Project Zomboid

Project Zomboid

Danger Zone (Holy Ground)
68 Comments
grammarsalad Sep 18 @ 10:50am 
That is a great idea
KemonoAmigo Sep 18 @ 7:00am 
In the lore, the zombies are actually infected that aren't actually dead, their brains are just damaged beyond any hope of recovery. They're just as fragile as any normal person.

This mod is great if you use a mod where zombies revive after death, which is completely unholy.
бюро приколов Jun 25 @ 9:59am 
DONT BE AFRAID, JOHN.
bulow21 Apr 26 @ 6:00am 
I am getting this messege from error finder.

`attempted index: addDURGAMtraits of non-table: null
function: DURGAM_HolyTraits.lua -- file: DURGAM_HolyTraits.lua line # 44 | MOD: Danger Zone (Holy Ground)
LiliPuppy <3 Apr 18 @ 5:04pm 
Praise the lord!
OgreLeg  [author] Apr 18 @ 3:05am 
That was a strange one! Finally got it, though.

It was an item recipe that hadn't been changed to the new b42 recipe format. Apparently it caused a cascade of problems that eventually popped up as a totally unrelated error. Took me a minute to figure it out but we should be good now.
LiliPuppy <3 Apr 17 @ 7:56pm 
I narrowed it down, it has something to do with part of the mod outside the main holy ground function. Not sure what part but I made a stripped down version with only that feature and it works.
LiliPuppy <3 Apr 17 @ 7:28pm 
Oh forgot to mention, this is in build 42
LiliPuppy <3 Apr 17 @ 7:27pm 
I have been trying everything and I just cannot figure out why the issues occurs. Hopefully its an easy fix and I am just missing the obvious.
LiliPuppy <3 Apr 17 @ 6:37pm 
Line 34: ui.vehicle = self.vehicle; I am not familiar with zomboid modding so I have no idea what causes it. I looked at your Lua and to my untrained eyes I did not see anything related to the mechanics UI
LiliPuppy <3 Apr 17 @ 6:35pm 
Will throw an error with this mod installed and not show the mechanics UI
LiliPuppy <3 Apr 17 @ 6:35pm 
I don't know why but this function from IsOpenMechanicsUIAction.lua from the base game: function ISOpenMechanicsUIAction:perform()
local ui = getPlayerMechanicsUI(self.character:getPlayerNum());
ui.vehicle = self.vehicle;
ui.usedHood = self.usedHood
ui:initParts();
ui:setVisible(true, JoypadState.players[self.character:getPlayerNum()+1])
ui:addToUIManager()
-- needed to remove from queue / start next.
ISBaseTimedAction.perform(self)
end
LiliPuppy <3 Apr 17 @ 6:26pm 
This mod causes an issue with the car mechanics UI for some reason.
grammarsalad Apr 12 @ 8:40pm 
Sweet!
OgreLeg  [author] Apr 11 @ 4:42pm 
Alright, we got Holy Ground updated to run on builds 40, 41, and 42.
grammarsalad Mar 22 @ 10:21pm 
Nice!
OgreLeg  [author] Mar 22 @ 9:20pm 
Phew! I finally got my own game finished and released on Steam. Now that I have more free time I got that Zomboid itch that needs a'scratchin! I think in hindsight my feelings were more of a me problem now that I have time to breathe. I also know that some people from here supported my game's Early Access and I wanted to say "thank you" somehow. So consider these mods back in action! I've got to get familiar with the new mod procedures and then everyone can expect updates. Maybe even some new mods! Stay alive out there o/
grammarsalad Jan 8 @ 9:08pm 
Real bummer. Understood, though
OgreLeg  [author] Jan 8 @ 6:42pm 
Dear fellow survivors,
There was a problem with the build 42 installation and my workshop folder got wiped. So a lot of my Zomboid stuff is just gone. I'm sure I have some backups on my old laptop but I'm gonna be honest... I was already pretty disappointed in build 42 and looking at the amount of work I'm gonna have to do to update all my mods and get back into the swing of things... I'm just not interested. I'm genuinely sorry to anyone that likes my work and is excited for build 42 but we are talking like 300+ hours of work for a game I don't even play anymore. Other modders are more than welcome to update, use, or re-make any of my mods. Maybe I will be back one day when they release build 42 multiplayer. Until then, good luck and stay safe!
Lugaru Oct 10, 2024 @ 5:56am 
I would LOVE LOVE LOVE a mod like this but Sunlight makes them blow up. Open to commissioning it.
Jim Aug 29, 2024 @ 10:19pm 
What i am about to do is not approved by the Vatican.
chickenoodles Aug 9, 2024 @ 1:10pm 
based
Sealer Moon Jul 19, 2024 @ 4:09am 
I like the idea a lot, but I think them dying instantly makes it very powerful. Would it be possible to have a sandbox option for just setting zombies on fire as if ignited normally instead of instantly killing them?
grammarsalad Jun 30, 2024 @ 9:18am 
Ok, I take that back. It's perfect how it is. It makes it so churches are _kind of_ a sanctuary in an emergency, but not a lasting one. Move on, son.

Funny thing happened to me because I also have cordyceps zones installed. A church was infested with cordyceps
grammarsalad Jun 26, 2024 @ 6:28am 
Oh, this is great.

Is it possible to make the fire effects "special"? That is, is it possible to make zombies effected by holy ground catch on 'fire' that doesn't burn anything but the zombie itself?

I'm going to use this mod anyways. It's too good to pass up. But, it seems a bit odd that the church itself could be burned by holy fire
OgreLeg  [author] Jun 26, 2024 @ 3:43am 
@Perrito - Thanks! I just updated the mod with your request. There is now a Sandbox Setting for "Sound Effects" that you can turn on or off.
Ash Jun 26, 2024 @ 2:16am 
I love this mod. Thank you so much for making it! :D
May i suggest a toggleable setting?
It would be nice to be able to disable the rebuking sound effect. It's way too sharp and when hearing a bunch at once it can be very annoying.
OgreLeg  [author] Jun 14, 2024 @ 10:23pm 
UPDATE: 6-15-2024
- New profession "Priest" added with optional healing aura for multiplayer. Turned OFF by default.
- Priest's "Preacher Man" talent +1 Strength with sandbox option for it to act as a healing aura to any players in range.
- Fixed some debugging artifacts so that player characters won't say console logs out loud.
OgreLeg  [author] Apr 23, 2024 @ 7:02pm 
You'll see some unused functionality in there, too. Stuff I set up for the next update but the framework is there if you want to use it. That "if" statement that sets DURGAMhasHolyNecklace can differentiate between silver necklaces and normal necklaces. There's also a trait check for prone to illness that's there that can modify it even further. Up to you. Have fun!
OgreLeg  [author] Apr 23, 2024 @ 6:56pm 
@Abe - Thanks! Glad you like it o/

You'll want to look at the DURGAM_holyThorns function starting at line 42 but the exact spot you are looking for in that function is on line 61 where it says:

if DURGAMhasHolyNecklace == 3 or DURGAMhasHolyNecklace == 12 then

That variable (DURGAMhasHolyNecklace) gets set to a random number 1 to 500 in the "if" statement just before that line. You can change either the random number pool size or change that line 61 "if" statement to alter the chances of a holy necklace activating.
Abe Apr 22, 2024 @ 7:03am 
amazing mod. can anyone help me? which line do i need to change on the lua file to adjust the % of zombies dying from a crucifix, almost every zombie dies from it. thank you
J’izzargo Nov 20, 2023 @ 9:31pm 
haven't even subbed it yet but this is a great idea i love having wild wasteland esq stuf f like this in my game
OgreLeg  [author] May 31, 2023 @ 11:52pm 
UPDATE JUNE.01.2023
- Cleaned up code for better performance. Should run better on multiplayer now.
- Added in some Sandbox settings for optional Beta features
- Option: "Holy Ground" turns on/off the Holy Ground effect
- Option: "Holy Aura" turns on/off a thorn-like aura when wearing holy necklace
- Option: "Holy Weapon" turns on/off crafted holy weapons that rebuke undead on hit
- (still working on setting custom holy ground, hopefully next update)
OgreLeg  [author] May 29, 2023 @ 6:53pm 
#ProRookie - I'm working on an update right now. I noticed the lag on my server too so I did some optimization and am adding in some new options. Hoping to finish it tonight.
ProRookie May 29, 2023 @ 5:14pm 
@OgreLeg Yeah it is a multiplayer server, I just notice that it causes a ton of lag especially because a lot of people use the church to get away from hordes, so there is hundreds of bodies there.
OgreLeg  [author] May 29, 2023 @ 5:08pm 
@ProRookie - Is that happening to you in single player or multi player? There's an issue with a recent update to Project Zomboid that deals with how Zombies are spawned and it has been wreaking havoc on pretty much any mod that messes with Zombie spawning/despawning. I *think* it only applies in multi player though. I'm still trying to figure out a work-around. The higher your zombie population, the more likely you will see the effects of the new Zombie culling code. I guess the devs put it in with the intent of cutting back on resource usage but it feels like it causes more problems than it solves.
ProRookie May 28, 2023 @ 3:37pm 
Has anyone been noticing that zombies that have burned up and disappeared when you leave and come back will be there again? It's been an ongoing issue that I can't seem to figure out how to make it stop doing that.
Ruffles May 25, 2023 @ 7:36am 
"let there be zombies"
"shit turn it back how do i turn it back... you there! lead em to the church and ima smite em! cant do shit out there"
-god, 1996
Mr. Reaper Apr 20, 2023 @ 11:47am 
I like the idea.
Unfortunately zombies tend to just get lit on fire and then spread burning mayhem through the surrounding areas. are they dangerous? maybe... I don't feel any looming threat from this since I usually have no need to secure the churches for any reason as they can just be avoided.

I feel this mod has potential to be something larger. involving the grounds around the church so then zombies don't immediately light the church on fire. As it is if you keep the zombies out of the church nothing lights on fire.

I'd like to see pillars of light strike down the zombies on holy ground and get buffed on unholy ground aka the rest of the world.

Either way I like the idea and it has great potential.
Xaltra Knight Apr 12, 2023 @ 1:40pm 
Keep the sabbath day Holy
✟GID✟ Jan 24, 2023 @ 6:18am 
Hello, it's rly good idea. Can u help me? I want play with this mod in rp server, but i need some help.
My trable: I need set in play time a "holy ground" with administrating tools.
Pls, tell how it works and is posible decision of my trable?
generaldurandal Dec 28, 2022 @ 11:50pm 
A great addition during this Holy month,
this month of our Savior Jesus Christ's Birth.

I hope your Christ Mass was merry,
and the Holy days where happy for you and yours.
Fuyuno Dec 14, 2022 @ 2:20pm 
can you let us know please? would be stupidly useful with this mod lol
OgreLeg  [author] Dec 10, 2022 @ 12:17am 
@Fuyuno - Actually I think there is. Well, not as an admin but I'm pretty sure there's a way to mod it to where a player can sanctify or consecrate a spot by using an item or something. I just got back so I'm still looking through my old stuff but I know I remember I was gonna do it before I left. I'll check it out.
Fuyuno Dec 10, 2022 @ 12:14am 
is there a way to change a specific zone on the map as an admin? for example, to "sanctify" a player-built church in a community-built village so zeds interact the same way
OgreLeg  [author] Dec 9, 2022 @ 10:25pm 
@prismatick9 - thanks!

@Fuyuno - moving an altar won't do anything. This mod checks the map for zones that already exist and then executes a function to force any zombie to interact with the zone on contact.

@AlFara S'ulTane - I'll look into this, thank you.
Prism Dec 1, 2022 @ 11:50pm 
Hands down one of my favorite mods :) Thank you!
Unlicensed Medic Apr 8, 2022 @ 6:13am 
Is this mod still working?
Fuyuno Feb 18, 2022 @ 2:08pm 
what happens if i bring an altar into the entrance to my base?
AlFaraS'ulTane Feb 16, 2022 @ 12:15pm 
note: this is the player log, not the server log