Project Zomboid

Project Zomboid

[B41/B42] Day One (Bandits)
2,436 Comments
scumbum Aug 2 @ 10:30pm 
what's the difference between build 41 and build 42?
koiboy Aug 2 @ 9:23pm 
is there a version of the mod that has everything except the npcs running around
Captain Tofu Aug 2 @ 10:31am 
Insanely good this mod...stunning, that the modding community is able to put something like this together!
Also the party music is so good...where is it from?
Wowbert Aug 1 @ 8:59pm 
I find the nuke to be really annoying because it destroys everything and it doesn't even kill you
slimeform Aug 1 @ 11:05am 
@Wibble that's because you died honorably and went to valhalla
Wibble Aug 1 @ 10:57am 
I've noticed that when you die, instead of becoming a zombie you reanimate as an NPC and start fighting zombies with other survivors.
Billy Rising Jul 31 @ 5:48pm 
@Aneodragan Its the current state of PZ, its accomodated ragdolls to the point its broken certain things in this mod, like if a zombie is killed outside of your vision its freezes standing up instead of its death animation playing.

If you use ragdolls bodies will trip out and fly around if killed outside your vision, and that actually causes a crash most of the time.

Its just the current state of PZ, its totally messed with the way this mod plays out, you can still play it, just gotta deal with broken death animations, after Day One its less of a problem as theirs less NPC's killing zombies outside camera view.
gonna shit Jul 29 @ 3:51pm 
how do u survive the gas bombs. im in the bunker with gas mask still dying
aneodragan Jul 29 @ 11:31am 
Does your NPCs 'freeze' standing when they die? How can I fix that?
Del Jul 28 @ 10:16am 
Great mod, well done!
veston Jul 27 @ 3:07am 
when will this mod get fixed?
TRIGGA MAXO Jul 26 @ 11:38pm 
This mods broken on b42 man.. i have no mods except this and bandits with default settings. Groups spawn on top of you, spam dialog, break all your doors and windows. Chaotic but not in a fun way. Chaotic in very confusing and frustrating way. Cool concept but this aint it. Week one works just fine for me btw.
kod77 Jul 23 @ 2:13pm 
@TiraboTurbos Now play B41 and get the obvious that he probbaly meant B41 MULTIPLAYER, mate.
TiraboTurbos Jul 18 @ 7:46pm 
The GAME needs multiplayer first, mate.
Skidi9001 Jul 18 @ 5:22am 
multiplayer?
kod77 Jul 18 @ 4:57am 
Thiis weird shit happens in Build 42, however day one mod works perfectly fine in B41.
kod77 Jul 18 @ 4:57am 
@Sicklebanana_499 a pop-up in sandbox settings tells me that the default day length is "2 hours" now, I'm on 42.10 rn.

However. just now, when I've tried to spawn in with day one mod and day length set to default 2 hours, I couldn't get to "this is how you died" text yet AGAIN. So now I don't know what tf is broken exactly anymore, be it the mod, or, probably, B42 itself.
Sicklebanana_499 Jul 18 @ 12:24am 
@kod77 for me the default day length is now 1 hour and 30 minutes, did they change it again?
Спермобанкир Jul 16 @ 2:29pm 
I drove into an open field without a single soul far from the city and houses, just to be shot by these guys in hazmats from a distance that I didn't even have time to react to while sorting things in the car. Will there be some kind of division by possible spawn locations of certain npc groups? Because the appearance of a fully armed squad in an empty field feels wrong. Or can this be configured in the settings?
Ilpengu0 Jul 14 @ 5:38pm 
What are those hazmat guys that have m16s and just shoot everything to death. I love their uniqueness but i would love some kind of lore backstory to them. Hell even a doc/guide on all the npcs that can spawn could be fire
kod77 Jul 14 @ 1:02pm 
EDIT: YES, right, the thing is that you have to set day length to TWO hours, exactly 2 hours now.
Before 42.10, default day length was "1 hour".

So, my sandbox pre-set that I created BEFORE 42.10 had its day length set to "1 hour".
And that's EXACTLY why after 42.10, when default day length became 2 hours-long in sandbox settings, I couldn't create a save with my old sandbox pre-set that had another day length setting on it. Didn't notice that change, but now i realised that.

@Slayer Write pls that for "day one" to work, you gotta have 2 hour-long days in Build 42. Some people may've thought their day sength setting IS on defaults (like 1 hour-long), but since exactly 42.10 update, default is 2 hours, and not just 1 hour day length. SO as a result, some could get confused and not notice this small detail/change related to B42.10 that could cause crashes
kod77 Jul 14 @ 12:55pm 
I wonder if the reason could be the fact that my day length is set to 1 hr.

I've heard that they've made it so "2 hours" day length is the default now in B42.
Could this be a problem? Like, does day one mod count 1 hour-long days or 2 hour-long days as a suitable setting now???
kod77 Jul 14 @ 12:53pm 
Doesn't work in B42 anymore. Forever stuck spawning in, "these are the end times" text doesn't even appear, but a simple black screen.
Trout Jul 12 @ 11:41pm 
For some reason i can't play the day one optional mode with this mod. It keeps saying it requires "Bandit legacy" and i have no clue what it means and why it isnt working considering everything is in place and hasnt been tweaked with.
DatHammyBoi Jul 11 @ 1:54pm 
Is there a way to disable the nuke at the end of day 1?
veston Jul 11 @ 12:17am 
bandits used to be good mod, but now its customize features got removed and mod got ruined, not even other other bandits workshop addons work anymore.
borrowdaledrew Jul 10 @ 1:48pm 
hmm, could we have a option setting to tweak the NPC behaviour?
I've noticed that the general public citizens instead of lots of screams of fear we have lots of war cries and calls of "They are over there, get em!" before running towards the zombies like they are zombie hunting gods. Which just seems off to me.

I'd rather this role be for the law enforcement and military and have the citizens flee and panic trying to escape the zombies with maybe a rare few fighting back.

Maybe the general public could be given the panicked moodle?
Lo Thanh Phen Jul 10 @ 9:32am 
@Billi Propaganda If you're using B41 Day One use Bandits Legacy instead of Bandits V2
Billi propaganda Jul 10 @ 5:56am 
i dont see any survivors at any time what to do even bandit mdoe those not work no militery no surviros nothing what to do?
koiboy Jul 9 @ 1:54pm 
the mod works :) Wondering if there was a way to change the amount of police & firefighters and whatnot that spawn in the beginning :steamhappy:
Siren_LV Jul 9 @ 1:28pm 
Amazing mod, you achieved the game developers long lost dream!
kod77 Jul 9 @ 10:17am 
Edit: nvm, it does load, but you gotta wait longer though, sometimes very noticeably longer
kod77 Jul 9 @ 10:16am 
This mod still works in multipolayer B41, right? It did work before, but now there's an endless server initialization if I add "mod options", "bandits legacy" and then "day one bandits" mods to my server's mod list, for some reason
Slayer  [author] Jul 9 @ 7:25am 
the mod description says you are supposed to play with a default start date and hour setting. why is this such a discovery. ppl dont read mod description and then post misleading comments
hotfreshpopcorn Jul 9 @ 7:02am 
Also, mine was set in July, so it was working before the crash, but not anymore.
P o p k a S h k e t a Jul 9 @ 4:53am 
I swear I'm not lying, I don't have NPCs if I set any month other than July in the settings.
hotfreshpopcorn Jul 8 @ 9:33pm 
Hey, this mod actually doesn't work for me, like for real. I was creating some bandits from Bandit Creator and I crashed. "No biggie". I come back and the bandits that come with this mod are gone. "Huh, very weird". I load in and there's no bandits at all. The only thing happening were the alarms, which were attracting all the zomboids. I honestly don't know what to do because changing pop does nothing, neither starting stats. Any fix?
SIMBAproduz Jul 8 @ 6:09pm 
It was not my intention to leave misleading comments.
I sincerely apologize for that. But it's funny that for me, it's been a while since I've been able to start a new run because there are always several blocks of clothing in circles on the ground that turn into zombies and attack as soon as I get close. Is it just me then?
Bevington Jul 8 @ 4:25pm 
Working fine no issues at all
Slayer  [author] Jul 8 @ 11:10am 
the mod is fine and works. dont leave misleading comments please
SIMBAproduz Jul 8 @ 9:30am 
Please don't abandon this mod @Slayer.
I swear if I were a programmer and not a filmmaker, I would take on the mission with you 😂
P o p k a S h k e t a Jul 8 @ 8:31am 
why does this mod only work in July and not work in other months? I checked it doesn't work in August, September, December, January, it only turns on when July is in the settings.
1heaven Jul 5 @ 10:56pm 
Broken mod, peace out.
ItsFrancis93 Jul 5 @ 10:54pm 
Broken. Farewell.
kod77 Jul 5 @ 12:39pm 
It used to work just fine on B41 yesterday. Decided to try B42 now, and Day One mod doesnt work properly. When I quit from my save w/ day one mod to the main menu, it takes forever for the main menu to load then
kod77 Jul 5 @ 12:35pm 
Yes, same on B42.10
Also, my charachet's shirt and just skin has a white/light "stain" on it (lower torso/belly or sth) when day one mod's enabled, for some reason.
Baviper Jul 4 @ 11:50pm 
I can't start to play since new update, is it normal?
rifties Jul 2 @ 11:38pm 
after the day one event fully ends, zombies are randomly shooting and talking. anyone know of a fix?
Mudbone Jul 1 @ 4:27pm 
update before gta6 ?
dams Jun 30 @ 9:46am 
updateeeeee pleaseeeeeeeeeee