expand Furniture & Truck Bed Capacity (truck bed 200/500/1000, also KI5 vehicles); Multiplayer Weight Limit Breaker (the multiplayer patch for those mods); Container Capacity Limit Bypass and Bypass Container Capacity Limit (remove the weight check when moving items into containers).
State of the closest one: the original Remove Inventory Limits stopped working after the 42.21 update, according to recent comments (stuck at 65 weight, last update May 9). A replacement for 42.21 appeared on October 8 by another author (105 current subscribers, no comments to confirm it works). I did not verify that it covers trunks. Only the pages of those five mods were opened; several other trunk-capacity mods were seen by title only. Classified as Quick by the user's decision, who will build it.
Zamazon Home Security — Container Home (Zamazon Trading Add-On)
Idea from a Steam user, built as a separate mod that works with Zamazon Trading
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A portable shelter bought through Zamazon: a big, metal security container home to live in and store things. Backstory: Zamazon saw the dangers of Knox County and sells container homes to its citizens. Two large containers joined into a single floor, with living space and storage space. It only comes with a reinforced metal front door and a security window with shutters; everything else (crates, furniture, beds, storage) is placed by the player. Walls, doors and windows are metal that zombies cannot break. No generators, water or power on purpose, so it stays compatible with the community mods that already add them.
How it would be bought: Zamazon already lists any item from any mod on its own, so the add-on only creates a "container home kit" item and Zamazon sells it without touching its code. It arrives through the normal heavy delivery (airdrop). The original idea also asks to choose where it gets placed. Phases: 1) ground floor (two containers), one color, door and window; 2) colors to choose from (needs hand-made tiles); 3) second floor, a separate container bought on its own, with an interior or exterior staircase (metal or wood), the most delicate part.
Difficulties, untested: placing the structure (showing where it fits) and syncing it in multiplayer, making it reliably indestructible, making it count as indoors (roof, rain, light), the colored tiles, and balance, since an armored base bought with money makes the game easier, so it goes with a high price and/or a server option. Status: idea only, no design decisions closed and no code. Classified as Quick by the user's decision. Checked the Workshop's own search (Build 42 tag) for "container house", "shipping container", "prefab" and "portable base": no container-home mod showed up in the titles, but "container" mostly returns inventory-container mods, so this check is weak.
Whole Building Power (rest of the generator idea)
My own idea — remainder of "Indoor Generator: No Fumes + Whole Building Power" after the fumes half shipped on its own
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The fumes half of this idea is already published as its own standalone mod — No Generator Fumes, see Completed Mods — confirmed working in Solo and co-op. What's left, never built yet: powering the whole building (basement to attic) from one generator, inspired by Whole Building Power — wires the generator to the building via right-click, splits load between generators, tested real in 42.20/42.21 SP/MP with no Java patch.
Confirmed in our own tracker that IsoGenerator.setGeneratorRange() is a real Lua-exposed Java method, so the groundwork for touching range exists. Documented limit from the reference mod: player-built bases have no BuildingDef, so they can't be covered by the same building-walk logic.
Decision: build it from scratch, independent of the third-party mod — wiring menu, walking RoomDefs floor by floor, splitting load/fuel between generators — closer to the "Long by volume, not by blocker" mods on this board. Still filed under Quick at the user's explicit call, flagged here that by real scope it leans closer to a short Long.
Custom Pixel-Drawn Clothing (Test)
My own idea, from a request for a full in-game clothing/item/vehicle creator
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Original ask was a full custom clothing/item/vehicle creator playable in-game. Checked the Workshop: nothing like it exists — only preset recolors/reskins, nothing that lets a player draw their own art. Clothing is the only piece being tried, and only as a test: a clickable pixel-grid UI is buildable in Lua, but every clothing/character texture in this game comes from atlases baked offline (.pack/.tiles) — no Lua-reachable way to push a texture generated at runtime onto a worn item has been confirmed yet in any of my mods so far. Needs decompiling the clothing render pipeline before promising anything. If the texture hook doesn't exist, items and vehicles won't be attempted — vehicles are already ruled out anyway (real 3D rigged meshes, always built offline in Blender, no in-game 3D modeling capability at all).
Favorite an Item with a Single Hotkey (Shift+X)
Requested by a Steam commenter
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Toggle favorite on the item currently under the cursor/selected with one keypress, freely rebindable like any vanilla hotkey. A similar mod exists, Quick Favourite (1 click mark/unmark), but its interaction is different (hold a key + left-click, not a single keypress on the already-hovered item) and it has real recent bug reports (a broken icon.png error, and comments this August asking for an update/patch) — looks currently broken or unmaintained. Confirmed in the game's own code that favoriting is trivial to trigger directly: ISInventoryPaneContextMenu.onFavorite just calls item:setFavorite(fav, true). No Java patch needed.
Hats on Farm/Wild Animals (Vanilla)
My own idea, requested playfully
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Put an existing hat/cap on any of the 10 vanilla B42.20.4 animal species — Cow, Sheep, Turkey, Chicken, Pig, Deer, Rabbit, Rat, Mouse, Raccoon. Checked the Workshop: no mod does this. Confirmed in the game's own code that vanilla animals have zero clothing/attachment slot system (just a single rigged model + texture swap per breed, unlike the player) — but the fix doesn't need one: a right-click "Put a Hat On" option (same pattern as the existing Milk/Shear animal menu), ModData tracking which hat an animal wears, and rendering the hat's existing 3D mesh floating at the animal's live position each frame (Events.RenderOpaqueObjectsInWorld, the exact ghost-preview technique already proven in Portable Doors). No new 3D models needed — reuses any existing vanilla hat mesh. The only unconfirmed piece: vertical offset needs in-game calibration per species and per growth stage (calf/adult, etc.), same kind of tuning Portable Doors needed.
Hats on Horses (Horse Mod add-on)
My own idea, requested playfully
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Same idea applied to
Horse Mod [B42.20+/MP] by albion (4,334 ratings, very active, confirmed MP/dedicated) — as a separate add-on mod, since horses aren't a vanilla animal. That mod already ships its own "Gear" right-click menu (Saddle, Reins, Saddlebags), and the author explicitly documents and supports modders building new gear for it. Marked Quick by decision, with an open flag: the actual Gear system's code hasn't been read yet, so how easily it extends to a new hat slot is unconfirmed.
Hats on Dogs (Companion Dogs add-on)
My own idea, requested playfully
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Same idea applied to
Companion Dogs [ALPHA] by Björn (2,074 ratings, very active) — as a separate add-on mod. The author explicitly allows building add-ons and reusing the mod's art with credit. Unlike the Horse Mod, no existing "Gear"-style visual attachment system was found (only cargo saddlebags) — the dog uses a fully custom model/skeleton by the author, not vanilla's animal system. Marked Quick by decision, with an open flag: this one likely needs the render-hook approach built from scratch, and the mod's actual code hasn't been read yet.
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.
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.
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.
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.
Insert/Attach Favorited Batteries & Filters
Requested by a Steam commenter
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Let a favorited battery or gas mask/respirator filter still be inserted/attached, instead of vanilla's own favorite protection silently blocking it. Checked the Workshop: nothing does this — the closest, Always Favorite, extends what stays favorited (empty bottles, magazines, pots) but doesn't touch whether a favorited item can be used as a recipe ingredient.
Confirmed in the game's own code why this happens, and it's deliberate on vanilla's part: favorited items are excluded from being consumed by recipes by default (same protection that keeps them safe from dismantling), and recipes opt back in per-input with an AllowFavorite flag. InsertBattery, PutFilterOnGasMask, PutRagInImprovisedGasMask and PutFiltersOnRespirator all already grant that flag to the device itself (so a favorited flashlight/mask/respirator still works fine) — but not to the battery/filter/ripped-sheets input that actually gets consumed. Favorite a spare battery to protect it from other systems, and vanilla's own protection stops you from ever using it. Fix: add AllowFavorite to just those 4 consumed-item input lines — a plain one-flag recipe override, same low-risk technique already used elsewhere on this board, without touching the general favorite protection anywhere else in the game.
Customizable Infection Chance (Bite/Scratch/Laceration)
Requested by a Steam commenter
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Sandbox sliders for the actual chance of catching the Knox infection from a bite, a scratch, or a laceration, instead of vanilla's fixed numbers. Checked the Workshop: nothing does exactly this. The closest, [B41 & B42] Immunity (124 ratings), is a different mechanic — a bolt-on "immunity" stat that builds over time plus fake fever/nausea symptoms, not a direct percentage per wound type — and has open questions right now about B42.20 stable (an unanswered comment asking if it still works, and a few players reporting infections happening more than expected). Not Dead Yet and Infection Cancellation with Options are a different thing again: a chance to survive an infection that's already happened, not the initial odds of catching it.
Confirmed in the game's own code exactly what those numbers are, and that nothing exposes them: decompiled BodyPart.class — a bite sets isInfected = true unconditionally (100%, unless the Transmission sandbox option is set to "None"), a laceration rolls Rand.Next(100) < 25, a scratch rolls Rand.Next(100) < 7 — all three hardcoded literals in compiled Java, with only the binary Transmission/Mortality toggles exposed to sandbox, nothing that touches these numbers.
Buildable in pure Lua, no Java patch needed: BodyPart is marked @UsedFromLua for both reading and writing isInfected/isFakeInfected — the exact mechanism this author's own Immune & Bitten Traits mod already uses and has confirmed working in real dedicated multiplayer (watches every tick, converts a real infection into a fake one). Same trick here, just probabilistic instead of always-on: let vanilla's own roll happen, then immediately re-roll with the sandbox-chosen percentage per wound type and overwrite the outcome — the mod's roll runs last, so it's what the player actually experiences regardless of vanilla's fixed number underneath.
Accuracy International Sniper Rifles (L96 & L115)
Requested by a Steam commenter
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Two new bolt-action sniper rifles, findable as rare loot like any other vanilla firearm: the L96 in 7.62 (real-world .308 Winchester) and the L115 in .338 Lapua Magnum. Checked the Workshop thoroughly: no B42 mod has either. The one exact-name hit, a dedicated "L96A1" Workshop item, turns out to be for a completely different game (Ravenfield); the only PZ mod naming an "AI L96A1" is B41-only and explicitly marked outdated. The two big current B42 firearm packs (Rain's Firearms, GaelGunStore) each ship their own bolt-action sniper (a Remington M24 in 7.62x51) but neither uses an Accuracy International rifle or a .338 Lapua caliber.
Confirmed in the game's own code: vanilla's list of real ammo types is closed to exactly 10 hardcoded values, no modding hook to add an 11th (same closed registry that limits the Custom Ammo Types idea below) — double-checked with a full text search across every script and Lua file in the game for "338"/"Lapua", nothing real. The L96 sidesteps that entirely — 7.62/.308 is already one of the 10, the same ammo two existing vanilla bolt rifles (HuntingRifle, MSR7T Rifle) already use, so it's pure new-content work with zero engine risk. Decided for the L115: reuse one of the 10 existing calibers under the hood, with a cosmetic ".338 Lapua Magnum" bullet item (own icon/name) wired into that rifle's reload action — no Java patch, same low-risk pattern used elsewhere on this board.
Build: two new rifle models — this author has already shipped two-weapon packs before (Celestial Weapons) — sharing vanilla's existing bolt-action reload animation and sound set, so no new animation work needed. L115 model sourced: a CC-BY low-poly weapon pack on Sketchfab (r2detta, 23 weapons bundled) includes an "L115 Awp" — kept with its own original tan/black texture as-is, no restyle. The L96 isn't in that same pack — still needs its own model. Quick.
Battery-Powered Fridges & Appliances
Requested by a Steam commenter
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Let a car battery power a fridge or other vital appliance directly, instead of only small batteries for small stuff — with a nearby running generator recharging the car battery instead of powering the appliance outright. Checked the Workshop: the closest thing, KR FriOS Redux (7,430 subs), is exactly the "crazy in-depth complexity" this request wanted to avoid — its own separate portable cooler/fridge/freezer/stove ecosystem with its own required framework (KR CoreOS) and its own battery/charger items, never touching vanilla fridges at all.
Confirmed in the game's own code: the vanilla car battery (CarBattery1/2/3) is already a real drainable item with a genuine 0-100 charge, reused as-is from vehicles — no new battery item needed. But whether a fridge actually keeps food cold is gated by a closed native check, outermostContainer.getSourceGrid().haveElectricity(), which reads the whole tile's power grid, not the container itself — inserting a battery can't flip that flag without a Java patch.
There's a pure-Lua route around it though, the same proven pattern as Customizable Infection Chance on this board: Food is marked @UsedFromLua with public getAge()/setAge(), so instead of faking "powered," the mod can periodically apply vanilla's own real cooling factor (a confirmed 0.2x age-rate reduction) directly to food sitting in a fridge/freezer that has a charged car battery inserted, bypassing the grid check entirely. Recharging that battery near a running generator reuses the same generator-range query already proven in Craftable Warming Rugs on this board. Quick, no Java patch.
Dismantle Vehicle from the Radial (V) Menu
Requested by a Steam commenter
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A mod conflict on the commenter's own multiplayer save silently broke their right-click "Dismantle Car" option (the kind added by third-party mods like Dismantle Any Car, not vanilla itself), while the radial V menu on the same vehicle still opens fine — so they asked for a mod that puts vehicle disassembly directly on that radial menu instead. Checked the Workshop thoroughly: nothing does this — every existing dismantle mod (Dismantle Any Car, Simple Vehicle Recycling, Vehicle Salvage) only hooks the right-click context menu, none touch the radial.
Confirmed in the game's own code: vanilla's real dismantle mechanism is per-part Uninstall inside the Mechanics panel (ISVehicleMechanics, Metalworking-gated per part) — and that Mechanics panel is already on the vanilla V radial menu (ISVehicleMenu.onMechanic), so the underlying access technically survived the conflict, just not as a single click. ISVehicleMenu.showRadialMenu(playerObj) itself is plain client-side Lua, built with straightforward menu:addSlice(text, icon, function, ...) calls — adding a new "Dismantle" slice that loops the vehicle's parts through the same real per-part Uninstall action (ISVehiclePartMenu.onUninstallPart) is the same kind of function-override already used elsewhere on this board. Quick.
Restore B41-Style Solid Vision (Remove B42's X-Ray Fade)
Requested by a Steam commenter
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The opposite ask from Peek a View, from the same commenter after a follow-up: not more see-through walls/trees, but removing B42's own new "X-ray" visibility system entirely and going back to B41's fully solid occlusion — "B41 first-person vision in an isometric game is simply perfect." Matches a well-documented Steam complaint: explored rooms stay lit/visible forever even once out of sight, plus walls/objects near the player turning semi-transparent depending on view angle and combat stance.
Two separate mechanisms here with very different risk. Piece 1 (rooms staying revealed after leaving them) is a real, confirmed Quick fix: vanilla already exposes a plain Lua function for exactly this, configRoomFade(seconds, blackness) — how fast a room fades once out of sight, and how black it goes (0.1 = barely dimmed, 1.0 = pitch black; vanilla default 0.8s/0.66). Checked the Workshop: nobody has packaged this into a real mod with Sandbox Options — only exists today as a forum copy-paste trick. Setting blackness to 1.0 with a short fade time matches B41's "out of sight, pitch black" behavior. Real gap, trivial to wrap.
Piece 2 (walls/trees turning transparent near the player based on view angle/stance) is unconfirmed, packaged into the same mod anyway per the user's request: already found while researching Wall/Door Peepholes on this board that the actual vision-cone math runs in LightingJNI.calculateVisionCone(), native JNI code with no modding framework to alter it — a real mod that touches this ([B42] 360º Vision) says so in its own description. Not yet confirmed whether the transparency rendering itself (as opposed to the cone math) has a separate, reachable Lua toggle — needs an in-game test before promising it works. Quick for piece 1, confirmed; piece 2 ships in the same mod on a best-effort basis and may turn out blocked by the same native wall already hit elsewhere on this board.
Home Gym (Fixed Loot Spawns + XP Rate Sandbox Options)
My own idea, requested playfully
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Wants gym equipment to actually spawn correctly at the real gym locations on the map (e.g. the Rosewood firehouse gym, Louisville's "Sure Fitness & Boxing Club"), plus Sandbox Options to tune how much Strength/Fitness XP exercising grants. Vanilla already has a full exercise system (squats/pushups/situps/burpees/barbell curls/dumbbell presses/bicep curls via Base.BarBell/Base.DumbBell, both real portable items), and confirmed in XpUpdate.lua that negative traits already swap out automatically as Strength/Fitness level up (Puny→Weak→Stout→Strong, Unfit→Out of Shape→Fit→Athletic) — no mod needed for that part at all, it's already vanilla behavior today.
Checked the Workshop: Gym Equipment (Mr_Drozd, 33,204 subs) already does the loot-spawn piece, but has a real active bug — comments as recent as this month report it endlessly duplicating barbells if you bring gym gear home and walk away, with only an unofficial third-party fix mod (not the original author's) patching it. BibaFlexer Gym Equipment Crafting (craftable barbell/dumbbell) is B41-only, dead since 2025, never ported despite repeated requests in its own comments.
Building independent from scratch rather than forking the buggy mod, same precedent as other from-scratch rebuilds on this board. The loot-spawn piece is Quick — same distribution-table technique already used for Craftable Salt. The XP-rate Sandbox Options piece needs one thing confirmed before promising it works exactly this way: exercise XP is granted via the real global addXp(player, Perks.X, amount) function used throughout vanilla's own scripts, which a mod can wrap with a multiplier — but it's not yet confirmed whether the gym-machine-specific gain (Fitness:exerciseRepeat(), a Java-side method) routes through that same global or grants XP internally in Java without a Lua hook. Marked Quick on the strength of the loot-spawn fix and the well-established addXp override pattern; will verify the exercise-specific hook in-game before building the Sandbox sliders.
No Camera Zoom While Scrolling Inventory/Loot
Requested by a Steam commenter
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A real, reported bug: scrolling inside an inventory or loot window keeps zooming the camera too, and it's happening a lot. The commenter already checked the obvious fix (hotkey/keybind settings) and found nothing there. Checked the Workshop: nothing addresses this specific conflict — Customisable Zoom (276 ratings) only changes zoom levels/precision, doesn't touch this interaction at all.
There's already a real, built-in vanilla toggle for zoom entirely — Options → Display → "Camera" → "Enable Zoom" (getCore():setOptionZoom(bool)) — but that's all-or-nothing, confirmed not what the commenter needs since they still want normal camera zoom while actually playing. Confirmed in the game's own code that the pieces for a scoped fix all exist and are reachable from Lua: Events.OnMouseWheel is a real global event that fires on every scroll (already used by the game's own fishing rod code), and ISUIElement:isMouseOver() is a real per-panel hover check. Combining them: on every scroll, check whether the cursor is over any currently-open inventory/loot/container window, and if so, flip setOptionZoom(false) for that instant, flipping it back to true the moment the cursor leaves those windows — normal zoom everywhere else, no jump while scrolling a list. No Java patch needed. Quick.
Garden/Tiki Torch (Placeable Outdoor Light, From Scratch)
Requested by a Steam commenter
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A stake-in-the-ground torch to light up the night around a wilderness/base-camp setup, without holding a flashlight or lantern in hand. Checked the Workshop: nothing does this — searches for "garden torch," "tiki torch," "placeable light" and "outdoor lighting" only turn up welding-torch fixes and an electric indoor wall-lamp mod (Craftable Light Fixtures, B41-only, needs a generator/wiring, dead since a "b42 please" comment went unanswered in Jan 2025).
Confirmed in the game's own code that this isn't a small tweak: light emission today is an item property (getLightStrength()/canEmitLight()), only applied while the light source is equipped/held — not to an object sitting on the ground. There's also a real, deliberate vanilla restriction found in ISDropWorldItemAction.lua: dropping a lit Hurricane Lantern (or a lit candle) automatically snuffs it back to its unlit item the instant it hits the floor. So a torch that stays lit once planted outside would need to sidestep that on-drop snuff behavior, or be built as an actual fire object instead (which carries real burn/spread risk into a base — not what "light it up safely" is asking for). Marked Quick by the user's own call despite this open unknown; will need in-game/decompile verification of whether a placeable, non-hazardous persistent light source is reachable at all before promising exactly how it lights up.
Stomp Damage Scaled by Body Weight (Overweight/Underweight)
Requested by a Steam commenter
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More body mass behind the kick means a harder stomp on a downed zombie; being underweight/emaciated means a weaker one — heavier already costs more stamina through vanilla's own existing fatigue system, no extra work needed for that half. Checked the Workshop: nothing does this — the closest hits (BetterStomp, a stomp-power rebalance patch for another mod's shoes) don't touch body weight at all.
Confirmed by decompiling the game's own code exactly how vanilla computes stomp damage today (CombatManager.java): Random(0.7, 1.0) + StrengthLevel × 0.2, then multiplied by the current shoe's StompPower (or ×0.5 barefoot) — no reference anywhere to Overweight/Obese/VeryUnderweight or the HEAVY_LOAD moodle, even though vanilla already uses that exact same weight-trait pattern elsewhere (rope-climb speed, grapple-escape effectiveness, fall chance) — a real, confirmed, unused gap.
Found a route that skips ZombieBuddy entirely for the "wearing shoes" case: vanilla's whole Clothing class is marked @UsedFromLua, including a plain getStompPower()/setStompPower() pair — so instead of intercepting combat at all, the mod just rewrites the worn shoe's own StompPower field whenever the player's weight trait or current encumbrance changes (storing the shoe's original value once), and vanilla's own compiled formula picks up the new number the next time it reads that same live field during a real stomp. No Java patch, no combat-time hook. Design confirmed with the user: heavier trait tiers (Overweight/Obese) scale the value up, lighter tiers (Underweight/Emaciated) scale it down.
Honest gap in this route, not fixed by decision: going barefoot uses a hardcoded ×0.5 in vanilla's formula with no shoe object to attach a modifier to — that case would still need a Java patch if ever covered. Quick for the "shoes on" case; unconfirmed in-game yet whether the written value survives save/load and shoe swaps cleanly.
Functional Bayonets
Requested by a Steam commenter
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Fix a bayonet to a rifle and stab zombies with it instead of only shooting. Checked the Workshop: the one mod with this exact name, FunctionalBayonet (Glytch3r, 46 ratings), is dead and broken — Build 41 only, untouched since June 2023, a recent comment (13 Sept) complains the code is a flat "on contact: zombie→dead zombie" instant-kill instead of real damage, unconfirmed on 42.20 stable, and update requests get redirected to a paid Discord commission instead of a free patch.
But the underlying mechanism is real and proven live on 42.20.4 right now: [42.20.4MP] Gunworks Framework (Marz, 530,175 subscribers, updated 2 days ago, 40 mods depend on it) advertises a working "Bayonet system for both attachable and built-in bayonets" in its own feature list, and [B42.15]QBZ191Rifle&Bayonet (阿胡, 5,474 subs, real B42 mod) has a comment confirming the bayonet-attack mode itself works in live play. So this isn't a "can it even be done" question — it's proven — just never packaged as a standalone mod for vanilla's own rifles.
Confirmed already from this board's own prior research (
pz-b42-script-findings): a weapon script can't hold two combat categories at once (
SubCategory/
SwingAnim are single-value), so a rifle can't literally BE a spear by data alone. Real build, from scratch, no code borrowed from either mod above: a new
Bayonet WeaponPart attachment (same 3D-model/attach-point pipeline already used 3 times on this board — AA-12, L96/L115, M56 Smartgun), a right-click "Fix/Unfix Bayonet" toggling a ModData flag, and while fixed, the melee swing resolved entirely in Lua by calling
hitObject:Hit(...) directly with spear-like numbers — the same Lua-reachable call already confirmed this session researching the stomp-damage mod. Only unconfirmed piece: how a spear-swing animation looks with a rifle model in hand, same category of doubt as the katana stance entry on this board. Quick.
Padlocks for Every Player-Built Door & Gate
Requested by a Steam commenter
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Originally just gates, expanded per the user's own request to every player-built door and gate type that plausibly needs a lock. Checked the Workshop: plenty of lock mods exist (Simple Secure Locks, Code Lock Definitive, KeypadLock, several KOOL AID MAN fence packs), but the most complete one's own feature list only covers "doors, windows, player-built doors, garage-style doors" — gates are never mentioned, and it has real active bugs in comments (errors on hitting zombies, "action was interrupted").
Confirmed by decompiling the game's own code that the entire padlock system is already fully built in vanilla, just never wired to these specific objects: the items Base.Padlock/Base.CombinationPadlock/Base.KeyPadlock already exist as loot, the real Java class every constructed door/gate uses (IsoThumpable) already implements full key-padlock AND numeric-combination-padlock logic (isLockedByPadlock(), getLockedByCode(), network-synced), and the real timed actions (ISPadlockAction.lua, ISPadlockByCodeAction.lua) and context-menu logic all already work — it's the exact same system vanilla's own craftable metal lockers/crates already use. The "Add Padlock" menu option only appears if the object's own script declares canBePadlocked = true inside its SpriteConfig block (confirmed by reading a locker's real script, which has that exact line) — and checked all 10 player-buildable door/gate entities (wood doors lvl 1-3, metal doors lvl 1-2, wood/metal-wire/metal-pole gates, regular and small) one by one: none of them declare it. Double doors/gates don't need separate handling — already known from Portable Doors research that they're built as two single entities placed together.
Fix is a pure script MERGE override adding that one line to each of the 10 entities — same low-risk technique already used repeatedly on this board (Shell Suit Belt Fix, Non-Perishable Insects). No Lua, no Java, no new item, no new UI — everything else is already built and working in vanilla. Windows and vehicles were checked and correctly left out: windows get barricaded not padlocked, and vehicles already have their own separate lock system. Quick.
Boost Zombie Building-Key Drop Chance
Requested by a Steam commenter
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Wants the old "crush zeds inside a building, get its key" feeling back — felt like it got removed. Confirmed by decompiling the game's own code that it never was: shouldZombieHaveKey(), checkAndSpawnZombieForBuildingKey() and spawnBuildingKeyOnZombie() (VirtualZombieManager.java) are all real, fully intact — whether a zombie carries a building key is decided the instant it spawns (not when it dies), delivered to the player once that zombie is killed.
The real cause of the "gutted almost every building for nothing" feeling: a real, already-existing Sandbox Option called "Keys" (KeyLootNew under the hood) defaults to 0.4 in Apocalypse/Extinction, which the engine turns into just a 20% base chance per eligible zombie — and that chance isn't rolled with one die, it's min(Rand(100), Rand(100)) against it, a statistical trick that squeezes the real odds down further on purpose. Checked the Workshop: several key-related mods exist (Easily Find The Key, Key Ring Plus, Whose Key Is This?) but none touch this drop chance.
Build: rather than inventing a new mechanic, just drive vanilla's own existing dial — set SandboxVars.KeyLootNew to its max (1.8, which the engine caps at a 90% base chance, ~99% effective after the same math) at world load. Pure Lua, no Java patch, reuses the real system instead of replacing it. Unconfirmed piece, needs in-game testing: whether writing that Sandbox value after the world already exists actually re-syncs into the Java-side reader, same category of doubt already flagged elsewhere on this board for other "live" fields. If it doesn't propagate cleanly, the fallback is a guaranteed-drop version via a ZombieBuddy patch — bigger scope, not what's being built here. Quick.
RTS Overhaul (Command a Squad From Above)
Requested by Mayhem
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Original ask, last of four ideas from the same commenter: "A RTS overhaul ~ Very Hard". RTS means real-time strategy, like StarCraft or Age of Empires: a top-down view, selecting several units, giving them orders. The commenter gave no more detail. The answer was that it could be possible but is insanely hard and time consuming, so for now it goes to the long list.
What exists (Workshop search, Build 42 tag): nothing named RTS (4 results, none related). Nearby pieces, read from the Workshop listing only: Companion Command (638 subs; recruit survivors and give orders; needs Bandits2 and PZ Plus), Week One Command Wheel (1,009 subs; radial menu for Bandits Week One NPC commands), NPC Bases (Bandits Settlements) (18,790 subs), and the NPC mods they rest on, Bandits NPC (over 1,000,000 subs) and Week One NPC (330,010). None of them has an RTS camera or box selection.
Plan, untested: it would need an NPC system to command (the only one in Build 42 is Bandits NPC), a camera and selection of units like an RTS, and an order system, most likely with Java work. It is a very large project and is not planned in detail. Classified as Long by the user's decision.
Freecam for Viewpoint (True Slow-Motion Speed + Move Your Character While in Freecam)
Requested by a Steam commenter
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Original ask: a freecam mod for Viewpoint with two things the current one lacks, for cinematic and editing shots. 1) A truly slow camera speed: the commenter says the slowest speed of the current one is about 2 mph, too fast for cinematic shots. 2) Being able to move your character while in the freecam; it does not matter if the freecam is driven by numpad keys (4, 5, 6, 8), which is how it is usually done. The commenter is not sure it is possible and does not name the "current" freecam they mean.
What exists (Workshop search, Build 42 tag): no true freecam found. The Workshop returned nothing for "freecam". Pages opened: Project Viewpoint Free Look (OSHZAK, 428 subs: hold ALT to look around without turning the character, walking recenters; needs Viewpoint and ZombieBuddy), Viewpoint: Director's Cut (Azakaela, 1,028 subs, updated Oct 11: cinematic cameras, tank controls and an invisible "Cameraman" that follows, wanders or stays put, directed with [ ] - = keys; its page never mentions a freecam, slow speed or numpad), Camera Tweaks for Viewpoint (coco, 4,015 subs: first-person fixes), Vanilla Camera Expanded (386 subs: photography with the game's cameras), LT Spectator Mode (19 subs: server admin spectating other players). Seen by title only: Immersive Camera Motion, Animated Camera Follow for Viewpoint, OldPoint, Viewbob / Cinematic Camera, Death Cam Mod for Project Viewpoint, CAM (NVThay).
Plan, untested: Free Look and Director's Cut show that Viewpoint's camera can be moved independently of the character, so a freecam with a very slow speed and a character that keeps moving looks possible. What I do not know is whether Lua alone is enough or it needs Java through ZombieBuddy like those mods; this PC has no javac, so a Java part could not be built here. Which keys drive it (numpad or others) would be rebindable. Classified as Long by the user's decision because of the likely Java work on top of Viewpoint.
Straightforward In-Game Shops & Economy for Dedicated Servers (Zamazon Counterpart)
Requested by a Steam commenter
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Original ask: a counterpart to the trader mod I already made (Zamazon), more in-game and less "meme", very straightforward without a million bells and whistles. Players can sell items; admins can set up shops that buy and sell infinite items; players can claim whichever container they want, or a custom model could be made. Meant for dedicated servers. A follow-up from the commenter: they only tried a few of the many existing ones (no names given), one had a dev who did not troubleshoot a problem, another lacked obvious features such as infinite items from an admin shop. They want a good economy that feels authentic and lets admins add gameplay on top.
What exists (Workshop search, Build 42 tag, many pages): Player Shops by RFAlias (page opened, 805 current subscribers, 37 updates, last on Aug 31) already does most of this: convert almost any real container into a player shop kiosk with dollar prices (works while the owner is offline), admin-only Pawn Shops that buy items from players at set payouts, admin-only Vendors with unlimited stock, a cap on kiosks per player, a sale log file, and sandbox options for money drops and zombie wallets. Its comments report that money kept in backpacks or fanny packs was not charged on purchase; the last update says it fixed that, which I could not confirm. Requests still open there: paying with another item, selling cars. It has no custom counter model. Shops and Traders by Chuckleberry Finn (page opened, 62,320 subscribers, 104 updates, last Sep 4) assigns admin or player shops to any object; its description is short and does not say whether admin shops sell infinite stock. Also opened: SellAndShop (289 subs: admin shop plus player marketplace, Z-Points), OnionTrader (5,969 subs: placeable admin traders), Functional Vendors (1,675 subs: vending machines). Seen by title only: Traka - Player Shops, SimpleShop, Shops Expanded, PhunMart 2, Merchant Economy, Delirium Shops, Just Another Shop Mod, Shops B42 (discontinued).
Decision: the user wants a version better than Player Shops. Classified as Long by the user's decision: a multiplayer economy needs kiosk, admin-shop and payment syncing on a dedicated server, and beating Player Shops means covering what it does and adding something of its own, such as a custom counter model. Nothing designed yet; what "better" means is still to be decided with the user.
Jungle Jim Armor (from the '68 Comic Series)
Requested by a Steam commenter
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Original ask: a mod adding Jungle Jim's armor from the '68 series. '68: Jungle Jim is an Image Comics zombie series set in Vietnam; one web description of the character mentions a burlap-and-bamboo costume and a gas mask. I have not seen the exact design, so the list of pieces is still to be decided. Checked the Workshop's own search (Build 42 tag) for "jungle jim", "jungle armor", "bamboo armor", "burlap" and "vietnam": no mod found that adds this. The armor searches have 781 and 624 results and only the first page of titles was read.
Why Long: the work is the art — wearable clothing needs its own 3D models and textures, fitted to the character, built with the same Blender pipeline as my other mods. The code side is small: protection values and which body location each piece uses. Not tested yet, and the exact pieces (mask, body armor, others) are still to be defined.
Skeletons and Bone Piles as Permanent World Decoration
Requested by a Steam commenter
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Original ask: a mod that adds skeletons or bone piles to the world as textures that never disappear, purely for atmosphere, in the spirit of 10 Years Later. Checked the Workshop's own search (Build 42 tag) for "skeleton", "bones" and "corpse": no mod found that does exactly this. The closest ones are Trash and Corpses B42 stable (scatters trash, glass and corpses or skeletons as bodies, with a decorative-only mode) and Lasting Remains (turns expired zombie corpses into skeleton decals, singleplayer only). Neither places loose bone piles as permanent scenery.
Decisions (Oct 10, 2026): same feel as 10 Years Later (an abandoned world years after the outbreak), but with bones. Built as a script that places the sprites on map squares as they load, so it works on any map; if that turns out badly, fall back to baking them into the map data like 10 Years Later does (much heavier, map by map). Own artwork: if the vanilla skeleton sprites don't fit as ground decoration, new bone and pile textures will be drawn. Decorative only, no loot and no mechanics.
Why Long: the bulk is the art (several kinds of bone pile, skulls, ribcages, animal bones, packed into .pack/.tiles), not the code. Open points, untested: whether the vanilla skeleton sprites are usable on the ground, and how many decals the script can place before the save grows too much (the author of Lasting Remains warns about this on busy servers).
Custom Minimal Display Bars — Standalone, Fully Configurable, From Scratch
My own idea
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Original ask: Refresh Minimal Display Bars (drunkmunk, 3744180656) doesn't work for me, and I don't want just a reset fix — I want my own version of the Minimal Display Bars mod: same design and style, one single standalone mod (no other mods required), working properly, with every kind of way to change the settings. The reset fix (bars vanishing after pressing Escape in B42.19+) goes inside the mod itself, automatically, with no hotkey.
Verified with real code before tracking this: the base mod (Vorshim's Minimal Display Bars Nutritions B42, 3388844542) is ~5,400 lines of pure client Lua — the bars themselves, a properties panel, a text-entry box and a color picker. It reads standard Lua-exposed getters (hunger, thirst, endurance, fatigue, stress, boredom, unhappiness, temperature, health) and draws on OnRenderTick. No Java patch and no ZombieBuddy needed. The original idea is by ATPHHe (MIT license, credit required); the latest standalone 42.21 port (osushi256, 3775659041) still has unresolved errors and crashes, and running two bases at once duplicates the bars — which is why a clean from-scratch build is worth it.
Why this is Long by volume, not by technical risk: the core (draw the bars, read the data, re-add them after the Escape menu closes) is short. The real bulk is the settings system: position, size, orientation, color, icon, visibility, thresholds, moving bars individually or together, presets, and safe saving to a personal config file. No technical blocker found.
Per-Vehicle Spawn Sandbox Options Addon for [B42]Project RV Interior
My own idea
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Original ask: an addon for [B42]Project RV Interior (Mickey Knox, 732,367 subscribers, the real working B42 remake — the original Maxwelt mod is B41-only and broken on B42) giving Sandbox Options to raise/lower the spawn rate of each of the ~70 vehicles it's compatible with (vanilla and third-party: KI5, Autotsar, Filibuster's Used Cars, Doomsday MotorHome, Winnebago Chieftain, etc). Checked: neither Project RV Interior itself nor Doomsday MotorHome (another popular RV, 44,351 subscribers) has any such option — real gap. Also checked RV Interior Expansion [B42] (Caçador) in case it already solved this: no, that one adds new interiors to more vehicles, doesn't touch spawn rate.
Verified with real code, not the Steam description, before tracking this (verification pass requested explicitly): vanilla's VehicleZoneDistribution.lua is a global Lua table the file's own comment says is meant to be altered by mods. Confirmed in KI5 Trailers' actual code (already installed) that each vehicle registers as VehicleZoneDistribution.<zone>.vehicles["Mod.Vehicle"] = {index = -1, spawnChance = N}, repeated per zone type it can spawn in. Of the 270 mods currently subscribed, 47 use this exact table (including Filibuster's Used Cars and Autotsar Trailers) — the real community standard, not a guess.
Why this is Long by clean volume, not by technical risk: a generic function can loop every known zone and scale a vehicle's spawnChance wherever an entry for its ID exists, with no need to know in advance which zones it uses. Any outlier that doesn't follow the pattern (e.g. Doomsday MotorHome, which warns "you must create a new world" and ships its own map — not confirmed, not among the 270 subscribed mods) simply has nothing to scale and the function no-ops safely. The real bulk of the work is clerical: pulling the exact script ID for each of the ~70 vehicles and wiring its own Sandbox Option.
Supporting note (Oct 1, 2026), from another person in the thread (not capnkirkland): says full-size RVs are nearly impossible to find in-game — real player confirmation that the rarity gap this addon targets is genuine, not just assumed. Explicitly asks for coverage of "every type of car that has the RV interior," i.e. exactly the scope already tracked here (all ~70 compatible vehicles, not just one).
Gore Overhaul — Persistent Limb Chunks (Hands/Feet/Heads) + More Realistic Blood
My own idea, from a Steam commenter's suggestion
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Checked the Workshop first: nothing like this exists. Closest hits were Physiks ZOMBIE GORE PLUS (just doubles the existing per-kill gore chance, a Sandbox-level tweak, not new content), Chop Those Off! (a manual one-off action — cut a hand off with a knife to sell it, not automatic/passive gore), and Corpse Project (does the opposite — lets you process and remove corpses from the map). None of them add more gore in general or make blood/remains stick around.
Splitting this into what's confirmed easy vs. genuinely unknown. Turning up gore intensity/frequency is likely simple — vanilla already has its own blood-level Sandbox slider and gore-chance system on zombie kills, so pushing it further than the slider allows is a small Lua tweak, nothing new to build. The two real unknowns: (1) vanilla blood decals fade over time on their own — no one has confirmed yet where that decay timer lives in the engine or whether it can just be disabled; (2) whether a real severed-limb object (hand/foot/head, ideally each with its own sprite) can be spawned as a persistent world object depends on whether vanilla's own gib effects are already real map objects or just a decal/particle animation that vanishes with the corpse — unconfirmed, needs decompiling the zombie-death/gore code to know for sure. Evaluated as Long not because any one piece looks impossible, but because covering blood-decal persistence AND new limb-chunk world objects (multiple body parts, own art) is real build volume once the unknowns are resolved — same category as other Long entries on this board that just need a decompile pass before a real estimate.
Custom Zombie Type Spawn Rates (Speed/Toughness/Cognition), From Scratch
Requested by a Steam commenter
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Full control over what percentage of zombies spawn as each speed archetype (Crawler/Shambler/Fast Shambler/Sprinter), each toughness tier (Fragile/Normal/Tough), and smart/door-opening zombies — not vanilla's single global Speed setting plus one crude SprinterPercentage slider. Confirmed in vanilla's own Apocalypse.lua that Sight/Hearing/Cognition/Memory/Speed are single world-wide values applied to every zombie equally; there's no native per-type split. The classic mod for this exact feature, Random Zombies by belette (3,047 ratings), was retired by its own author for B42 ("vanilla basically caught up," though recent comments disagree and say the new "Custom" sandbox option is confusingly hidden behind an "Advanced" checkbox with no visible input). An unofficial third-party fix of that same mod is reported working on 42.20.4 as of days ago, proving the underlying mechanism is reachable in pure Lua with no Java patch needed — but the user does not want to use or reference any existing mod without the original author's permission, so this would be built fully independent from zero, including redoing the Java decompilation research to find the real per-zombie setters instead of reading anyone else's code. Evaluated as Long by volume, not by technical risk: a full Sandbox Options page with several percentage sliders that must sum to 100, plus the live-population correction loop the original author's own FAQ describes needing (checking configured zombies at intervals, not a single spawn-time hook), plus in-game statistical verification — same category as Real Nutrition or the Resident Medic remake on this board.
Custom Zombie Perception (Sight/Hearing) Per Zombie Type
Requested by a Steam commenter
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Let Sight and Hearing radius differ by zombie speed archetype (e.g. sprinters hear worse than shamblers), instead of vanilla's single global value applied to every zombie. Confirmed nothing does this — not even Random Zombies, the most established mod in this exact space. Directly asked, its own author (belette) answered: "Unfortunately, there's no way to do that that I know of today." Not necessarily impossible forever — this board has broken similar walls before with a Java patch via ZombieBuddy when no Lua hook exists (see Darker View Cone Opacity) — but nobody has confirmed whether zombie perception lives per-instance in the game's Java or is a single shared value at the engine level. Evaluated as Long due to genuine unknown scope: needs fresh Java decompilation before any time estimate is possible.
Real Live Radio Stations In-Game (e.g. COPE)
Requested by a Steam commenter
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A commenter on Custom Radio Station asked if it could play a real live station (COPE was the example given), mentioning they'd done something similar for Euro Truck Simulator. Confirmed this is not a small extension of the existing mod — Custom Radio Station plays fixed local files using a "virtual clock" that needs each track's exact known duration to seek to the right second; a live stream has no known duration and no seek, it's continuous audio pulled from a network server. ETS2 isn't a mod doing anything special there — SCS built internet streaming into the base game engine itself; Project Zomboid has nothing equivalent built in.
Theoretically possible as a separate playback mode, not an extension of the current system — FMOD (the audio engine underneath) does generally support opening an http:// URL as a sound source, same as a local file. But there are 2 real unconfirmed unknowns: whether the specific FMOD binary shipped with this PZ build has network/streaming support compiled in, and whether the Java process running the ZombieBuddy bridge can open an outbound connection without being blocked. Next real step, not done yet: a minimal isolated test (same method already used to confirm real seek before building the mod) — a standalone .java compiled against the game's jars that just tries FMOD_System_CreateSound with a real streaming URL and checks for a valid handle. Needs the actual direct stream URL (not the station's website) to run. Separate consideration: redistributing a commercial station's live broadcast inside a game mod also raises a rights question, worth keeping in mind. Evaluated as Long — pending that verification test before any real estimate.
Rideable/Tamable/Breedable Dinosaurs (Irish's Dinosaurs Add-on)
My own idea, requested playfully
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Sub-mod for [B42/MP] Irish's Dinosaurs (Workshop 3784875732) adding taming, riding and breeding on top of the base mod's raptors/rexes/carnotaurus/pachys/ankys/stegos. Confirmed via the base mod's own FAQ: the author explicitly ruled this out himself ("too complex, make a submod... extreme scope issue"), and grants open permission to fork/expand the mod as long as it isn't reposted unchanged. Vanilla Project Zomboid has zero mount/ride system of its own, so this would need a full custom-built mounted-movement system layered onto Irish's existing rigged dino models — the same category of undertaking as the Horse Mod's own from-scratch "Gear" riding system, not a reuse of anything that already exists. As of 16 sept 2026 the author is already teasing dino eggs "to lay the groundwork for future farming/herding/breeding" in the base mod, so this may get partly superseded by an official update before work starts. Evaluated as Long — check back before starting in case the owner has already added it.
ALICE Belt/Suspenders Invisible Under Jacket+Vest
Requested by a Steam commenter
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The ALICE Belt/Suspenders vanish completely when worn under a jacket and a bullet-resistant vest, unlike the Chest Rig which stays visible. Confirmed 100% in vanilla's own files: clothing on the webbing slot can define an alternate model (m_AltMaleModel/m_AltFemaleModel) the engine swaps to when a jacket or vest is worn over it (BodyLocations.lua, setAltModel(JACKET, WEBBING)). The Chest Rig has a real alt model (different file size from the base model). All 3 ALICE Belt/Suspenders variants have that alt-model slot completely empty — it was simply never made, not a rules/priority bug. Fixing it for real needs a new 3D model: adjust the existing mesh in Blender (rigged/animated, needs testing across multiple poses, not a static texture) and ship a custom clothingItem.xml pointing to it. Evaluated as Long, not Quick — this kind of rigged-mesh adjustment historically takes several in-game test rounds on this project (Nissan 300ZX, garage doors), not one shot.
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.
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.
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.
Custom Ammo Types (Hollow Point, AP, Incendiary...)
Requested by a Steam commenter
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Hollow point, explosive, incendiary, AP, API and AP-explosive rounds, found as loot alongside regular ammo, each with real ballistic effects when fired. Real gap — nothing does exactly this for vanilla weapons/ammo. But vanilla's list of real ammo types is closed to exactly 10 hardcoded values with no modding hook to add an 11th, so a real drop-in special-ammo item needs either a Java patch to open that registry, or a scaled-down Lua-only version limited to effects that can be applied right after a hit lands (like an ignite chance), not ones that need to change the shot itself (like ignoring armor). Not Quick as originally asked.
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. Corrected on Oct 16: this entry used to say nothing real exists on the Workshop, and that is no longer true. PzDrones (Build 42, 3,781 subs, published Sep 9, updated Sep 16; page opened) is a quadcopter you fly: a vehicle built from scavenged parts, with a battery, an RC transmitter with an LCD screen (altitude, heading, battery), a picture that blurs if the lens cracks, cargo lifting and bombs, while your survivor stays standing on the ground. FPV Kamikaze Drone (16 subs, Oct 10; listing only) is an FPV drone for scouting or with a warhead. I have not installed or tested either, so I do not know whether they fully cover the remote-camera idea. What was seen on Aug 16 (historical): the only mod named "drone" was LvDrone, with no description and 1 subscriber. 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.
Bubble Shield Grenade (Halo-style)
Idea by PorrisV99
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A throwable that drops a zone which pushes zombies away from the center, buying time to reload and reposition on high difficulties — able to shoot out through it, with a color-coded integrity bar (blue → orange → red → breaks) from zombie/bullet hits, or it expires after 10 in-game minutes. Checked the Workshop: nothing like it exists — searched "shield grenade", "repel zombies", "push zombies away" and variants, nothing combines a thrown item with a zombie-repelling zone. The closest hit, 推僵尸入水/Push Zombies Into Water, confirms pushing zombies from Lua is a real, done-before thing, but a completely different mechanic (shoves into water, not a standing zone).
Confirmed in the game's own code that the hard parts already have real building blocks: the throw itself doesn't need custom projectile physics like Boomerang did — vanilla's own Molotov is a pure data item (SwingAnim = Throw, PhysicsObject, MaxRange = 8.0) and the engine already resolves the throw arc from those fields alone. Detonating something at a specific tile is a real Lua-exposed function already proven by the game's own admin panel: IsoFireManager.explode(cell, square, power) (ClientCommands.lua, the "add explosion" debug command). The one-way part falls out of the design for free — a repel zone isn't a physical wall, so the player's own shots/swings out are never blocked, nothing to build there. The integrity bar has a direct vanilla precedent: barricades already swap sprite by remaining health on every hit — same data pattern, new object. The 10-minute timer reuses the same game-time tracking already used in Exact Minute Clock and the sunrise/sunset mod.
Not confirmed yet, needs an in-game test before promising anything: whether IsoFireManager.explode() pushes/damages zombies on its own or the push has to be done by hand (radius + a tick loop nudging nearby zombies), and the actual look of the "dome" — realistically not real 3D dome geometry but a circle of ground tiles that change color, like a rug, far cheaper than inventing new geometry. Long because of the number of new systems (placed object + damage-state art + timer + push logic), not because anything found so far is a dead end.
NPC Trader / Quest Giver
Requested by Vandoous
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A static, non-moving trader you approach and right-click their safehouse door for — not a wandering, dialogue-driven NPC. He offers up to 3 retrieval jobs (bring him a specific item/category, get a reward) and 3 delivery jobs (carry a package to the other trader) at a time, paid in real in-game Gold/Silver Coins, weight-tiered so heavier/harder items pay more. Two traders, each with a labelled Incoming/Outgoing/Purchase box outside their safehouse. Checked the Workshop first: nothing combines this exact set — Shops and Traders (Chuckleberry Finn, 320 ratings, updated 31 Aug 2026) is buy/sell shop assignment on any object, not fetch-quests; TRADER NPC (GIK, 208 ratings) is a random wandering seller.
Key finding, confirmed on two separate mods: a real, living, AI-driven NPC is single-player only in this engine, full stop — Braven's NPC Framework (1,179 ratings) says so in its own FAQ, and Pat's NPC - Project Remnants, a huge companion-NPC mod actively updated for the current 42.20 stable and using its own Java agent, still carries "[B42 SP]" right in the title. Not a coding gap, an engine boundary. Since the design already routes every interaction through right-clicking the door rather than talking to the trader, the actual character doesn't need to be a functional NPC at all — decided with the user: build the trader the way GIK's mod does, turning a passive zombie into the "person" (confirmed working in multiplayer by that mod's own author), keeping the mod fully MP/dedicated-compatible.
Everything else is well-trodden ground on this board already: Base.GoldCoin/Base.SilverCoin are real vanilla items, no currency to invent. The job-matching, weight-tiered rewards, and delivery/purchase boxes are the same kind of container/context-menu/ModData work already vetted for Zamazon Trading — just doubled, one system shared by two traders. Long for the sheer number of moving pieces (2 traders × 3+3 job slots, categories, weight curve, boxes), not because any piece is unproven.
Wall/Door Peepholes
Requested by Kai
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Drillable peepholes on specific wall or door tiles, giving a small narrow one-way line of sight outside. Checked the Workshop: nothing exists — searched "peephole", "door viewer peep", "murder hole wall slit" and variants, nothing.
There's a real fork here with very different risk on each side. The naive route — a genuinely narrow line of real vision punched through an otherwise-solid wall/door — is the risky one: the game's own vision-cone math runs in LightingJNI.calculateVisionCone(), a native (JNI) method, not Java, and nowhere near Lua. Confirmed by a real published mod that touches it, [B42] 360º Vision, whose own description says plainly "PZ natively offers no framework for mods to alter its base methods" — same territory that forced Darker View Cone Opacity into a full ZombieBuddy Java patch, and that mod only had to change a number, not the cone's actual shape.
The safe route already exists for real in the game: B42 windows are wall entities (same discovery as Fencing Kits) with genuine two-way vision already solved natively, no patch needed — that's the exact mechanism that makes looking through a window work at all. Clean path: a new tiny window-style entity with a round-hole sprite instead of glass, flagged so it can't be opened or climbed through unlike a real window — real vision, zero engine risk, same "new entity, existing system" pattern as Fencing Kits. Doors are a separate question — IsoDoor isn't the same class as IsoWindow (confirmed while building Start As A Prisoner), unverified whether a door tile can host a window-like child element. If the window trick can't be narrowed enough, the fallback with zero vision-system risk at all: skip rendering entirely and just query what's in that direction (same nearby-zombie-counting pattern used in several mods already), reporting it as text instead of a real view — less immersive, but nothing left to prove.
Pokeinator 5000 (Attack Through Fences/Gates)
Requested by CapNKirkland
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Attack zombies on the other side of chain-link/chicken-wire/prison-bar doors, gates and metal bar barricades with guns and spears, without damaging the door itself. The wall segment of a wire fence can already be attacked through; the door/gate version of the same fence oddly can't, or only unreliably by standing at an angle. Checked the Workshop: nothing does exactly this, but a real, published, proven mod does the same trick for a different case — Shoot Through Barricades (RedChili, 132 ratings): aim a ranged weapon through a wooden plank barricade and it swaps to a see-through state just for your shot, snapping back to solid the instant you stop aiming, one-way only, MP-safe (client-side only, never sent to other players). Its own FAQ says plainly "Does it work on metal barricades? No, only wooden plank barricades" — and a comment from 14 hours ago on that same mod: "metal bar fence stabbing is a mechanic i've been waiting s[for]" — someone else asking for exactly this gap.
A plausible, not-yet-confirmed explanation for the wall-vs-gate inconsistency: prison bars/mesh are already known to read as not-solid (isSolid()/isSolidTrans() both false, confirmed while building Start As A Prisoner), so the material itself likely isn't what blocks the attack — more likely the game's attack-target selection excludes anything classed as a door (IsoDoor, a separate class from IsoThumpable, same finding from Start As A Prisoner) regardless of what it's made of, solid oak or chain-link. Needs an in-game test to confirm before promising a fix, not just reading code.
The real build: same technique RedChili already proved works (temporary see-through swap while aiming/thrusting, one-way, reverts instantly, no damage to the object) but extended to chain link, chicken wire, prison bars and metal bar barricades, and to both firearms and melee spear thrusts instead of just guns on wood. That mod's license requires permission to extend, so this gets built independently from scratch, same precedent as Zamazon Trading. Long for covering two attack types across several fence/gate variants plus the unconfirmed root cause, not because the core trick is unproven — it demonstrably works already for barricades.
More Buildables (Vanilla House Tile Skins)
Requested by a Steam commenter
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More wall/floor finishes available in the player build menu, pulled from the finishes already used by B42 stable's own pre-placed houses on the map — so a custom-built house doesn't look so much plainer than a map one. Checked the Workshop: nothing does this with vanilla's own tiles — the closest, Rocco's Tiles - Buildable (biffdit, 148 ratings), makes a third-party asset pack's objects buildable, not vanilla's own house tilesets.
Confirmed in the game's own code why the gap exists: every buildable wall level is its own separate entity pointing at one fixed tileset row — entity_wood_walllvl1.txt: component SpriteConfig { face W { layer { row = walls_exterior_wooden_01_44, } } ... } plus its own component CraftRecipe. There's no "pick a skin" dropdown — each finish that exists today (wood lvl1/2/3, brick lvl1/2, metal lvl1/2, log) is a hand-made entity+recipe pair. The map's pre-placed houses draw on many more tileset rows than these, and that art is already loaded with the base game — it's just never been wired to a player recipe.
Same low-risk, proven pattern already used for Fencing Kits and Craftable Salt: new entity + SpriteConfig row pointing at an existing tileset (zero new art) + a CraftRecipe copied from vanilla's own pattern. Long, not Quick, because the scope is open-ended — "all the new houses" is dozens of possible finishes, each needing its own name, menu category, balanced materials and translation — needs narrowing down to a first batch when picked back up, not because the technique is unproven.
Force Sleep (MP, Uninterruptible)
Requested by a Steam commenter
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Sleep in multiplayer that can't be broken by anything until the scheduled wake time — no accidental early wake-ups. Checked the Workshop: nothing fixes this. True Sleep - Better Multiplayer Sleep (yoona, 90 ratings) and Multiplayer Sleeping solve the "everyone sleeps together" fast-forward problem, but neither touches the actual early-wake triggers; comments on True Sleep from Sept 1 still complain about a separate re-sleep cooldown bug. Let Me Sleep! (Memori) fixes that adjacent cooldown issue, not this one.
Decompiled IsoPlayer.processWakingUp() (the real function deciding whether the character wakes) and found the exact, MP-specific root cause: if (GameClient.client || numPlayers > 1) { forceWakeUp = forceWakeUp || this.pressedAim() || this.pressedMovement(false); } — vanilla deliberately wakes the player on any movement/aim key press while asleep, but only in multiplayer; that branch doesn't exist in singleplayer. That's why "anything" cuts sleep short in MP. Two more real triggers confirmed in SleepingEvent.class: a nearby zombie wakes with no sandbox check at all, and any other player can force-wake you via ISWakeOtherPlayer.lua, a pure-Lua context action with zero protection. (The separate "zombie break-in" sleep event already has a real sandbox toggle, SleepingEvent option — no mod needed for that one.)
Long: all three real triggers live in compiled Java (IsoPlayer.processWakingUp(), SleepingEvent.update()) with no clean Lua hook to override — needs a Java patch via ZombieBuddy, the same proven pattern already used for Darker View Cone Opacity, Unequip And Listen, and Instant Item Transfer on this board. The "other player wakes you" piece is pure Lua and trivial alone, but since the ask is "immune to everything," the full mod needs all three pieces together.
Lightbar for Any Vehicle
Requested by a Steam commenter
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Add a lightbar on top of any vehicle, not just the ones that already ship with one. Checked the Workshop: nothing does this for literally any car. Easy Lightbar Repair / Vehicle Repair Overhaul only fix a lightbar the vehicle already has; Simple Wheels and Lightbars Expanded (SVU3-based, 46 ratings) says plainly in its own description "Currently only police cars have lightbars" — its own author lists Ranger/Firetruck/Ambulance as still TODO, and ordinary cars aren't on that list at all.
Confirmed in the game's own code why the gap exists: a lightbar isn't a real attachable object like a trailer (the only generic "attachment" point vanilla vehicles have) — it's baked straight into the vehicle's 3D model and texture. CarLightsPolice is a wholly separate vehicle entity from the plain sedan, pointing at its own mesh (Vehicles_CarLights_NoRandom) and its own lit texture (vehicle_carlightspolice_lights); the template = lightbar just wires up the siren sound and a mechanic slot on top of geometry that's already there. Nothing in vanilla can put that geometry onto a car that was never modeled with it.
Not a dead end though: the community already proved a generic "exterior part installable on any vanilla vehicle" system works — Standardized Vehicle Upgrades 3 (an actively maintained B42 framework) already lets players craft and bolt armor plating onto every single vanilla car through one standardized recipe, and the same ecosystem already swaps wheels and antennas across the whole vanilla+PZK vehicle roster. Extending that same modular-attachment approach to a roof lightbar is buildable, but needs real new 3D/texture work per vehicle body shape (sedan vs pickup vs van each need their own mesh and mount point), not a one-field script edit — Long, not Quick.
New Game+ (Isekai Start)
Requested by PorrisV99
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Save your character's name, appearance and full gear — everything worn, held and stashed in your bags, with zero detail lost — then start a brand new world with all of it intact, isekai-style. Checked the Workshop thoroughly: nothing does the full package. Vanilla itself lets you copy a save's players.db/WorldDictionary.bin into a new save to carry name/appearance/traits/skills/vehicles across, but the inventory comes out randomized, not yours. Simple Character Export and Import (real, published, B41 and an attempted B42.13.2 port) covers the same name/appearance/traits/skills half through a file outside the save folder — but by its own description carries zero items, none at all.
Confirmed by decompiling the game's own code why "zero detail lost" is the hard part: items aren't flat data — a Clothing carries bloodstains/rips, a Weapon carries condition/attachments/ammo loaded, a Food carries age, a Literature carries pages read, and a bag is a full ItemContainer that can nest more containers inside it — dozens of item subclasses, each with its own extra fields, all currently spawned fresh by vanilla's own loot tables rather than rebuilt from scratch. The character-only half is Quick, reusing the export mod's own proven trick (write to a file outside any save folder, so it survives moving to a brand new world). Explicitly asked for and confirmed by PorrisV99: full fidelity, not the cut-down "basic stats only" version — so this stays Long, not Quick. The real work is a general-purpose item serializer/deserializer that walks the player's worn+held+bag contents recursively and captures every field a subclass can carry, then rebuilds each item from that data on the new world's first spawn — a new mechanism, not a reuse of something already demonstrated elsewhere on this board.
Design refined by Wikke, the original requester: less "restart on death," more a Dark Souls-style kindle-the-flame moment — trigger it as a real action on a lit campfire/wood stove, then land on a menu to pick the new world's options from your own saved custom world presets, carrying forward current traits (including any negative trait already shed mid-playthrough), not just the creation-time ones. Investigating this changed the verdict on the riskiest unknown piece: NewGameScreen.lua, MainScreen.lua and SandboxOptions.lua turn out to be plain client-side Lua, not compiled Java, and SandboxOptions.lua already has a real Sandbox_SavedPresets combo box with save/delete buttons — "your saved custom world presets" is an existing vanilla feature, already listable and selectable from Lua, not something to invent. On the trait side, confirmed in B42 that only weight-tied negative traits (Overweight/Obese/Underweight) actually get auto-removed as the character's real weight crosses the threshold — every other negative trait stays fixed all game regardless of stats — so reading the character's current traits at kindle time (instead of the creation-time list) already reflects anything shed along the way, no extra tracking system needed.
Resident Medic Remake (Build 42)
Requested by PorrisV99
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A full from-scratch rebuild of Resident Medic, the beloved Resident Evil-style herb healing system (Green/Red/Blue/Yellow herbs, mixed combos, First Aid Sprays/Boxes, an Anti-Virus that resets Knox infection progress without curing it) — Cosmic's original (28,002 subs, 574 ratings, huge fan following) is B41-only, last updated January 2023, author offline. Checked the Workshop thoroughly: no B42 version exists, and comments through July–August 2026 are a steady stream of unanswered "B42 plz" — including one from a player saying a third party's unofficial B42 update briefly existed and then vanished, so this gets built independently from scratch, not touching that or the original's code, same precedent as Fencing Kits and Zamazon Trading.
No engine blocker found — every real piece reuses a technique already proven and shipped on this board: new forageable/craftable herb items follow the exact same pattern as Craftable Salt's foraging additions, and healing specific wound types (bleeding, lacerations, bites, fractures, burns) by reading/writing BodyPart/BodyDamage fields from Lua is the same real, confirmed-working mechanism already shipped in Immune & Bitten Traits and Customizable Infection Chance. Long not for risk but for sheer volume — 4 base herbs, 5+ mixed combinations, sprays/boxes, 2 special medical items, 2 lore books, full loot/recipe tables and 7-language translations, same reason Real Nutrition and Functional Computers & 90s Internet landed here instead of Quick.
New Gasmask Models (Hooded), Real Filters
Requested by PorrisV99
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Cooler-looking gasmask models — a hooded gasmask especially — since the vanilla one looks kinda plain. Checked the Workshop: the only close hit is a GP-5 gasmask mod, but it doesn't hook into the base game's filter system, so it's not practical to actually use.
Confirmed by decompiling the real Java (ItemCodeOnCreate.onCreateGasMask()): the vanilla filter system is 100% script-driven, nothing hardcoded per item. Any clothing item with Tags = base:gasmask (or base:respirator/base:improvisedgasmask/base:scba) + OnCreate = ItemCodeOnCreate.onCreateGasMask + a WithDrainable/WithoutDrainable pair automatically plugs into the real drainable-filter mechanism — confirmed line by line in vanilla's own Hat_GasMask/Hat_GasMask_nofilter. That's almost certainly the exact piece the GP-5 mod skipped.
The filter hookup itself is trivial once the tags/OnCreate/Drainable pair are set correctly — the real cost is the 3D content: vanilla gasmasks aren't a texture overlay, they're a separate mesh (ClothingItem = Hat_GasMask) rigged onto the head, plus a ground/world model. A hooded design means modeling and rigging a new mesh (covering more of the head/neck than the stock mask) with the already-installed PZ Blender Toolkit pipeline, plus texturing and a world-drop model. Same calibre as Celestial Weapons or the Dildo weapon (a full custom model built from zero), not a script-only fix — Long, not Quick.
Collaborative Crafting (Combine Two Players' Skills)
Requested by PorrisV99
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Two players craft together on one recipe, each donating their own skill (e.g. one donates Mechanics, the other Metalworking to build an automotive part), both locked into the crafting animation and progress bar together, with the lower skill determining the fail rate — based on a real, unimplemented suggestion posted on the official Indie Stone forums (Jan 2025, zero replies, never picked up by the devs). Confirmed no mod does this: nothing matching on the Workshop under any close name (collaborative/co-op/assisted/shared crafting) — the closest hits are UI-only crafting mods (Neat Crafting, Intuitive Crafting, Craft Helper) with nothing to do with multiplayer cooperation.
Confirmed via decompile that B42 does ship a real engine-level primitive for two characters locked in one synchronized shared animation — GrappleTech (IGrappleable, getSharedGrappleAnimNode()/getSharedGrappleAnimFraction()), the tech behind carrying/dragging corpses. But it's 100% Java, tightly coupled to combat/corpse states (PlayerDraggingCorpse, GrappledThrownOutWindowState...) with no Lua exposure found anywhere, and its shared animation nodes are almost certainly baked engine data rather than something a mod could register a new "crafting embrace" state into — not a clean reusable hook.
Real build path instead: two ISBaseTimedActions synchronized over the network (one player starts, the other accepts), a shared ModData progress value, input blocked on both while it runs, and the skill-combination/fail-rate logic resolved in pure Lua once it completes — each player plays their own existing crafting animation locally rather than a true engine-level character fusion. Confirmed this needs no ZombieBuddy Java bridge (unlike Custom Radio Station, which hit a real Lua wall on FMOD seek) — everything here (timed actions, ModData, client/server messaging) is already reachable from pure Lua, the same pattern already shipped in this board's other MP-synced mods. Long not for a technical wall but for genuine novelty: no existing mod here has done a synchronized two-client joint action before. Long.
Less Vehicle Inertia Impact from Small Animals
Requested by PorrisV99
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Small animals (rats, squirrels, birds, etc.) shouldn't slow/jolt a moving vehicle as much as they currently do when run over. Confirmed no existing Workshop mod does this specifically — there's a real Steam Discussions thread on the official PZ Suggestions board complaining running over small animals feels too impactful, but nothing modded it. The closest Workshop mods (Better Car Physics, Realistic Car Physics, Controlled Impact, Proper Vehicle Injuries for MP) touch general collision damage/handling, not animal-specific inertia.
Long because the actual collision resolution (how much a hit object slows/pushes the vehicle) runs in the native Bullet physics engine, not exposed directly to Lua — needs decompiling the vehicle collision class first (same approach used for the AA-12 and the 300ZX reskin) to find whether there's any per-object-mass hook reachable from Lua before this can even be scoped.
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