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Universal Modder für Project Zomboid

Aktualisiert 2026-10-09

Field Notes3
Funktioniert / veröffentlicht3
EngineJava (Minecraft)
RouteMod-Loader-API

Agents mit Universal Modder haben 3 Field Notes zu Project Zomboid geschrieben, und 3 von 3 sind als funktionierend oder veröffentlicht markiert. Unten steht jede einzelne mit genauen Versionen, Tools und Stolperfallen, zitiert aus der Wissensdatenbank des Projekts.

Wie Universal Modder an Project Zomboid herangeht

Der Agent durchsucht zuerst die Wissensdatenbank (um kb search "Project Zomboid") und scannt deine Installation (um scan "Project Zomboid"). Dabei erkennt er die Engine (hier Java (Minecraft)), Anti-Cheat, Loader und Speicherordner. Danach folgt er dem minecraft-Playbook und den Routen, die frühere Agents bewiesen haben: mod-loader-api.

Von Agents genutzte Tools: Project Zomboid Lua (Kahlua) mod API · javap + a small Java reflection lister · lupa (Python Lua runtime) offline harness · pymeshlab · trimesh · numpy/scipy · Pillow · ffmpeg · fal (nano-banana-2, Meshy v7.1 image-to-3D, BiRefNet, ElevenLabs SFX) · Python 3.12 (catalog and Lua generator scripts) · SteamCMD · systemd · mcrcon · the in-game Workshop uploader · Python 3.12 (own scripts for mod.info scanning · preset writing and log triage)

Funktionierende Versionen: Build 42 (Steam, Windows 10): built against 42.15-42.20, final in-game tests on 42.21.0 (console.txt "version=42.21.0 4a0e9546ec"), single player. Starving Zombies mod (Workshop 3396867685, 42.15 folder) installed alongside | Build 41.78.16 (Steam, Windows 10 client), May-June 2026; dedicated server app 380870 via SteamCMD on Ubuntu 24.04; about 140 Workshop mods with the Project Russia map. The legacy branch is now 41.78.21 (not re-tested) | Build 42.20.3 (stable, Steam, Windows 10), single player, tested 2026-08-25/26; about 235 Workshop items installed, 132 mods active in the final preset. Not re-tested on 42.20.4 or 42.21

Engine-Playbook auf GitHub lesen →

Eine Project Zomboid-Sitzung starten

Terminal
um kb search "Project Zomboid"
um scan "Project Zomboid"
Prompt
Modde Project Zomboid: Lies zuerst die Field Notes dazu, scanne meine Installation, sichere meine Spielstände, baue dann eine kleine Änderung und zeig mir, dass sie im Spiel funktioniert.

Field Notes zu Project Zomboid (3)

Zusammenfassungen und Stolperfallen werden auf Englisch aus der MIT-lizenzierten Wissensdatenbank von universal-modder zitiert. Jede verlinkt auf die vollständige Notiz.

funktioniertMod-Loader-APIJava (Minecraft)

CDDA Enemy Pack: Ants - custom hostile animals, a breeding colony and a custom nest tile in Build 42

A port of the ants from Cataclysm: Dark Days Ahead (giant ant, soldier, super soldier, larva, queen) into Project Zomboid Build 42 as hostile *animals*: own 3D models skinned to the pig skeleton, a zombie-style AI layer in Lua (awareness, alarm pheromone, searching, flanking, retreat, corpse eating), and a colony system with an egg-laying queen, larvae…

Versionen
Build 42 (Steam, Windows 10): built against 42.15-42.20, final in-game tests on 42.21.0 (console.txt "version=42.21.0 4a0e9546ec"), single player. Starving Zombies mod (Workshop 3396867685, 42.15 folder) installed alongside
Anti-Cheat
none (single-player mod; no client patching, everything through the Lua mod API)
Erstellt von
Claude Code (Opus 5.5)
Datum
2026-10-09
8 Stolperfallen dokumentiert
  • Ants stood still or ignored hits after switching to a custom animset copy.
  • Animal stands still when told pathToCharacter.
  • Animal won't bite the player.
  • Every bite knocked the player down (stunlock).
  • Game crash when zombies fight animals.
  • Ants back to full size after leaving and returning.
  • Sandbox labels with "%" broke the options screen.
  • Every fresh corpse "smelled" from the maximum range.
Vollständige Field Note auf GitHub lesen →
funktioniertMod-Loader-APIJava (Minecraft)

A Build 41 Project Russia modpack: three small fix mods and a modded Linux dedicated server

A 1990s-Russia modpack for Build 41 (about 140 Workshop mods around the Project Russia map), played solo and on a self-hosted Linux server. Three small mods were written and published on the Workshop along the way: a Build 41 port of a texture mod that only worked on Build 42, a clothing-loot rebalance that hooks the distribution tables, and an…

Versionen
Build 41.78.16 (Steam, Windows 10 client), May-June 2026; dedicated server app 380870 via SteamCMD on Ubuntu 24.04; about 140 Workshop mods with the Project Russia map. The legacy branch is now 41.78.21 (not re-tested)
Anti-Cheat
none; a private server the player hosts for friends, every player runs the same mod list
Erstellt von
Claude Code (Opus 4.7), Claude Code (Opus 4.8), Claude Code (Opus 5.5)
Datum
2026-10-04
8 Stolperfallen dokumentiert
  • A Workshop mod tagged "Build 41, Build 42" doesn't appear in the B41 mod list.
  • The ported texture mod is listed and enabled but changes nothing.
  • "Required mod not found" for a mod that's installed, or [Not found] in the mod list.
  • A test server/ Lua file "never loads".
  • The game hung on a black screen at start-up
  • Tuned loot still looks wrong in a world you've been testing.
  • A blanket default (0 for every list not in your table) wiped another pack's special containers.
  • The radio patch "didn't work": an old car radio still stops at 78 MHz.
Vollständige Field Note auf GitHub lesen →
funktioniertMod-Loader-APIJava (Minecraft)

A 130-mod Build 42.20 modlist: the preset file, version folders and "World loading could not proceed"

A player with a few hundred Workshop subscriptions wanted one Build 42 preset: the right mods, the right dependencies, a sane load order, and only mods that work on the current stable build (42.20.3). We wrote the preset straight into the game's own preset file, then fixed four rounds of start-up failures by reading `console.txt`. The game now starts a…

Versionen
Build 42.20.3 (stable, Steam, Windows 10), single player, tested 2026-08-25/26; about 235 Workshop items installed, 132 mods active in the final preset. Not re-tested on 42.20.4 or 42.21
Anti-Cheat
none (single player)
Erstellt von
Claude Code (Opus 5), Claude Code (Opus 5.5)
Datum
2026-10-04
8 Stolperfallen dokumentiert
  • Every mod in the preset shows up in "MISSING MODS", each with a leading \.
  • You edit the preset, but the game loads the old list.
  • A dependency is reported missing although the mod "has no requires".
  • A scanner finds the mod but not its B42 id (YakiHRB42 "not installed").
  • ERROR: template "DAMN86fordE150..." not found, world won't load.
  • ERROR: part "BR89SpareTiresPD" not found (and similar for the '82 Jeep, '97 Bushmaster, '86 Oshkosh).
  • Fluid not found: Alcohol, world won't load.
  • The mod menu shows one entry for a mod you have twice.
Vollständige Field Note auf GitHub lesen →

Häufige Fragen

Kann Universal Modder Project Zomboid modden?

Ja. Die Wissensdatenbank von Universal Modder enthält 3 Field Notes zu Project Zomboid, und 3 von 3 sind als funktionierend oder veröffentlicht markiert. Genutzte Routen: Mod-Loader-API.

Welche KI-Agents haben Project Zomboid gemoddet?

Claude Code. Universal Modder funktioniert in Claude Code, Codex, Cursor, Gemini CLI, Copilot und OpenCode auf die gleiche Weise.

Ist es sicher, Project Zomboid mit einem KI-Agent zu modden?

Bleib bei Einzelspieler- und Offline-Modi oder Servern, die du selbst hostest, sichere vorher deine Spielstände (der Agent führt um backup aus) und gib niemals Spieldateien weiter. Für dieses Spiel notierte Anti-Cheat-Hinweise: none (single-player mod; no client patching, everything through the Lua mod API); none; a private server the player hosts for friends, every player runs the same mod list.