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Various Items
Here is a collection of various info about random simple things included in this mod which are not worth their own wiki page to explain.
This mod adds the ability to "place" sticks around an outdoor fire to cook with.
https://github.com/ZenarchistCode/ZenFireSticks
To disable this feature set "ZenFireplaceStick": 0 in ZenModPackConfig.json
This item is a static object which is persistent and will last forever once placed in-game. It's designed to be placed using admin tools and spawned using the init.c method. There are two versions - a fire barrel (_Holes) and a regular barrel.
Eg: SpawnObject("Zen_CommunityBarrel_Holes", "1125.991333 5.601173 2417.785400", "0 0 0", 1);
Classnames:
Zen_CommunityBarrel
Zen_CommunityBarrel_Holes
I implemented a basic cannabis growing system based on unused vanilla files. My cannabis cannot be eaten, it's purely a cosmetic item mainly designed to be a rare item players can find and grow to sell at the trader if you run traders.
Make sure to merge my cannabis types.xml entries and spawn the seeds or packets in the world if you want to enable growing.
Classnames:
Zen_Cannabis
Zen_CannabisSeeds
Zen_CannabisSeedsPack
There is a JSON config file in profiles/Zenarchist/ZenCannabisConfig.json to allow control over grow/spoil speeds etc - here is an explanation:
{
"CONFIG_VERSION": "1",
"CannabisGardenPlotLifetime": 604800, // 1 week | For how long in seconds the garden plot the cannabis is planted in lasts
"DeleteUnwateredPlantSecs": 14400, // 4 hours | For how long in seconds can an unwatered plant exist before it disappears
"SpoiledRemoveSecs": 3600, // 1 hour | For how long in seconds a spoiled plant will exist
"FullMaturitySecs": 14400, // 4 hours | How much time needs plant to be full grown in seconds
"SpoilAfterFullMaturitySecs": 14400, // 4 hours | How long in seconds it takes for plant to be spoiled after it is full grown
"InfestationChancePerStage": 0.2 // 20% chance / 6 stages = 0.03% chance per growth stage to become infested (if not sprayed)
}These are a new medicine item. They're just a re-skinned vitamin bottle, but when this item is consumed the player regenerates stamina 2x as fast for 10 minutes per tablet.
Classname:
Zen_DexBottle
This re-skinned Bible book journal is purely for conveniently carrying notes, pens, compass and map.
To disable it, just don't add the types.xml entry.
Classname:
ZenJournal
This item is an unimplemented vanilla item that I just added as an attachment slot to belts, added bolt attachment slots to, and stringtabled for translations. It's still a bit janky but perhaps better than nothing for those who love to use crossbows.
You can store up to 40 bolts in this quiver. It requires being spawned into the world like any other item using types.xml
Classname:
ZenQuiver
This is a re-skinned protector case which can carry a full NBC suit as attached items. To disable it just don't add the types.xml entry.
Classname:
Zen_NBCCase
Zen_TradingFlag
Armband_ZenTrader
Zen_Mich2001Helmet_Black
Zen_Mich2001Helmet_Camo
Zen_Mich2001Helmet_DarkCamo
Zen_Mich2001Helmet_Zenarchist
Zen_TacticalShirt_Zenarchist
Zen_TacticalShirt_Black_Australia
Zen_TacticalShirt_Olive_Australia
Zen_TacticalShirt_Tan_Australia
Zen_BaseballCap_Camo
Zen_BaseballCap_DarkCamo
Zen_BaseballCap_Zenarchist
MilitaryBoots_BlackPunk
Zen_Shirt_HunterCat
Zen_Shirt_PharaohCat
Zen_Shirt_BothCat
This mod config in ZenModPackConfig.json enables the ability to dig garden plots inside greenhouses using knives and screwdrivers.
If this is enabled in ZenModPackConfig.json then cars hitting trees at a high speed will cause them to fall down as if cut by an axe.
If this is enabled in ZenModPackConfig.json then the player can hold down a key (CTRL by default - Lazy Action Activate in ZEN keybinds) to perform any continuous action without needing to hold down the mouse or F key any longer. Pressing any other key will end the action.
Contains 2 taser pistols - Zen_Taser_Black and Zen_Taser_Yellow. Can only be loaded with Mag_ZenTaser. Once fired, the magazine cannot be reloaded and there is no ammo which spawns in-game: only the magazines.
This server-side mod is an experimental attempt at improving server performance by disabling physics on all vehicles not near a player. It's disabled by default - if you want to enable it, do so in ZenModPackConfig.json - it does not require wiping to turn on/off if there are any issues. It's currently in testing on my live server as of 27th July 2025 - it definitely improves server FPS by about 10-20%, but may have bugs I haven't encountered yet so use at your own risk.
This mod enables the ability to attach a compass to vanilla vehicles for navigation while driving. To add compatibility with modded vehicles you'll need to add the attachment slot to modded cars via .cpp and configure the JSON position offsets in ZenCarCompassConfig.json
This mod adds the ability to press F on certain basebuilding objects to view their potential build options and required materials.
Enabling this will make any underground stashes auto-convert their type based on the dig type for the surface terrain. This is for servers which might change from snow maps to grassy maps mid-wipe: any stashes created on a snow map will normally stay as snow stashes on a grass map and vice versa. Enabling this setting will force the stashes to switch to the correct model type when they do not match the surface type, as they are technically 2 different objects entirely and not just a texture.
Enabling this will make players consume more stamina and recharge it much slower when running up-hill on steep slopes. You can adjust the stamina consumption and regen speed in profiles/Zenarchist/ZenSlopeStaminaConfig.json
This mod allows players to clear rocks, tree stumps and fallen trees for very long periods of time (configurable times set in the JSON file ZenGroundCleaningConfig.JSON). Enable/disable this mod in ZenModPackConfig.json by setting ZenGroundCleaningConfig: 0
{
"ConfigVersion": "1",
"Enabled": 1,
"TimeToRespawn": { // Time in seconds before the object affected by the action respawns
"ActionZenRemoveStone": 2592000, // This is how long to hide destroyed mineable rocks
"ActionZenRemoveFelledTree": 1, // This is how long to hide destroyed chopped trees (they respawn on restarts so it's set to 1 - if you want chopped trees to stay hidden for longer periods of time check out my ZenPersistentTrees mod which does that)
"ActionZenRemoveTreeStump": 5184000, // This is how long to hide destroyed tree stumps
"ActionZenRemoveBush": 1209600 // How long to hide destroyed bushes
},
"ToolDamage": {
"ActionZenRemoveStone": 50, // Absolute tool HP damage: this list must match the list above.
"ActionZenRemoveFelledTree": 20,
"ActionZenRemoveTreeStump": 25,
"ActionZenRemoveBush": 20
},
"GenericObjects": { // An example list of objects which can be destroyed with a Sledgehammer (will work with most scripted objects)
"bldr_TrailMap_Enoch": 50,
"Land_Castle_Stairs": 50
},
"GenericObjectToolDamage": 100 // How much damage to deal the sledgehammer when you destroy a generic object.
}All my mods are open-source and published under the Mozilla Public License Version 2.0. Any mods based on my code must be open-source - no obfuscation!
You can modify/reupload/repack my mods if you like, but please credit any original authors/3D model/3rd-party asset creators, and keep in mind any future updates I make will not be automatically applied to repacked mods so make sure to check back from time to time for bugfixes and improvements.
If you find my mods useful, please consider buying me a coffee - it's not expected but very much appreciated: https://buymeacoffee.com/zenarchist
- General Setup Guide
- Core Mod Setup Guide
- ZenModPack Master Config
- Various Info
- Known Bugs & Issues
- Report Bug
My utility style mods for debugging etc.
Mods which affect game mechanics:
- ZenAlcohol
- ZenAllowMapBagSlot
- ZenAntiCombatLogout
- ZenAutoConvertStash
- ZenAutoStackItems
- ZenAutoWinterDetect
- ZenAutoRun
- ZenBasebuildingConfig
- ZenBatteryPASPersistence
- ZenBetterChatFont
- ZenBrokenGlasses
- ZenBuildingDescription
- ZenCarAttachments
- ZenCarBatteryIcon
- ZenCarCompass
- ZenCarGlovebox
- ZenCarsCutDownTrees
- ZenCanteenTablets
- ZenCatchRain
- ZenCauseOfDeath
- ZenChickenCoops
- ZenCraftingSounds
- ZenCraftRagHands
- ZenComboLocks
- ZenCombineJSON
- ZenDropRuinedClothing
- ZenDynamicZoneLoot
- ZenEarPlugs
- ZenFireFuel
- ZenFireWood
- ZenFireplaceStick
- ZenFishingConfig
- ZenFixCarAttachmentGUI
- ZenGraves
- ZenGroundCleaning
- ZenHideGearInCars
- ZenHints
- ZenHologram
- ZenHologramControls
- ZenImmersiveChatHUD
- ZenImmersiveLogin
- ZenInformWeaponStateBug
- ZenInventoryAnimation
- ZenKnifeGardens
- ZenLeftovers
- ZenLogPiles
- ZenMagObfuscation
- ZenMap
- ZenMicCheck
- ZenNotifications
- ZenOpenCansRock
- ZenPainting
- ZenPimpMyRide
- ZenRadioPlugin
- ZenRebuildableWells
- ZenRepairJSON
- ZenRepairPumps
- ZenRepairWells
- ZenServerGUI
- ZenShove
- ZenSplitUI
- ZenSleep
- ZenStaminaSlope
- ZenTerritories
- ZenWeaponEngrave
- ZenWoodHealth
- ZenZombieDoors
Mods which add gear to the game:
- ZenArtillery
- ZenBackwardsCaps
- ZenBookshelf
- ZenBunnyMasks
- ZenCamoCamp
- ZenCarWorkbench
- ZenChess
- ZenChristmasTreeCraft
- ZenConcussionGrenade
- ZenDoubleArmbands
- ZenFlask
- ZenFlint
- ZenGhillie
- ZenJameson
- ZenLadders
- ZenMusic
- ZenNotes
- ZenRaidAlarm
- ZenRaybans
- ZenRunes
- ZenStaticObjects
- ZenSwissKnife
- ZenTimeBomb
- ZenTireRack
- ZenTreasure
- ZenTreehouse
- ZenVikingAxe
- ZenZippoLighter
Mods which run purely server-side:
- ZenBloodDrips
- ZenCampSites
- ZenDynamicZoneLoot
- ZenLootCyclingDetection
- ZenNightConfig
- ZenPersistentTrees
- ZenShelterCargo
- ZenTreesplosions
- ZenZombieController
- ZenZombieConfig
- ZenJameson
My standalone mods