Project Zomboid

Project Zomboid

[B41/B42] Day One (Bandits)
2,323 Comments
I have a bug the human npc disappears once a zombie kills it, when it's me who kills them I don't have this problem
anyone have a solution?
MalachiteBlaze1012 May 27 @ 2:30pm 
Love the concept of the mod but my only concern is the longevity. After the nuke explosion, its still easy to find electricity, water, weapons, food, etc all over the map. It sorta feels like theres nothing to look forward to and fight for.
bebugarin May 26 @ 3:08am 
how do i interact with them
Ecnar May 26 @ 2:52am 
@TheGoddess0fWar
I played with Day One in B41 and Expanded Helicopter Events. Bandits in this mod *and* in Day One are from the Bandits NPC mod are actual NPCs running around trying to kill you; while "Bandits" from EHE are just a different version of the regular Helicopter event that shoots at you and Zombies.
TheGoddess0fWar May 25 @ 10:17am 
Hi! Just want to confirm - is this mod compatible with Expanded Helicopter Events? Cause I see that mod also adds a "raiders" event
woods125 May 25 @ 9:54am 
Is the chat function broken? T does not bring it up
Mooki May 25 @ 7:27am 
I cant play without this mod but I can no longer find the disable nuke option in the sandbox settings. Has this been moved or removed?
wizard May 21 @ 2:07am 
cool mod, but the nuke at the end absolutely ruins it
vireo29 May 20 @ 8:37pm 
i survived bombs and watched all my allies die only to get jumped by some randoms and die, 10/10 mod
Rocky Jet May 20 @ 9:34am 
You can disable it
LEGO Jeffrey Epstien May 19 @ 7:34pm 
very cool mod please remove the nuke though ive started 2 worlds now and both times my base and everything ive gathered has been obliterated at least make it happen sooner im just driving around so my potential base doesnt get blown up
jkm May 19 @ 3:21pm 
nope.
Got no idea, why it´s not working fpr B41 anymore.
Not "poorly", not at all.
Very sad.
MP gone...for a year ?
:deadrat:
Al1eN May 19 @ 4:43am 
This mod isnt working. Nothing happens entire day
Roger Rabbit May 18 @ 5:24pm 
Mod mot working on b41 why?
Heisenberg May 18 @ 12:39am 
Yes.
Oreo May 16 @ 5:47am 
this has npcs?
zach2233 May 14 @ 6:26pm 
anyway to make npcs turn to zombies after being killed?
76561198998660180 May 13 @ 4:02pm 
the mod's fine? i was playing in yesterday and it still works rn. b41 btw
parm1870 May 11 @ 12:46pm 
stopped working for B41
HomoHarry420 May 11 @ 4:02am 
gangs are too op
СвитиФокс May 11 @ 3:28am 
This mod isnt working. Nothing happens entire day
nubasik.krytoi May 10 @ 1:26pm 
This mod isnt working. Nothing happens entire day
Zetacius May 8 @ 7:29pm 
Probably have a mod that is making them spin in circles?
Bearox May 7 @ 9:38pm 
Not working civilians just stand there in a bunch and thats it
Ombop May 6 @ 4:30pm 
goat
Zetacius May 5 @ 6:15pm 
Run only with 1 bandit base mod, do not run legacy along with current mod, it's one or the other
kibere May 5 @ 12:46pm 
I do not know why, but the NPCs just do not appear. There are sound effects, bombing, gas bombing, but there are only walkers on the street. I rechecked all the mods that could theoretically and technically conflict, and I tried to run the game without them, but the NPCs still won't spawn.
Christian May 3 @ 7:40pm 
Is this stable in multiplayer yet? I have wanted to play this with my friends for awhile but it was too unstable in MP when it first came out.
Kasket007 May 2 @ 11:36pm 
Just tried running a solo game with just this mod, the legacy mod, and Bandits on with nothing else. No NPC's spawn, you can only hear the helicopter and sirens :(
Kasket007 May 2 @ 11:05pm 
@dcowan052013 I'm in the same boat, nothing is allowing the mod to work in multiplayer. Tried creating a server with just the Bandits and Day One mod enabled, and even then it doesn't function.
dcowan052013 May 2 @ 3:11pm 
I'm trying to play Multiplayer with a friend using this mod, but it just doesn't want to work. I don't know what I'm doing wrong, I've try soft resets, applying my solo present, I've tried rearranging the mods in their respective orders, nothing just seems to work. Anyone got any solutions?
way439 May 2 @ 12:28am 
I finally saw those bandits. But how do I get them to join me? I don't see any kind of 'Join' button or anything like that.
Dirty Punk! May 1 @ 8:44pm 
The only issue I'm experiencing is not being able to dismiss followers.:reheart:
Sicklebanana_499 May 1 @ 4:49am 
"join me" and "leave me" buttons not working.
way439 Apr 30 @ 7:55pm 
After enabling this mod, should I start a new game and choose Sandbox (or Apocalypse, CDDA, etc.) mode?
FENTGOD Apr 29 @ 10:17pm 
bro thank you
Etteragic Apr 29 @ 7:36am 
10 neck shots out of nowhere out of 10
Jack Krauser Apr 28 @ 4:38pm 
Nevermind, I had to re-subscribe to this one too. I thought it was still B42 only
Jack Krauser Apr 28 @ 4:36pm 
@Slayer Thank you slayer. I had to re-subscribe the Week One mod to make it recognise the legacy mod, but it works nonetheless. Where's B41 Day One though? I still can't play this one.
kod77 Apr 28 @ 1:44pm 
Nvm, all works good now, tank u
kod77 Apr 28 @ 1:35pm 
Thx, I've subbed to the legacy version of bandits mod too
Will "day one legacy" mod be posted as a separate mod later? Currently, day one mod is asking me to enable the V2 Bandits mod and not the legacy Bandits mod
pgames-food Apr 28 @ 12:49pm 
thanks very much slayer, im still on b41 with a large amount of mods that dont work or exist in b42 yet so just wanted to say thanks and its very much appreciated :lunar2019piginablanket:

btw for rimworld, im still on v1.2 (out of 1.5) with about 500+ mods, as that games takes about 1-2 years for the savegame and mods to get migrated through 0.1 versions :lunar2019piginablanket:
Slayer  [author] Apr 28 @ 12:26pm 
done
Jack Krauser Apr 28 @ 9:58am 
Yes, a legacy version is all we're asking for. I don't care if they don't get updated, I just wanna keep playing Day One and Week One without having to move to unstable B42.
Slayer  [author] Apr 28 @ 9:57am 
So summing up the supported mods will be: b42: bandits, week one, day one, creator. B41: bandits, creator.

Day one b41 and week one b41 and lega y bandit engine will be available but unsupported (no updates)
Slayer  [author] Apr 28 @ 9:54am 
It's because mod dependencies. Mods are not standalone. Day one and week one use bandits as engine. I would need to maintain 3 game bandit engines to satisfy your request. One for week one b42 and day one b42, one for b41 bandits multiplayer and one for b41 week one and day one. I will add it a legacy version because still many players want it but there will be zero support and no comments on. This mods will not get any more updates and they are already missing many b42 features
Jack Krauser Apr 28 @ 9:30am 
Or can you at least let us upload the old B41 Bandits, Day One and Week One on the workshop if you're not gonna do it? Marshmallow justice has backups, I have backups (albeit much older) and I'm pretty sure others have made backups as well. There's no reason to make the B41 mods lost media.
Jack Krauser Apr 28 @ 9:30am 
@Slayer Yes I get that, but that doesn't justify deleting the B41 code, thus preventing us from playing Day One and Week One on B41. I mean, Week One already had its own separate B41 mod, why did you delete it then? Like I and others have said, you could have made the B41 version its own separate mod instead of mashing B41 and B42 together like you did with Day One and Bandits. There was no need to delete anything, especially when it broke a bunch of B41 servers and singleplayer saves that used those mods.

You don't want to work on the B41 version? Reduce maintenance cost or whatever? Fine, you do you, but don't prevent us from playing the B41 version by wiping all traces of it. I've seen B41 mods that haven't been updated for 2-3 years and they still work fine. No one says you should keep working on the B41 version, just to keep it accessible.
Trixxite Apr 28 @ 9:14am 
then just upload a version for B41 and label it as "deprecated" and let other people take care of fixing compatibility issues and whatnot, rather than just removing the b41 version forever and basically letting down and ignoring all the people who loved and followed your mod over time.
anonymousalien602 Apr 28 @ 6:18am 
As of right now, Bandits and Bandits Week One both have B42 and B41 versions. Including two versions of Day One and two versions of Bandits Creator (as that will also have a B41 version eventually), that essentially makes 8 mods that Slayer would have to maintain by himself. 8 mods NOT including the 6 non-NPC mods he also has posted on the Steam workshop. That's not just difficult; it's literally impossible for one person to keep up with without making it their full-time job.

If I were in Slayer's position, I probably would have dropped Bandits support for B41 entirely by now, or at least until B42 stable has arrived. I say this because B41 multiplayer is unstable enough as it is without adding NPC mods to it, and I'd rather wait for TIS to fix all of the issues with MP in B42 than try to keep it maintained in B41 with hundreds if not thousands of incompatible mods and MP bugs to contend with.