Project Zomboid

Project Zomboid

Wolf Extraction Quest
765 Comments
John Helldiver Oct 16 @ 9:49am 
what a legend, much respect. one of the best mods ever made for PZ IMO! :steamthumbsup::tank:
NecromancerPig Oct 11 @ 1:31am 
....and when the world needed him the most, he updated the mod. What a legend.
Garfield Oct 10 @ 1:10pm 
Incase anyone is wondering, it's safe to add mid-save
HYO_JOON Oct 8 @ 4:38am 
땡큐베리감사
alex.bruno.7878 Oct 3 @ 7:11am 
gracias amigo
5DollarChips Oct 2 @ 7:00pm 
Your the man, Thanks.
RU556 Oct 2 @ 5:49pm 
thank you
muchoz Oct 2 @ 11:19am 
thank you very much :)
Dr. Pebber, MD Oct 2 @ 9:27am 
Thank you!
zer0 Oct 2 @ 4:07am 
thank you! :D
WolfShine  [author] Oct 2 @ 2:29am 
Updated for 42.12
leo_zippo1 Sep 30 @ 4:14pm 
no fix yet?
CHADLIFORNIA Sep 29 @ 8:38pm 
I need my extraction point.
CHADLIFORNIA Sep 29 @ 8:38pm 
PLEASE PLEASE UPDATE THIS MOD!!!
NecromancerPig Sep 29 @ 7:21pm 
Game sucks without Wolf Extraction Quest, pls update
Dester Sep 28 @ 10:30pm 
Please update... this is the only mod (i Know) which provides a way to win.
The Don Sep 28 @ 12:43pm 
@BILXOR thats why everyone else is commenting about update :P
BILXOR Sep 28 @ 8:56am 
The mod is stuck with a red X and red text and I can't activate the mod, even after re-downloading. Anyone else??
. Sep 26 @ 10:27am 
update pleaseeeeeeeeeeeeesssssssssssss
León Sep 26 @ 10:04am 
I shouldn't be asking for an update, but this mod is too good...
simrog Sep 26 @ 6:12am 
Update please :) cant play witout it
goobins Sep 25 @ 1:43pm 
update when?
Veeroos Sep 25 @ 10:19am 
I was about to escape by helicopter, but a new update came out and the mod stopped working... This is how I died xD
Trafalgar Sep 25 @ 8:33am 
Need an update
ERROR Sep 25 @ 7:39am 
must be updated to 42build to new version that just dropped today
:steamthis:
MrBean Sep 24 @ 2:07pm 
that’s exactly why adding an auto-delete save feature to the mod feels so meaningful.
MrBean Sep 21 @ 3:18pm 
@Frebby
MrBean Sep 21 @ 3:17pm 
“Sure, call it ‘slop’ if you like — at least it’s slop with structure, logic, and references to the mod’s own narrative. Better than empty comments with no seasoning at all
MrBean Sep 21 @ 3:17pm 
If the best you can add to the discussion is random buzzwords, you’re not really debating — you’re just heckling from the sidelines.
MrBean Sep 21 @ 3:17pm 
It’s funny to dismiss feedback as ‘trash’ while admitting you don’t even know what the word you’re using means
Frebby Sep 21 @ 11:09am 
still slop no matter how you look at it. frankly i have no damn clue what GOYSLOP means but its stll AI trash.
MrBean Sep 17 @ 6:40pm 
@Scald
Throwing around extremist buzzwords doesn’t make you look smart — it just shows the kind of crowd you’re trying to impress. If your best argument is ‘GOYSLOP,’ then you’ve already lost the point
Scald Sep 17 @ 1:02pm 
AI generated GOYSLOP
MrBean Sep 13 @ 8:45pm 
@misdy
MrBean Sep 13 @ 8:45pm 
I get what you mean, and of course I could just delete the save file manually. But what I’m suggesting is more about immersion: having the save end automatically after a successful extraction makes it feel like part of the mod’s intended narrative, rather than just something I do outside the game. It’s not about convenience, it’s about giving extraction a proper, built-in sense of finality.
misdy Sep 13 @ 8:19pm 
@BakerBochMod just delete the save file urself bro
Reaper Sep 9 @ 5:41pm 
Very cool mod I cleared the entire city just to have an easy time during the escape and waited for the storm to clear but the said i was surround by zombies (Not a single zombie in sight) and that i barely escaped lol it would be nice to have diffrent endings for it
MrBean Aug 28 @ 12:46am 
The most important point is that you already referenced PZ’s iconic line ‘This is how you died…?’ at the end of the story. A built-in deletion/retirement feature would actually reinforce the narrative you’ve written, rather than adding something extra—it perfectly echoes the mod’s own ending.
MrBean Aug 28 @ 12:45am 
Make extraction the true end of a character, rather than leaving them in the save file after escaping.
This would add a stronger sense of ceremony and immersion—since the mod’s story text already says the helicopter crashes and their fate is unknown, letting the survivor truly ‘disappear’ from the save leaves their life or death to the player’s imagination.
MrBean Aug 28 @ 12:45am 
Extraction is supposed to be the ultimate goal, but right now the character still remains in the save file after escaping, which makes the experience feel a bit ‘unfinished.’ Having the save permanently end upon successful extraction would make it clear that ‘successful extraction = the end of that survivor’s story,’ giving the mod a proper and definitive closure
ferranferri Aug 27 @ 2:53pm 
Hi @WolfShine I'm playing with Wolf extraction mod in B42.11. My problem is with antennas. Y made the antenna, placed it in the zone (text in the tracker appears in green) but the manage antenna option in the tracker GUI does not appear.
I have a US army walkie in my inventory (not sure if it is the correct one). In the FAQ, you mention:
Btw you need signal active before all this.
What is that signal?
I'm not sure what is happening.

Thanks!!! I love your mod
Didclaun Aug 25 @ 6:36am 
hello! i want to use this mod in a dedicated server but i can't find the sandbox settings in the Zomboid_SandboxVars.lua, where can i find it to configure it? Remember its not my own server, its a rented one
Kowalski Aug 20 @ 4:19pm 
@WolfShine thank you so much! I've read FAQ and now I know how to work with multiplayer settings.

For @All: How to work with B41 multiplayer settings - 1) Set fixed extraction point from the list (NOT RANDOM). 2) Every player has to find his own map pieces. So if you set 2 antennas, every player has to build 2 antennas. If you share antenna location map with your friend he'll see a blank map. 3) At the extraction point you activate event by your own, but "your zombies" and "your friend's zombies" see both of you.

P.S. Correct me if I'm wrong. I'm in the middle of co-op survival with my friend and this is just my understanding after reading FAQ.
05 32 Aug 18 @ 4:30am 
hi i jus install the mod fo B42 an i cant find the mod in the modlist or in the option before starting the game, any idea ?
WolfShine  [author] Aug 16 @ 1:10am 
@Kowalski The multiplayer issues for the B41 were fixed years ago. Zomboid's B42 doesn't have multiplayer at all. For the rest, please read the FAQ.

@BILXOR See the pictures on the mod page and read the FAQ, please.
Kowalski Aug 11 @ 7:09pm 
Hi @WolfShine. Is there any stable version for b42/41 multiplayer? I want to play with my friends. We started b41 with random spawns, so I have my extraction point in Rosewood and my friend has his in Louisville. Can we somehow sync our extraction points and zombie visibility and etc.? It works great in single player, but I know there where issues for mp.
WolfShine  [author] Aug 9 @ 2:28am 
@TEMPEST:

Hi! Thank you for your kind words about the mod. Currently, you can extend the time by adding a waiting period for the activation of the signal. In the future, I may consider revisiting the sandbox values to allow for even longer durations.

@BakerBochMod:

Hi! Thank you for your appreciation. There isn't much utility in adding a delete/reset progress feature, as the progress is tied to the character. This approach helps maintain a more cohesive and engaging gameplay experience.
TEMPEST Aug 5 @ 10:35am 
Hi. Thank you for this mod; it's one of my all-time favourites. I was wondering if, next time you update, would you please allow longer times than 180 days? I'd really like to 'roleplay' that my survivor is in contact over the radio, but needs to hold out for a lot longer time before the rescuers are able to reach them. Thank you.
WolfShine  [author] Jul 25 @ 11:58pm 
Update on the pending download issue, citing another user:
"The issue with mods that updated within the month of july has been fixed, There was a temporary patch at the time, but essentially you just gotta update (or just rebuild) your pzserver folder that was generated by steamcmd. not an issue with the mods or their updates, it was an issue with and old workshop API that zomboid was still using and was no longer supported by steam"
Also: https://www.reddit.com/r/projectzomboid/comments/1lyw5ww/psa_for_all_server_owners_who_is_facing_steam_mod/
Carmac Jul 23 @ 6:15am 
Tried a fresh new server, but still the same issue. :(