Project Zomboid

Project Zomboid

TwisTonFire - QoL Modpack
51 Comments
TwisTonFire  [author] Oct 18 @ 2:23pm 
@lㄣろ l0ve

Thanks so much for the feedback—I really appreciate it! Just a quick heads-up: this feature is already included in the modpack, so running a second mod that does the exact same thing isn’t necessary and can cause conflicts.

The incompatibility warnings are there on purpose, to show which standalone mods you don’t need to enable because they’re already bundled into the pack.
lㄣろ l0ve Oct 18 @ 10:58am 
@TwisTonFire
yah uh, works perfectly. But the incompatibility with EquipClothWhileMoving mod was disappointing

Anyway, good job. Thx :steamthumbsup::VBOY:
TwisTonFire  [author] Oct 17 @ 9:43pm 
I updated the mod, please let me know if your problem is solved.
TwisTonFire  [author] Oct 17 @ 9:05pm 
I do use my own mods, and I don't have any problems seeing the modOptions of all mods i created.
I can't fix it if I don't know what is causing your modoptions doesn't show up.

Jabrolsky never wrote again. I can fix it, if I know what is causing it.
lㄣろ l0ve Oct 17 @ 8:11am 
I have the same issue as Jabrolsky. Options of ur mod just don't show up. However, the problem has not been solved in a month. :VGRUMPY:
TwisTonFire  [author] Sep 28 @ 11:22pm 
It can be this mod you linked, look at the last update of that mod. Things are changing fast in the unstable build. The mod authors needs to be quick when it comes to adjustments.
Kable Sep 28 @ 11:01pm 
My overlapping might be due to me using Inventory Tetris

That link you provided is a port of the original one I linked, and is incompatible with the current 42.12 build.
TwisTonFire  [author] Sep 28 @ 5:04pm 
i found this mod here, but it shows english - there isn't a overlapping issue as far as i know
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3566180965

Here is my screenshot right out of the game:

https://imgur.com/cZ7mOMa.png
TwisTonFire  [author] Sep 28 @ 5:02pm 
Kable is there an issue in localisations?
I play my game in English - I don't see any issues with the trunk or overlapping fonts.
Kable Sep 28 @ 2:40am 
Would you kindly be able to add Capacity Overlap fix please ?
TwisTonFire  [author] Sep 17 @ 12:36am 
@Jabrolsky That would be awesome! I would really like to know if something breaks another!

Tell me your findings afterward!
Jabrolsky Sep 16 @ 5:17pm 
It's English, I'll do the elimination process tomorrow and let you know which one it was if I find it. it's not crazy unknown mods its just a lot of quite popular ones.
TwisTonFire  [author] Sep 16 @ 3:56pm 
And Russian, so I don't know what is causing your problem
https://imgur.com/a/mNlMBvj
TwisTonFire  [author] Sep 16 @ 3:54pm 
I tried Polish and it worked just fine
https://imgur.com/gPq7Nyt
TwisTonFire  [author] Sep 16 @ 3:47pm 
Maybe it is a language problem? Can you try your mod options in English?
And if you didnt test it in English, please tell me what ui language do you use in Zomboid?
TwisTonFire  [author] Sep 16 @ 9:55am 
Yeah, it sounds like something is breaking your mod options. i guess you have to try and error to find out which one it is!
Jabrolsky Sep 16 @ 7:23am 
Didn't work, I have a large list of mods it's probably something else. The rest of the mod functions just fine in game. Thanks though.
TwisTonFire  [author] Sep 16 @ 3:24am 
And i recommend to place my mod at the bottom of your load order!
TwisTonFire  [author] Sep 16 @ 3:21am 
Then I would recommend disable True Smoking and look if you see the modOptions!
I tested it today and my mod worked just fine!
Jabrolsky Sep 16 @ 2:33am 
Hey Twist I don't see the mod options unfortunately. It looks like it might be under true smoking? There are just two parallel lines ======= without any body. The rest of the mods display fine this is the only place on the page I see the inconsistency.
TwisTonFire  [author] Sep 15 @ 10:56pm 
The mod is now compatible with CLEANUI - Just leave the modOption Playername on Inventory be.
judas Sep 2 @ 12:04pm 
you are right twiston, thanks alot, thanks for the mod too
TwisTonFire  [author] Sep 1 @ 11:56pm 
judas the best advice i can share is, disable the auto hit detection in your keyboard controls - then you can choose what you are want to archive. I only play with no auto hit detection.
judas Aug 31 @ 10:50pm 
dou you have any mod the disable ground attack with melle weapons? thanks
Cosmo Jul 18 @ 5:17pm 
@TwisTonFire good mode ty
Tudo Mutado Jun 15 @ 6:58am 
Thanks for the tip, great mod friend!
TwisTonFire  [author] Jun 14 @ 10:00pm 
My mod is just a "enabler" for this vanilla feature, it doesn't create the lists.
Not all sounds are listed. Maybe the sound you are looking for, isn't listed at all.

But here is my advice for you:
C:\Users\your_name\Zomboid\sounds.ini
Search there the sound you are looking for and then change it ingame.
Tudo Mutado Jun 14 @ 6:19pm 
I can't find the wind volume setting, can you tell me which menu it's in and what it's called?
TwisTonFire  [author] Jun 10 @ 11:18pm 
All WorldObjectContextMenus are rendered in java now, so lua modding isn't supported anymore for world items such as sinks, water tiles,rain barrels - everything you can right click or interact with an world object. So rip all mods that do that.

For my mod this means: Rip Better Cleaining.
TwisTonFire  [author] Jun 8 @ 5:00am 
Could you please share your stack trace from the console.txt file?
I’m curious to see what Clean UI is using that might be interfering with my mod.
STORMFANG Jun 8 @ 4:20am 
Not compatible with Clean UI keeps on getting ERROR
TwisTonFire  [author] Jun 6 @ 10:38pm 
I believe it’s better to have one comprehensive modpack and give users the option to enable or disable individual features, rather than adding every single one-liner as a separate mod.

I think this will be the focus of my next update to the modpack—letting users decide which features they want to turn on or off.
TwisTonFire  [author] Jun 6 @ 10:06pm 
That was actually the main reason I started creating this modpack in the first place. There are so many mods out there that are really just a single line of code. So why subscribe to tons of separate mods that each add just one line and all have to be managed individually? That’s the whole idea behind my modpack.
TwisTonFire  [author] Jun 6 @ 10:01pm 
As example the items on ground mod ist just this:

local index = __classmetatables[IsoGridSquare.class].__index
index.getTotalWeightOfItemsOnFloor = function(self, ...)
return 0

end

the same with enabling the advanced vanilla sound options:

Events.OnGameBoot.Add(
function()
SystemDisabler.setEnableAdvancedSoundOptions(true)
end
)

no harm done, if another mods adds this.
TwisTonFire  [author] Jun 6 @ 9:56pm 
@Irrelevantredundancy Thank you very much for your feedback! Many mods that are just simple one-liners—such as removing the restriction on items placed on the ground—can’t really cause any issues. Even if multiple mods with the same functionality are loaded at the same time, there won’t be any incompatibility, as they all do exactly the same thing. There’s also not much room to rewrite or change them, since the core purpose always remains the same; it’s essentially just a single line of code to lift the restriction.

The same applies to things like re-enabling the advanced vanilla sound options. Such a change can easily run as a separate mod, won’t cause conflicts, but also won’t add anything extra.
irrelevantredundancy Jun 6 @ 6:01pm 
@TwisTonFire -- I'm just getting back into the game. There is another mod that might be worth mentioning in the Do not use With section, because it has a similar function as one of the features in your mod. Nepenthe's More on the Floor . It bypasses the 50 unit single floor tile limit.
TwisTonFire  [author] Jun 1 @ 6:09pm 
Therefore, I’ve removed all mods that could truly be considered standalone mods, and instead, I’ve listed them here as warm recommendations for you.

Darker Map by Lightja
Fluid UI Enhancements (FluidUIStay/Transfer Liquid Fixes) by Tiax
TwisTonFire  [author] Jun 1 @ 6:09pm 
Now that I myself have established a presence here on the Workshop, I see things a bit differently than I did at the beginning of my modpack’s development.
Originally, my modpack was intended for personal use only, and I didn’t want mod creators to continually update their mods within my (often very long-running) marathon savegames—potentially breaking my save, as I’ve had issues before where updates wiped out all my map markers or caused similar problems.

To address this, I’ve simply moved the mods I wanted to include in my modpack into a separate modpack, which I am not offering here on the Workshop.
This is because I want the mods in my published modpack to remain consistent.
TwisTonFire  [author] May 30 @ 4:33pm 
@irrelevantredundancy For the inventory context menu, I have implemented non-destructive (hook-based) patching, ensuring that my changes are applied after the vanilla logic is executed. This should result in greater compatibility with other mods. I would appreciate any feedback!
TwisTonFire  [author] May 29 @ 10:50pm 
Thanks for the feedback! Maybe I can make it compatible!
irrelevantredundancy May 29 @ 1:40pm 
I think there is one more mod to be added to the "do not use with" list: Alternate LMT . For using the inventory context menus when the game is paused
p6kocka May 29 @ 4:32am 
Got it. Thanks for your answer.
TwisTonFire  [author] May 29 @ 3:56am 
Hello p6kocka! I really appreciate your feedback—keep it up!
I don't plan to expand my competitive modpack with features like this, but your suggestions do give me some interesting ideas for potential standalone mods I might release in the future.

The bandage option was also intentionally left out, as I personally didn’t want to include it. In this case, I’d recommend using another mod that already offers this feature.

I prefer to use this modpack as it is, without adding too many other mods, and I’d rather not expand it further. It already brings a lot of great features to the game!
p6kocka May 27 @ 11:37am 
And one last question: Washing Menus Improved mod has this feature :
It added mod sandbox option to clean bandages, rags and strips with / without tainted water.
can you add it aswell?
p6kocka May 27 @ 9:44am 
To right click the item and if your character has a a backpack, Duffel Bag to have the choice in the context menu:
Drag it to the inventory
Drag it to the Backpack
Drag it to the Duffel Bag
Does it sound clear?
p6kocka May 27 @ 9:42am 
Is it possible to add something what I miss from B41 (it was a mod I think and I can´t find it):
When you loot something from some container, bag, zombie etc- to right click this item and to have in the context menu an option to drag it to a SPECIFIC character´s inventory: Something like when you forage and find something when you click the found item you have this choice. IS it possible to add such feature please?
TwisTonFire  [author] May 27 @ 4:26am 
This Modpack is B42 only
Timou May 26 @ 11:09pm 
Daily Kill Count is B41
Timou May 26 @ 11:07pm 
Advanced Volume Enabler is B41 ?
Buscemi May 24 @ 10:51pm 
Great QOL Features. TIS should take notes.