Project Zomboid

Project Zomboid

[41/42] Hot Brass - Visible Casing Ejection Framework
154 Comments
ArcadeBulls Dec 9 @ 2:03am 
Awesome mod mister! Looking forward to the ammo crafting part!
R o c k y J e t Dec 8 @ 8:35pm 
Bullet sprites missing from a few like the .45 and .308. They were working fine yesterday. Justr question marks instead of the sprites.
Marz  [author] Dec 8 @ 12:06pm 
I will be reducing the sound. Im gonna push an update today
Typpy San Dec 8 @ 8:57am 
btw you can use this mod if you want to reduce the sound of bullets falling
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3575778063
Marz  [author] Dec 8 @ 4:06am 
I am working on lowering the volume on stuff
bigbigbig Dec 8 @ 4:05am 
Could you please add a volume slider? The sound of casings hitting the ground is louder than the gunshot lol.
Typpy San Dec 6 @ 11:16pm 
Hey, isn't the volume too high?
I think so.
Is there a way to reduce it?
TheCommander Dec 6 @ 7:57pm 
That's awesome! Thanks for this awesome mod!
Marz  [author] Dec 6 @ 11:43am 
The author will work with me to implement it
Shaman Rock Dec 6 @ 3:21am 
@marz
Problem solved, Steam sucks. XD
Even though I subscribed, it never downloaded the files.
The mods works perfectly now, my PZ is perfect! It was the last mod I needed to make it even more immersive.
Marz  [author] Dec 5 @ 2:36pm 
@will i will take a look at the missing ammo

@shaman. Still doesn't tell me anything. I have tested multiplayer myself and I manage to conect. Regardless i did left a message in regards of the mod on multiplayer. Please read it
Shaman Rock Dec 5 @ 12:14pm 
@marz
I have many mods installed and so far they all work, but as soon as I try to activate this one + the patch, the server gives me an error and won't start. I think it doesn't work for 41.78 multiplayer.
williamasecas Dec 5 @ 6:45am 
When racking to remove rounds from the chamber (pressing X) those disappear rather than being dropped to the ground or going to the character´s inventory.

I use VFE B41.
Sven Dec 5 @ 5:27am 
@barry
If you add them to the World Item Removal list, they'll despawn according to the time that's set to (default is 24 ingame hours).
There's a list of vanilla + VFE ones in the description of this mod: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3613229627

For other gun mods using other calibers, you'll have to look up the IDs yourself.
barry Dec 5 @ 5:23am 
Do the casings ever despawn?
Rubber Flubber Dec 4 @ 7:13pm 
I think they're still working on that patch, it's the one I'm most looking forward to
Perculator Dec 4 @ 6:23pm 
For some reason it doesn't work with guns of 93 when both mods are on
Marz  [author] Dec 4 @ 12:49pm 
@Shaman, that doesnt tell me anything, you have more than one mod. im sorry but with such vague reply I cannot provide help. you need to be precise with the problem
Shaman Rock Dec 4 @ 12:07pm 
"The server stopped during launch. (NormalTermination)
Marz  [author] Dec 3 @ 2:53pm 
thats not a very helpful description of your problem
Shaman Rock Dec 3 @ 2:33pm 
Hi! When i try start server, don't start, i've the message several error. Any help?
Katora Noku Dec 2 @ 5:10am 
@Rubber Flubber Oh, you're right, I had forgotten about the existence of these mechanisms, lol. Even if it's only in some revolvers, it makes sense too.
Katora Noku Dec 2 @ 5:07am 
Don't worry, I was just thinking of something more realistic, but it's silly. Since it's a lot of work, don't stress about it.
Marz  [author] Dec 2 @ 4:56am 
@Katora Noku, the game doesnt exposes an individual function for me to handle the removal of bullets per gun type. so when I modify the ISRackFirearm i am affecting every handgun with the racking function (when you press X). I am still refining stuff within the mod so its easy for other to implement and modify as they see fit. but for now, revolver will stay as if until I get time to look over that functionality again
Rubber Flubber Dec 2 @ 4:18am 
While it might not be called racking, there's ejector rods in some revolvers and others are break action, they might be trying to simulate that?
Katora Noku Dec 2 @ 4:10am 
Technically speaking, there is no such thing as racking in revolvers just loading and unloading of ammunition only. But I think I understand your reasoning; the idea is like a desperate way to unload. Right? If so, that makes sense.
Marz  [author] Dec 1 @ 10:35pm 
it can be managable but the idea is that racks are fast actions causing you to drop the ammo on the floor, while unloading is the way you want to prevent ammo dropping
Katora Noku Dec 1 @ 4:50pm 
Could the racking mechanics in revolvers revert to how they were in the vanilla game, or do you think that would be too difficult to implement? Realistically speaking, with revolvers you have to remove the ammunition manually, so why would you drop it on the floor?
Marz  [author] Dec 1 @ 5:36am 
I have never used ammo crafter, and I dont know how that mod works to see how I can make it work with Hot Brass.

I do intentent to add ammo crafting at some point, but right now im refining the current mod
Lyfestyle Dec 1 @ 5:09am 
Wow just realizing ammo craft in future update . I have ammo crafter active getting double casings I assume youd rather get your own version going than make compatible. Just asking Ill disable ammo crafter if need be.
Marz  [author] Dec 1 @ 4:15am 
Just posted a fix for MP in 41
CaleriBone Nov 30 @ 10:04pm 
good mod
Dr. Berry Nov 30 @ 7:49pm 
the casings multiply in multiplayer, what an interesting thing
xXMax_Power2.0Xx Nov 29 @ 5:55pm 
una pregunta a alguien no se la multiplicado los cartuchos de escopetas cuendo estan tierandos
Marz  [author] Nov 29 @ 1:13pm 
I know, im sorry. I am trying to figure out with steam support why. I recently posted an update there for another mod and its stuck on verification
John Cruelty Nov 29 @ 1:02pm 
Heyyyy patch repo is hidden
Marz  [author] Nov 29 @ 11:43am 
Thank you! It started as a small idea and took off from there. Glad you like it
Radical Randy Nov 29 @ 11:15am 
Finally got around to using the mod, you did some incredible work here. I wouldn't be surprised if they reach out to add this to the game.
Urban Legend Nov 29 @ 10:28am 
This is epic. I hope the netcoding for PZ improves with the new update to make this useable in MP :)
Marz  [author] Nov 29 @ 10:11am 
Anything in vast amounts can cause performance issue. you can add them to the world removal list. I will leave a comment pinned
I will eventually add a module for crafting ammo. so the casings are just not junk
Mestre Do Game-12.000-XD Nov 29 @ 10:01am 
Could this mod cause performance issues in long-running games with large zombie battles? 1000+ with various different weapons. Because the remains stay on the ground without disappearing, right?
Marz  [author] Nov 29 @ 9:57am 
Im trying to solve the issue with Steam. For some reason i cannot modify it due to the content analysis tool
IMPC HUNTER Nov 29 @ 9:44am 
Mod patch is hidden
Gecko Nov 29 @ 6:45am 
oh nvm it says you're already planning something similar mb
Gecko Nov 29 @ 6:44am 
just an idea, might already be a feature but being able to melt down spent casings to make new ammo would be awesome

so like spent casing > melt it > liquid brass > new casing + gunpower + lead turns into new ammo

for shotgun shells you make buckshot
Marz  [author] Nov 29 @ 6:35am 
Steam automation analysis its taking forever. It will be up again in a bit since I push an update there
yodamaster738 Nov 29 @ 6:09am 
the compatibility page says it's hidden?
Brotat Nov 29 @ 1:59am 
great mod
Marz  [author] Nov 28 @ 11:50pm 
Please check the mod request. I am already working on guns of 93. It takes time since they change functions for lacking and unloading