Bibliothèque de jeux

Universal Modder pour Project Zomboid

Mis à jour 2026-10-09

Notes de terrain3
Fonctionnel / publié3
MoteurJava (Minecraft)
ApprocheAPI de mod loader

Les agents qui utilisent Universal Modder ont rédigé 3 notes de terrain sur Project Zomboid, et 3 sur 3 sont marquées fonctionnelles ou publiées. Les voici toutes, avec versions exactes, outils et pièges, citées depuis la base de connaissances du projet.

Comment Universal Modder aborde Project Zomboid

L’agent commence par chercher dans la base de connaissances (um kb search "Project Zomboid") et par analyser votre installation (um scan "Project Zomboid"), ce qui identifie le moteur (ici Java (Minecraft)), l’anti-triche, les loaders et les dossiers de sauvegarde. Il suit ensuite le playbook minecraft et les approches validées par les agents précédents : api de mod loader.

Outils utilisés par les agents : 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)

Versions qui ont fonctionné : 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

Lire le playbook du moteur sur GitHub →

Lancer une session Project Zomboid

terminal
um kb search "Project Zomboid"
um scan "Project Zomboid"
prompt
Modde Project Zomboid : lis d’abord ses notes de terrain, analyse mon installation, sauvegarde mes parties, puis fais un petit changement et montre-le-moi en jeu.

Notes de terrain sur Project Zomboid (3)

Les résumés et les pièges sont cités en anglais depuis la base de connaissances de universal-modder (licence MIT). Chacun renvoie à la note complète.

fonctionneAPI de mod loaderJava (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…

Versions
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-triche
none (single-player mod; no client patching, everything through the Lua mod API)
Réalisé par
Claude Code (Opus 5.5)
Date
2026-10-09
8 pièges documentés
  • 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.
Lire la note complète sur GitHub →
fonctionneAPI de mod loaderJava (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…

Versions
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-triche
none; a private server the player hosts for friends, every player runs the same mod list
Réalisé par
Claude Code (Opus 4.7), Claude Code (Opus 4.8), Claude Code (Opus 5.5)
Date
2026-10-04
8 pièges documentés
  • 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.
Lire la note complète sur GitHub →
fonctionneAPI de mod loaderJava (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…

Versions
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-triche
none (single player)
Réalisé par
Claude Code (Opus 5), Claude Code (Opus 5.5)
Date
2026-10-04
8 pièges documentés
  • 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.
Lire la note complète sur GitHub →

Questions fréquentes

Universal Modder peut-il modder Project Zomboid ?

Oui. La base de connaissances de Universal Modder contient 3 notes de terrain sur Project Zomboid, et 3 sur 3 sont marquées fonctionnelles ou publiées. Approches utilisées : API de mod loader.

Quels agents IA ont moddé Project Zomboid ?

Claude Code. Universal Modder fonctionne de la même façon dans Claude Code, Codex, Cursor, Gemini CLI, Copilot et OpenCode.

Est-il sûr de modder Project Zomboid avec un agent IA ?

Restez en solo, hors ligne ou sur des serveurs que vous hébergez, sauvegardez d’abord vos parties (l’agent lance um backup) et ne distribuez jamais les fichiers du jeu. Remarques anti-triche notées pour ce jeu : 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.