Project Zomboid

Project Zomboid

[B42] Day One (Bandits)
2,289 Comments
way439 4 hours ago 
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.
kod77 Apr 28 @ 5:19am 
@Kimchi Warrior It aint a rude tone.

I've said it's hard to make complex modPACKS for build 42, and I'll miss Day One mod in my B41 modpack as it was cool to play. Didn't say that modding is easy, read first.

Build 42 still doesn't have official modding tools, so that's why many mods weren't updated for this build, and why some people might prefer B41 cuz as of now, B41 has more mods on it. You can make big modpacks for B41, but now this good one mod won't be accessible in B41 sadly. B41 is simply more "moddable" than current B42, and this mod was great to have in B41 modpack and use it with other mods.

Some mods did migrate to B42, but a lot of them, including maps like Raven Creek where you could play with Day One mod and have fun, still aren't available on B42. This mod is fun to have on Build 41 as you could include it in modpack with many other mods compatible with this version, but B42 simply has far less mods to offer at the moment.
InTheRadio Apr 28 @ 4:29am 
Thank you so much for all the work you do. This mod is easily my favorite mod for my favorite game. Its done so much for me in terms of immersion and atmosphere. Very excited to see how you'll implement and improve it for the full release of build 42. For now, I'll miss playing it on build 41, but your recent drop of support for that version has encouraged me to start messing around with the new build. I've only had the issue of not seeing any npc or world event activity in new games on build 42. The in game settings menu is all there. I do have random zombies installed in my mod list, but as you've mentioned, its fully compatible and shouldn't cause any issues. As we all know, you've just begun focusing only on the build 42 version of this mod, so take your time in making any tweaks and fixing reported issues. Can't wait for whats next! Much love.
marshmallow justice Apr 28 @ 4:14am 
@Jack Krauser yeah I have a backup of both but I'm not sure you can manually have a local mod added to a dedicated server, no?

@Slayer I get it, but you never needed to maintain all the versions going forward, just that if you were going to do such an enormous revamp that broke backwards compat, why not follow normal procedure in these situations and leave depreciated versions, no support, communication/comments off, etc. while migrating to new uploads. Obviously understand WHY you are dropping b41 support for day one/week one, but it's not exactly mutually exclusive with depreciated versions. Just a bizarre decision.

Good amount of people don't play zomboid without friends/mp. While more and more mods are indeed finally migrating over to b42, many aren't, and above all, no friends to play with..
Kimchi Warrior Apr 28 @ 2:40am 
@kod77 You are being very rude and speaking in a commanding tone. Do you realize how incredibly difficult — almost impossible — it is for a single modder to create and continuously improve a mod at a level that even Indie Stone couldn't achieve? He is struggling because he has to take care of both version 41 and 42 at the same time. Although 42 is still in its early stages, once it is officially released and some time passes, mods for version 41 will gradually fade away from our memories. It seems that he is trying to make a choice and focus because it's too overwhelming for him to continue supporting 41 as well. Your attitude comes across as far too aggressive.
Vitatious Apr 27 @ 11:46pm 
B41 removed even though B42 is still in beta :(
kod77 Apr 27 @ 11:16pm 
Can't make complex cool and innovative modpacks on B42, so some ppl might not play B42 at all for a while
kod77 Apr 27 @ 11:14pm 
Just post a separate B41-compatible mod and leave it as is. And publish a B42 version of the mod as well to work on at the moment.
Slayer  [author] Apr 27 @ 10:53pm 
As I said I don't have time to maintain mods in so many versions. 4 mods with 2 game versions and 2 bandit engine versions is too much. When people report problems with a.mod they never mention version which raises maintenance cost.
Jack Krauser Apr 27 @ 9:17pm 
@marshmallow justice Have you made a backup recently? My latest backup from the bandits mods are from february.
marshmallow justice Apr 27 @ 9:07pm 
gg my groups quick 1-week day one extraction challenge server for the homies lol
though i guess if you have a manual backup you can still just use the old versions of day one/bandits on a dedi server some way

i figured day one would just be left behind on b41 since week one was like the way superior experience.

with such big versioning changes, would it not just have been better to upload a completely new thing instead lol like legacy versions of b41 / old bandits instances w/comments shut down and then just new uploads for b42 v2s, like most places do.
Jack Krauser Apr 27 @ 7:39pm 
I can't even play Week One in B41 with that new Bandits v2. There's not even an option to use v1. God damnit!
Trixxite Apr 27 @ 7:35pm 
I agree with the people below, you can't just ditch all the people who played and supported the b41 version of this mod
Jack Krauser Apr 27 @ 7:34pm 
What the hell!? You completely removed B41 support? You could have at least made it a separate mod even if you don't support it anymore! Good to know I'll have to make a backup of bandits and week one so I can still play them on B41.
xtizi25x Apr 27 @ 4:59pm 
Nah, man, what for? Day one on version 41 with multiplayer was the best. Now we have to wait an eternity for version 42 to come out
Konrad Apr 27 @ 4:16pm 
So fuck the people who still plays b41, right
EL_SAS 4-1 Apr 27 @ 4:11pm 
It's a real shame that the mod didn't stay where it started. And I think it's a betrayal that they force you to upgrade to the B42.
anonymousalien602 Apr 27 @ 3:21pm 
I completely understand :steamthumbsup:
Slayer  [author] Apr 27 @ 1:22pm 
its too much burder to maintain so many mods in two versions, sorry
kod77 Apr 27 @ 1:21pm 
B41 won't be supported at all now, or some kind of a fix is planned?
Gog Apr 27 @ 11:55am 
when are the bandits supposed to start making bases / safehouses? for me its just constant fighting even 2 weeks+ after the end of day one
anonymousalien602 Apr 27 @ 11:22am 
I can confirm that the Join Me / Leave Me options aren't working.

I also noticed that the gas bombs are now white instead of green and disappear quicker than they used to, and NPC groups (police, military, firefighters, etc) seem to no longer spawn with vehicles; not sure if these are bugs or intentional changes.

NPCs and zombies will still freeze sometimes, and rarely they will turn into "blobs"

As far as I can tell, the mod is otherwise working fine.
DanYull Apr 27 @ 3:56am 
Stopped working on mac. Uninstalled and reinstalled this mod and bandit npc. Starts as regular game with zombies. Strange. Did have fun playing with your mods. Thank you for that.
hhhjkl Apr 27 @ 1:27am 
Doesn't work on hosted servers, just in single player
Maple Apr 27 @ 12:44am 
did the nuke get removed?
SittingBear Apr 24 @ 9:46pm 
is it normal for the leave me and join me options not to do anything? they dont go away when you click on them
alec Apr 24 @ 9:08pm 
sooo the npcs are all shrugging rn
Landon Apr 23 @ 1:48pm 
so is day one the same thing as week ones final day or not?
alec Apr 21 @ 1:25pm 
I just figured out it´s working. You just have to choose your start to be Specifically July 9th at 9am
Thurman Apr 20 @ 3:08pm 
im gonna do a no zombies run and see the world go to hell by humanity
Krimator Apr 16 @ 3:05pm 
It shows this and the mod does not work /TrueCrawlStealth и /TrueCrawl B42
alec Apr 14 @ 11:07pm 
Doesn't work for me either
pointblank98 Apr 13 @ 12:47pm 
Might just be on my end, but Day One no longer works. Week One works just fine, though.
kod77 Apr 4 @ 1:17pm 
@Chickenuprising That's actually, not the mod's fault, but a yet another dumb bug of vanilla B42 they didn't fix.
sharkaroo Apr 3 @ 6:54pm 
i played a bit more and i realised more damage was done by humans then the zombies, not trying to be poetic or something, i just noticed it. i mean usually theres a couple burn houses and damaged cars, but this time, i nearly died from gas and bombs in the first hours and there was ash and fire everywhere, i saw hundreds of bodies some infected some not. i ended up in a school and i hid in a classroom until help arrived which it did, like 20 police officers with pistols but the help made it worse because a horde was attracted to the noise and they ALL died, i barely made it out of a window while cutting my hands, very good mod!