Project Zomboid

Project Zomboid

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Sensors and Traps
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1 apr, 2024 @ 10:17
25 maj, 2024 @ 12:58
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Sensors and Traps

Beskrivning
Sensors

This mod allows you to craft sensors of various types, and apply them to objects to initiate an automatic action. Additionally sensors may trigger sound alarms or initiate explosions.

Examples:
  • You can add a light sensor to a lamp so that it turns on automatically during night. Using sensors will allow you to conserve energy. If you you Immersive Solar Arrays, the efficiency of your setup will be improved greatly Additionally you will extend lifetime of your bulbs.
  • You can add a proximity sensor to a gate so that it opens when player is near. This way you do not need to exit your car to open or close the gate
  • You can add a power sensor that detects power shortage and turns on a (secondary) generator
  • You can place a zombie sensor with a electric shock module that will guard your base

Sensor Types
Type
Trigger
Threshold
Light Sensor
The sensor measures daylight value and sends a signal when light level is below given threshold.
intensity
(min:0.0, max:1.0)
Player Proximity Sensor
The sensor measures the distance between Player and the object and sends a signal when distance is below given threshold.
distance[squares]
(min:0, max:10)
Zombie Proximity Sensor
The sensor measures the distance between Zombie and the object and sends a signal when distance is below given threshold.
distance[squares]
(min:0, max:10)
Player Room Sensor
The sensor sends a signal when both the sensor and the player are located in the same room of a building.
N/A
Temperature Sensor
The sensor sends a signal when temperature on the square where it is located is below given threshold.
degrees[celcius]
(min: -50, max: 50)
Rain Sensor
The sensor sends a signal when rain intensity is below given threshold.
intensity
(min: 0.0, max: 1.0)
Power Sensor
The sensor sends a signal when the power is available to the object the sensor is attached to.
N/A

Applicable Objects
Object
Action
Light sources (lamps or lightswitches)
If a sensor is attached to a lamp, it will be turned on. If a sensor is attached to a light switch, a related light source will be turned on.
Vanilla electronic devices
The sensor will activate / deactivate the device. The devices are: Generator, Clothing Dryer, Washing Machine, Stove, TV, Radio
Air Conditioner
The sensor will activate / deactivate the a/c unit. Subscribe to Working Air Conditioners
Doors and gates
The sensor will trigger door gate opening /closing.


[ko-fi.com]

Using Sensors
  1. You will need to find "Electronic Magaize vol 5 - Sensors" and read it to unlock recipe for all sensor types
  2. Craft a sensor of any type with 2 electronic scrap and glue. You will need to have at least electric skill level 2
  3. Click on the object you want to add sensor to, and select "Add Sensor" option
  4. If you want to remove the sensor, simply select "Remove Sensor" option.

Tuning Sensors
To adjust sensor settings such a sensitivity, you will need to use a desktop computer. You must subscribe to "The Computer" by KONIJIMA mod. Turn on the computer and right click on computer keyboard, an option to reprogram the sensor will be available.

Threshold levels
Not all sensor types have threshold levels and threshold levels min and max values are different for every sensor type.

Invert
You can check "invert" to invert the threshold rule. For example , for temperature sensor is threshold is 26 it will send positive signal when temperature is below 26C, but when you check "invert" it will send positive signal when the temperature exceeds 26C.

Modules
Sensor has module slots that can be added for extra functionality.
  • Battery slot - sensor need power to operate. If there is no external power, the sensor can use the battery. Battery will deplete slowly each time sensor activates.
  • Speaker slot - you can add amplifier module, this way sensor will trigger sound alarm when activated. The alarm will bring more attention however.
  • Arm slot - you can add armed traps here, see below

Armed Traps
The traps are danegerous for zombies and players no matter who triggers them. So watch out! To craft armed traps you will need to find and read "Electronic Magaize vol 6 - Traps".

  • Shock trap - it will electrocute characters within sensor range. Electrocuted zombies' movement will be limited and finally zombie will become a crawler. Players will fall down and their movement will be limited. No damage is inflicted apart from the damage that is possible due to the bump fall. The trap is persistent, it does not vanish after firing.
  • Glass trap - it will explode and kill almost all zombies in the sensor range. Players will suffer from deep wounds with glass shards. The trap fires once and then the sensor is gone
  • Nails trap - similar to glass trap, but without glass shards, but slighly more painful.

Traps will not work on players that are sneaking.

Roadmap
Features below are not implemented yet, but I am thinking about adding them.
  • Other sensor types: Time sensor - activate at the given hour/minute

Bugs
  • Light bug - happens for some external light sources, probably modded ones. Destroy the object where sensor is placed when this happens.
  • If you you pick up the object you will lose a sensor. Remove it first, move object and add sensor again.
  • If you want gates to work correctly, add sensor to the edge of the gate, where the hinges are, not the center.


Workshop ID: 3209239259
Mod ID: LightSensor
223 kommentarer
iIl 2 maj @ 9:40 
Can I find the two new magazines such as Electronics Magazine Vol.5 Sensors in the middle game?Or should I give up the game and restart another one to make sure the new magazine be spawned in the places like house or school?
ROSANT 24 apr @ 13:33 
I AM BEGGING PLEASE BUILD 42!
DA QUE TE DO OTRA! 13 apr @ 5:32 
This is a great mod, congratulations! I was looking for a mod that would make it possible to build automated systems for any purpose, for example, to irrigate the farm, turn on only the necessary lights, turn on alarms when detecting zombie movement (attracting them), make electric traps (something that uses only energy as a resource), open and close gates, etc. I suggest you pay attention to other popular mods, such as the irrigation pipes mod, and think about creating other mods to complete or support the functionality of automating the needs of the game.
drshahramanvariazar 28 mar @ 3:53 
B42 PLEASE
ENERHEL 28 feb @ 14:28 
b42 pleeeease?
Xen 12 feb @ 8:03 
Gimme, gimme, gimme a Light after midnight!
Won't somebody help me chase the shadows away in build42?
wilds 26 jan @ 23:53 
great mod, I miss this a lot in B42
Drogon Malice 22 jan @ 0:55 
Hi I've been playing with this mod for a few days now, i think you should know that it doesn't work.
not only can i not add motion sensors to any devices mentioned but with the computer mod i cannot change the sensitivity settings like you said above.

any chance you could take a look at it, or perhaps help me understand what I might be doing wrong on my end?
Hx 18 jan @ 18:35 
Is it possible to update it to be compatible with Build 42?
RP Monkeh 6 jan @ 17:28 
Cant seem to get double gates that ive built to work with proximity sensors despite putting a sensor on each edge does it not work with double gates?