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Project Zomboid

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TwisTonFire - Better Trapping
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1.453 MB
9 月 22 日 下午 9:17
10 月 9 日 下午 8:19
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TwisTonFire - Better Trapping

在 TwisTonFire 的 1 个合集中
[BUILD 42] TwisTonFire
19 件物品
描述
I develop mods exclusively for Build 42
As for me, Build 41 is end-of-life. I’m not interested in maintaining mods for a game version I don’t use, don’t plan to test, and don’t want to keep a separate install for.


Check out my other mods!


Better Trapping

TL;DR
Massively expands (optional) bait lists, adds a smart in-game trapping UI, and ships several QoL tweaks for a smoother, clearer trapping experience.

What you get
Ingame Wiki and helpers
With just a few clicks, you’ll find everything you need: which animals are catchable, where do you find them, when they’re active, which traps you need, and what bait will catch them.

Vanilla or Massively Expanded Bait
I researched each animal and cross-checked every bait against real in-game items. The result: a sensible, realistic, and much bigger bait pool for every species.
Ever wondered why a freshly opened can of tomatoes couldn’t be bait? Now it can.

This mod lets you choose your style: stick with pure vanilla bait tables—
or switch to the fully expanded “Better Trapping” set.

Quality-of-life improvements:
  • Small baits are now accepted (no leftovers; reduced effectiveness).
  • Traps can use bait directly from backpacks and bags.
  • Trap catch timer issue fixed, with a compatibility guard for Trap Catch Timer Fix by Afyrmo

How to access the options:
Trap = Trap helper
Book = Your Wiki


How it looks like:
Set your home (where you sleep) and walk at least 75 tiles away.



Then click on your desired animal to open this:



You can see everything here, every possible bait, every trap etc.

Baitlist: Vanilla VS. Better:
Example: Rabbit


It's your choice now:


🌐 Current Translations
  • French
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F.A.Q
Is this mod compatible with ..X..

This mod is compatible as long as X does not modify animal pools or bait pools.
My traps are too small to catch cows or pink elephants.
Only the vanilla catchable animals work with these traps, and the mod only provides information for those animals.


I already have a trapping mod that negates the 75 tile radius requirement, can I use your mod too?

My mod doesn’t modify the 75-tile minimum-distance logic. If you’re using another mod that removes or bypasses that 75-tile requirement, mine will work alongside it—but note that the Set Home and Reset buttons will be redundant.

Can I use this mod in an existing save?

Yes. You can add or remove this mod mid-playthrough without issues. Your traps won’t disappear; however, any traps already baited may stop catching with their current bait until you rebait them.

Why did you make this mod?

I want to enhance the vanilla experience—not overhaul it.
I also spoke with the developer behind the trapping feature, and even he admits that the system is quite old and likely due for a full rework soon.
Until The Indie Stone updates it themselves, this mod is here to bridge the gap and make trapping feel better in the meantime.


[coff.ee]


Workshop ID: 3573232324
Mod ID: twistTrapping
19 条留言
TwisTonFire  [作者] 10 月 10 日 上午 5:38 
hey faroostar! Thank you very much for testing and using my mods! I hope they'll do a good job!

My mod doesn’t modify the 75-tile minimum-distance logic. If you’re using another mod that removes or bypasses that 75-tile requirement, mine will work alongside it—but note that the Set Home and Reset buttons will be redundant.
Faroostar 10 月 9 日 下午 9:57 
there's another question. is this mod compatible with [Nepenthe's Nearby Traps]? I wonder '75 tiles rules' work with this mod
Faroostar 10 月 9 日 下午 9:32 
sorry! found the solution. I simply moved pop-up menu bar to the left. how dumb I am :lunar2019deadpanpig:
Faroostar 10 月 9 日 下午 9:31 
I always thank you for your mods! I downloaded and applied for my game, there's some problems.
I'm using your auto-marking mod, and it conflicts with this better trap mod. no error accurs but bottom menu (pop-up) not appears. only auto-marking mod menu appears now.
TwisTonFire  [作者] 10 月 9 日 下午 8:14 
During my test I came across "ghost traps" even without my mod - so I assume this can happen in vanilla.

I added a trapghostfix to be 100% sure this doesn't happen in your game.
TwisTonFire  [作者] 10 月 9 日 下午 7:18 
I got it, the client was looking for a server only file and returned nil.
Thanks! I'll update the mod in a bit!
TwisTonFire  [作者] 10 月 9 日 下午 6:22 
@Falkon

Thank you very much for your Feedback and Bug Report!
It looks like The Indie Stone fixed the traptimer in their most recent hotfix!

I'll get on a update immediately!
Again thanks!
Falkon 10 月 9 日 上午 11:09 
Hey twis, I got this error on latest version:

[2025-10-09][15:07:13] [INFO] [Zomboid/General]: -----------------------------------------
STACK TRACE
-----------------------------------------
function: TrapChancePatch.lua -- file: TrapChancePatch.lua line # 48 | MOD: TwisTonFire - Better Trapping

[2025-10-09][15:07:13] [INFO] [Zomboid/Error]: ExceptionLogger.logException> Exception thrown
java.lang.RuntimeException: attempted index: __TTF_TestForAnimalPatched of non-table: null at KahluaThread.tableget(KahluaThread.java:1530).
pimatstudio 9 月 27 日 下午 11:22 
No i znowu mod, którego nie mogę nie ściągnąć! No do cholery jasnej... :D
TwisTonFire  [作者] 9 月 27 日 下午 8:52 
My mod doesn’t modify the 75-tile minimum-distance logic. If you’re using another mod that removes or bypasses that 75-tile requirement, mine will work alongside it—but note that the Set Home and Reset buttons will be redundant.