Project Zomboid

Project Zomboid

Guns of 93: B42 Test Build (Unstable)
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Update: Dec 13 @ 9:01pm

Hotfix:

Fixed magazines not able to be loaded. Still some screwiness with the new item tag stuff it seems.

Update: Dec 13 @ 4:52pm

New update - 12/13/2025 Everything was broke for a bit:
- A lot of things changed in the B42.13. I have the mod mostly working now for B42.13 single player, though I’m sure there are a few things I missed somewhere. I have not gone through and updated everything required for B42 MP yet, so the mod might be pretty buggy if you do try. I’ll be looking more into that over the next few days.
- Rifle stripper clips, revolver speedloaders and speed strips, along with moon clips have been added and are functional. I set up a spawn for them, but it needs more work. Eventually I’ll have them spawn alongside their applicable guns like I have with magazines.
- Thermold polymer mags have been added for the AR-15 and Mini-14.
- Probably some other small fixes that I can't think of because I've been burried in B42.13 changes.

Update: Dec 4 @ 12:23pm

New update - 12/04/2025 Bunch of lua rework and a few new items:
- Most of the lua in the mod has been gone through and cleaned up/reworked. Hopefully I killed some errors and bugs with it.
- I moved files around to better reflect where they should be placed in B42 vs B41. Hopefully getting the jump on future MP issues whenever that actually happens.
- Pump shotguns that have been reworked now have different rack speeds depending on their forend parts.
- Slugs now work with ammo straps.
- Ammo type switch has been completely reworked. The way I was trying to do it was too inconsistent and a headache. I went back to an older way of doing it that should be more consistent.
- New ammo switch now updates the firearm’s context info pane with proper ammo type.
- +2 Magazine Tube Extension that fits Remington 870s and 1100s has been added.
- Armson OEG sight has been added, along with a version that directly mounts to M16/AR15s.
- SinglePoint OEG sight added.
- iMatronic LS45 laser sight added.
- Laser Products He-Ne laser sight add.
- Nylon, OD, and leather padded cheek rest attachments added.
- Made FN M16 more rare for M16 spawns.
- Garand EnBloc clips should spawn more commonly now.
- Sandbox option to toggle if the firearm’s ammo type is part of its name has been added. It is defaulted to disabled.

Update: Nov 22 @ 11:30pm

- Removed the hooked function I had for toggling lights. Was causing issues with various car mods.
- Ammo related items have new icons.
- Spent casings are now an option in Sandbox. It is off by default. I do not recommend turning it off or on mid game as it seems to cause some issues. Spent casings have been added to the world's removal list so that they are deleted after 24 in game hours to minimize performance issues.

Update: Nov 21 @ 6:39pm

The B42 Hotfix, part II:
- Forgot to fix some issues with the replacer script. Safehouse should spawn guns normally now.

Update: Nov 21 @ 5:55pm

B42 Hotfix:
Fixed the Hi Power mags so they don't show up as attachments.
Messed around with some issues I found with the magazine switching lua.
Reworked some of the new toggable script. F key should work for turning flashlight off and on again.

Update: Nov 20 @ 7:36pm

New update - 11/20/2025
FN/Browning Hi-Power, lasers, and various fixes:

- The Browning Hi-Power has been reworked and now spawns in several variants. It features removable grips and now has higher capacity magazines available.
- Adjusted how reload speed is calculated. Default reload speed has been slowed slightly (adjustable in sandbox options), but reload and racking speeds now vary depending on magazine type and firearm.
- Added a barrel clamp and scope rail laser sight that can be toggled on and off.
- Added a general rifle bipod. Currently cosmetic only, but it can be unfolded/folded.
- Reworked the Firearm Radial Menu:
<> Mounting a bayonet now opens a submenu that lets you choose from any bayonets in your inventory and displays their condition.
<> Added a new submenu option to toggle red dots, laser sights, and weapon lights on/off. (Note: lasers and red dots currently do not require batteries. Once TIS fixes the battery install/remove bug, I may look into making them use batteries.)
<> You can now switch fire modes directly from the Firearm Radial Menu.
- Reworked and corrected cleaning tooltip descriptions and related math.
- The Savage Fox now properly spawns with furniture attached.
- Fixed infinite barrel threading xp..
- Reworked some mounting scripts (e.g., M16 direct mount optics).
- The replacer script now properly checks corpses.

Update: Nov 6 @ 10:00pm

Another update.

- Firearm fouling now has a sandbox option if you wish not to deal with fouling and cleaning.
- Gun cleaner and lubricant now spawn and can be used to refill cleaning kits.
- Stoeger Uplander and Savage Fox Model B have been reworked.
- More tweaking of the spawn replacer script. Guns should spawn in cars appropriately now.
- Fixed a number of spelling mistakes because I’m really proficient in misspelling things.
- Changed how tags work for bayonets. Under the hood, doesn’t change anything about how they work in-game.
- Fixed grips not working for the S&W 17 and T-Grips not working at all.
- ACOG scope added, based on the first generation TA01.

Update: Oct 23 @ 7:11pm

New update - 10/23/2025:

I had much more planned for this update, but life has been selfish for attention. So here is what I have so far.

- New maintenance system running. Guns can be repaired with similar firearms, though the closer the match, the more they repair. Guns that most closely match will not increase the repair number. Guns can now also be broken down into parts to save space. In the future this will also give you a frame/receiver that can be built back into a working gun, but that needs more time in the oven. This new system also works for repairing silencers.
- The new maintenance context menu will also show you how much fouling a firearm or silencer has. Cleaning kits can now be used multiple times before running “empty”. In the future they will be reloaded, but crafting a cleaning kit will produce a “full” one.
- I plan on adding sandbox options to turn off the fouling mechanic and give a little control over how the maintenance system works.
- I avoided it for a while, but I added an OnTick function to search and replace gun spawner items. Hopefully no more "If you can see this - Something is wrong." Mods like Item Stories should work now. Survivor homes will now spawn with firearms occasionally.
- Adjusted the spawning method so that containers don’t become overfilled.
- Break action reloading should work again.
- Cleaned up some missed changes from B42.12 in the bayonet switching lua.
- Several scope rails and firearm sights issues corrected.
- Fixed T-Grips not being able to be installed.
- Fixed the AR cheek riser from being able to install on telescopic stocks.
- Fixed issues with removing and installing folding bayonets on the SKS and Polytech AKS.
- Chokes can be installed and removed with bayonets installed.

I sleep now.

Update: Sep 29 @ 8:30pm

New update - 9/25/2025:

Another hastily put together update since I found more stuff broken from the B42.12 update.

- Updated the fix script formatting to match changes in B42.12. This was causing issues like not being able to holster or sling guns with lower than 100% condition. Also caused issues with the Vehicle Maintenance panel.
- Fixed a few issues with 1911 Officer attachments.
- A bit rough because I rushed it to get the B42.12 fixes out, but zombie gun spawns have been reworked to work similarly to the new spawning method used by container spawns. Still needs some tuning and tweaking, but should be working. Also added in a bit of lua to give a chance for the appropriate magazines and ammo to spawn on a zombie at death.
- Reworked the lua method that spawns items now. This and reworking the zombie gun spawns seems to have improved load times, which I know was an issue for some people.