Project Zomboid

Project Zomboid

2,962 ratings
[B41/B42] Day One (Bandits)
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Content Descriptors: General Mature Content, Frequent Violence or Gore
File Size
Posted
Updated
202.042 MB
Sep 11, 2024 @ 8:32am
Apr 28 @ 12:17pm
26 Change Notes ( view )

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[B41/B42] Day One (Bandits)

Description
Day One
Day One is a prelude that immerses you in the first day of the zombie apocalypse. Picture yourself amidst the initial chaos as the dead begin to rise. People are scattered, desperately seeking safety or fighting for their lives. Violence intensifies until the government, in a final attempt to restore order, resorts to extreme measures to contain the virus.

After 24 hours — if you survive — the chaos will subside, but the world will be drastically different. This marks the beginning of your journey in a collapsed world.

This mod is brutal and fairly hard. If you are looking for a challenging and very immersive start, you may like it.

It is compatible with both single-player and multiplayer modes. MULTIPLAYER is very demanding and it will work only in local network probably.

Read about Compatibility before posting bug reports. If you have errors despite removing incompatible mods, post error messages.

Check the Bandits Discord[discord.gg].

B41 vs B42
This mod works for B41 and B42 however, B41 version lacks some of the features that B42 has. B41 also runs using the legacy Bandit engine so it lacks many features and fixes that new version provides. I do not develop B41 version nor do I support it (I will not be answering questions and requests). If you want to use B41 version note that you must also subscribe to Bandits Legacy mod.

Mod id
Game version
Requires
Game modes
Active Development / Support
BanditsDayOne
B42
Bandits2
Day One solo B42
yes
BanditsDayOne
B41
BanditsLegacy
Day One solo B41, Day One Multiplayer B41 (works poorly)
no

How to use this mod
  • You should always start a new game with this mod. Adding this mod to an existing save or server after the first day of the apocalypse has passed will not work. In multiplayer, it is advised that all players start simultaneously to experience the events together.
  • Although all events in this mod run from a predefined schedule, every start experience will be different because starting parameters have huge impact on how the game progresses. If you want chaos as this mod promises, you should start in the city with high population. It's best to create a sandbox game with population factor 1.5 - 2.5. You can also add more cars.
  • Starting day and hour should be default. Day length should be set to 1 hour (2 hours is acceptable but will make things a lot less intense), other options not recommended.
  • You can tune intensity of some of the features of this mod in the sandbox settings. Mod must be enabled in the game itself to see sandbox option.

Initially all spawned NPCs are friendly unless attacked by the player. This includes various civilians and government forces. However, after some time you will encounter hostile groups such as inmate escapees, criminals or even psychiatric hospital patients. Your job is simply to survive but also to be prepared for facing the enemy which may find you[/b].

This mod utilizes the Bandits mod as an NPC engine to introduce non-zombie characters to the game. The compatibility of this mod is practically identical as the Bandits mod compatibility. If you run into errors, check Bandits mod guidebook compatibility section.

There is a lot of action, the performance may be impacted, but on a decent PC it should work. The performance will mainly depend on the starting zombie population size.

Credits
Mod poster: Ravense

If you like my work, be sure to give it a LIKE or:
[ko-fi.com]

Comments section warning:
Excessively vulgar comments, rude comments, demanding tone comments will be removed.

Workshop ID: 3329251514
Mod ID: BanditsDayOne
Popular Discussions View All (112)
370
142
Mar 5 @ 4:33pm
PINNED: WEEK ONE MOD
Slayer
2
Jun 8 @ 8:38am
(B42) Error spam issue
kod77
137
4
May 22 @ 1:09am
PINNED: SUGGESTIONS
Slayer
2,354 Comments
5Stringed Jun 8 @ 10:15pm 
Second: what's the best course of action if I die during my playthrough? Do I absolutely have to start anew or is it okay if I continue with a new character in the same world save? I have a mod which makes the beds your spawnpoints, it seems to work normally with this mod. Does my world save start acting weirdly if I make a new character after death?

Thanks for the mod and reply
5Stringed Jun 8 @ 10:15pm 
Truly an amazing mod, it totally revamped my experience in PZ, I really love it, my way of playing this game has changed drastically, really well done :)

Got some questions: after one day, nuke falls down or whatever that blinding, scorching hot white light is. By now I"ve learned it's best to stay inside of a random house when that occurs. Do the bandits spawn afterwards or do they stop? Granted, I haven't managed to survive for more than 4 days so far so I don't know if they still spawn or not. On the start day, there's a big amount of them, from second day onward they don't seem to spawn anymore, do I have to find tune the sandbox settings?
SIMBAproduz Jun 8 @ 7:52am 
I can't play without this mod anymore 😂 But the errors are worrying me, I'm very insecure about starting and dedicating myself to a new run like this.
Shebby Jun 8 @ 4:38am 
Got gunned down by 20 hazmat soldiers with perfect accuracy on Day 2 10/10 mod would uninstall and never play again
Codenameark1 Jun 7 @ 10:19pm 
I think i know how to fix the issue of npc
SIMBAproduz Jun 7 @ 4:32pm 
the error with the active dayone ends up being printed directly by bandits.
Uberration Jun 7 @ 2:12pm 
@Slayer

Getting errors: See DOCivilians.lua line # 38 below:


local fz = getCell():getFakeZombieForHit()
local genItem = instanceItem("Base.RollingPin")
if dist > 80 then
if actor.id % 4 == 0 then
local actor = BanditZombie.GetInstanceById(actor.id)
if actor then
actor:addBlood(0.6)
-- SwipeStatePlayer.splash(actor, item, fz)

actor:Hit(item, fz, 1.01, false, 1, false) ### THIS LINE
if actor:getHealth() <= 0 then
actor:setHealth(0)
actor:clearAttachedItems()
-- bandit:changeState(ZombieOnGroundState.instance())
actor:setAttackedBy(getCell():getFakeZombieForHit())
-- bandit:becomeCorpse()
end
end
end
end
end


Line 38:

Set item to genItem, errors seems to be gone now.
Fathur ngentot Jun 7 @ 1:09am 
even i try to resubs
Fathur ngentot Jun 7 @ 12:54am 
Why this mod failed to load?
TomokoZerra Jun 6 @ 10:34am 
Now this mod is cool. It might get me back into the game for awhile. Now i didnt try B42 as i didnt want to update the game and filter what mods are compatible yet. Im trying my best to hold out until its full release. But if like the mod enough i might try b42 i just dont want to lose some other mods i like. Maybe after my long busy day or week. On the weekend i will try b42 if i dont get completely absorbed and addicted into my run. As adding the npcs alone is just a light and day difference to what the game was before. I would like to know more mods like this one.