Project Zomboid

Project Zomboid

571 ratings
Better Electronics
6
2
2
4
3
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.474 MB
Jul 4, 2023 @ 2:25pm
Jan 29 @ 11:05am
22 Change Notes ( view )

Subscribe to download
Better Electronics

Description
Hello, this is my first mod for Project Zomboid.

I realized that A LOT of people said that "there is no need to level the Electronics Skill past level 6," so why not make a mod to change that?
As an electrician myself, I immediately started thinking about a lot of ways electricity could be implemented in the game better, so here we go for now...

As said, the mod is aimed at giving the Electronics Skill a purpose on higher levels. So the new stuff mostly comes with a high skill threshold. It's quite powerful though if used properly.
The mod should be compatible with existing save games; however, the loot will most likely only spawn in areas where the loot tables have not yet been created if loot respawn is turned off.

FAQ:
---- How the Remote Motor Works: Link it to a Remot and rightclick any door you want to rig. If you are Close enough the character should be able to install it - In the Options menu you even can configure a Hotkey for one door
---- (It does only work for the player who installed the motor yet - I am working on fixing that)

New Functions:
- Rig a Door to a remote controlled motor to remotely open and close it
- Rewire Radios, Walkie Talkies and Ham-Radios to the Power-Grid (So they don't use Batteries)
- Change ID and Name of Remotes
- Regenerate Car Batteries

New Items:

8 Recipe Magazines for upgrading Walkie Talkies, Radios, Ham Radios, Crafting Speakers, Motion Sensors, and Remotes
4 Circuit Diagrams which can be crafted by reverse-engineering electronic devices -> used by high-level electricians to craft some of the magazines above
3 higher-tier Noise Makers which will attract zombies from a wider range than the Vanilla ones - Compatible with Remotes and Motion Sensors
3 higher-tier remotes which let you trigger connected stuff from way farther away than the Vanilla ones
An Electronics Kit for Practicing which, with the use of some materials, helps you get to the higher levels without dismantling all the TVs in the neighborhood

New Recipes:

Scavenge Electronics Scraps for Components
Craft Upgrade Magazines from circuit diagrams (If your Electronics Level is high enough)
Build Air Conditoning Units (As Decoration or for the Working Air Conditioner Mod)
Build a Remote-Motor for doors
Upgrade TV's, Radios, etc...

The new magazines should spawn in bookshops and similar places, and the Electronics Kit is something children usually would use ;)

I plan to add more functionalities to that mod. However, I still need to get used to coding in LUA, so that can take some time.

If you encounter any bugs, feel free to notify me on the workshop page.

Enjoy!

Greetings,

Luno Wroo

Workshop ID: 2999183635
Mod ID: LWBetterElectronics

Workshop ID: 2999183635
Mod ID: LWBetterElectronics
Popular Discussions View All (8)
24
May 11 @ 9:44pm
Suggestions
Luno Lycaon
10
Mar 18 @ 11:52am
Bug Reports
Luno Lycaon
7
Mar 28 @ 6:14pm
Russian translate
Yummy
147 Comments
flam1e May 22 @ 8:59pm 
i have a weird thing, all text showed as "???????", does somebody know how to fix it?
stalksetcup Apr 18 @ 1:10am 
Hello, can you please fix the translation into Russian?
Flexible Games Apr 15 @ 9:45am 
I've been watching for more motorized traps in the mod lists and this would be the perfect mod to do it.
I'm thinking motorized blade traps like in 7 Days to Die, aka Zombie Blender, or even automated turrets with sensors
Gootube Apr 11 @ 9:07am 
If you press the button assigned to first remote, an error will be throwed because the ISOPlayer is null, I guess this can be simply fix by a null check, just FYI
caraea Mar 18 @ 4:52am 
내생각인데 모드 제목과 포스터를 자동문 관련된 것으로 변경하는게 좋을거 같에
나도 검색 검색 검색해서 겨우 찾아낸거고 지금 이상태로는 사람들이 이 모드가 자동문인지 모를거야 그리고 빌드 42에서 정상 작동하는 자동문 모드는 이거 하나뿐이야 :steamhappy:
caraea Mar 16 @ 7:30pm 
근거리 원격 제어 장치를 자동문 트리거로 쓰려는데

격발 버튼과 주파수 재설정 버튼이 너무 가까이 있음;; 잘못눌러서 리셋 될까봐 신경쓰이는데 이거 어케 해결 안됨?
irrelevantredundancy Mar 15 @ 4:49pm 
[second part:]

Stack trace:
se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1667)
se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:624)
se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1790)
se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
zombie.Lua.Event.trigger(Event.java:72)
zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:315)
zombie.input.GameKeyboard.update(GameKeyboard.java:65)
zombie.GameWindow.logic(GameWindow.java:314)
zombie.GameWindow.frameStep(GameWindow.java:928)
zombie.GameWindow.run_ez(GameWindow.java:821)
zombie.GameWindow.mainThread(GameWindow.java:619)
java.base/java.lang.Thread.run(Unknown Source)
irrelevantredundancy Mar 15 @ 4:48pm 
Hey Dude -- this mod has the potential to fill in a niche that is underserved right now. I got this message in the debug log and I thought I'd leave it hear in case it helps:

function: hasRemoteInInventory -- file: RemoteDoors.lua line # 443 | MOD: Better Electronics
function: toggleFirstRemote -- file: RemoteDoors.lua line # 599 | MOD: Better Electronics.
[15-03-25 16:52:41.454] ERROR: General f:0, t:1742079161454> ExceptionLogger.logException> Exception thrown
java.lang.RuntimeException: attempted index: getInventory of non-table: null at KahluaThread.tableget(KahluaThread.java:1667).
Thrice Mar 5 @ 2:51pm 
I need an electric fence mod ;)
psy_phy811 Mar 5 @ 10:27am 
Something I've often thought about was running power lines to fences to run lights without having to have a ton of generators (or modded solar panels). Is that something that is feasible with this mod?