Project Zomboid

Project Zomboid

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Mad Crafter [electric weapon and more] v0.2
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1 Feb @ 3:20am
7 Feb @ 9:35am
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Mad Crafter [electric weapon and more] v0.2

Description
====================================
V0.2 Main Update:
+ Added a weapon status bar, where you can see the weapon's battery level and malfunction risk in the top left corner.
+ Reworked the sandbox settings, now you can easily modify the malfunction factor and battery consumption factor for electrified weapons.
+ Added visual effects for electric weapons
+ Electric weapons now cause zombies to stagger and be shortly stunned on hit
+ Rebalanced weapon stats
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Note: Madcrafter provides electrified weapons and more customizable weapon options, adding new experiences and turning useless items in the game into valuable resources.



🏷️: I’ve always felt that the electrician skill in project zomboid was pretty useless except for being able to hotwire vehicles. However, this mod now provides a variety of electric shock weapons to choose from. With just press of a button, you can boost a weapon’s attack performance, though it comes at a cost.


Electric shock weapons require batteries to power them up; without batteries, they are just ordinary weapons or even weapons with lower damage because you’ve modified them too much, making them less wieldy. Each swing consumes a certain amount of electricity, with consumption varying between a defined minimum and maximum, and more powerful weapons consume even more power.


All electric shock weapons are assembled from scrap parts, and during use, their circuitry may get damaged. The higher the risk of circuit failure, the more likely it is that the circuitry will break down, requiring repair before the electric mode can be used again.
The circuit malfunction system is a complex calculation logic, mainly influenced by the electrician and maintenance skills.

[Electrician Level]: Affects the base malfunction probability.
[Maintenance Level]: Affects the risk of circuit malfunction added with each swing of the weapon.
(Note: Malfunction risk is not the same as malfunction probability.)


This is the primary feature of electric shock weapons—they can only be activated when the weapon has battery power and the circuitry is in good condition.

Once activated, each weapon will have its own unique enhancement effects. For example, spear-type weapons will have an increased maximum attack range, while hammers will see significant boosts in attack power and critical hit rate…
By default, when electric mode is activated, all electric shock weapons gain a certain increase in maximum attack units (this only takes effect when group attack mode is enabled).

The electric mode toggle can be set up in System Settings - Mod - MadCrafter, where you can also configure a hotkey for it. By default, no hotkey is set (the “G” key is recommended).


Each electric weapon produces a unique electric shock sound effect when electric mode is enabled. I spent a lot of time combining the original weapon sounds with electric effects; although it’s still a bit rough, it at least provides a satisfying impact. Every weapon has been given a pixel art icon that matches the style of the original game to reduce any sense of dissonance.


In movies or other games, there are always some weapons that look really cool. Now you can piece them together using scrap parts. There are also some items that primarily function as tools, allowing one item to serve multiple purposes:
  • Cleaver Axe
  • Dagger Trident
  • Extinguisher Maul
  • RailSpike Spear
  • Nail-Spiked ShortSword
  • Pipe Wrench Hatchet
  • Saw Blade Claw
  • Wrench Knife
  • Zulu Short Spear
  • Dagger Hatchet
  • Saw Blade Bolt Cutters
  • Keychain Screwdriver (Now you can hang the screwdriver on your keychain)

Important Notice (Regarding Magazines):
  • You must find the "Electrician Maniac's Diary" to unlock the crafting of electric shock weapons, or having an electrician level one higher than the required level will automatically unlock it.
  • You need to find the "Hollywood Weapons Encyclopedia" to unlock the crafting of certain wild weapons, or having one level above the required level will automatically unlock them.

Translate
The mod currently supports CN, EN,RU,FR translations
RU translation thanks to ph0.
FR translation thanks to Bobitec.

BUG Feedback:
Based on tests with more than 100 popular mods and over 10 hours of gameplay, I haven’t encountered any bugs in this mod. If you do find any bugs, please head over to the discussion forum below to provide feedback,thanks!

Future Updates:

1.Due to the poor in-game performance of black colors, I plan to redo the weapon textures to reduce the use of black.
2.Add more electric shock and scrap-based weapons.
3.Introduce more convenient tools.
4.Add more world items, primarily to integrate crafting recipes, thereby reducing the crafting requirements for many weapons during exploration.
5.Consider developing dual-mode weapons, such as a spiked short sword that can attack with either the blade or the spike side.
6.Flame weapons? (Balancing these is quite challenging, so I might only consider it after B42 stabilizes.)

Feel free to leave comments or suggestions to help me improve this mod faster.

About permission
You are free to extract and use any content from my mod without asking for permission.
If you want to republish my mod, you need to follow these rules:
1. There must be substantial and important improvements.
2. If my mod has not been updated for a long time and has caused many issues, you may modify and republish it.

Workshop ID: 3418701509
Mod ID: Mad Crafter
Popular Discussions View All (3)
6
12 Jul @ 5:05am
PINNED: BUG Report
Rocco
1
6 Feb @ 1:53am
Translate to French (encoded UTF-8)
Bobitec
105 Comments
ruhamah 27 Sep @ 11:23pm 
42.12 seems to work for me in debug; lighting and everything.
Ninja Kek 26 Sep @ 4:20pm 
Dead in new version B42
ReadyForTheDevil 12 Sep @ 10:47am 
b41 ?
L2 29 Aug @ 3:48pm 
is there a 41 version at all ?
silly 21 Aug @ 8:22am 
I'm a dying light veteran and I was surprised to see this mod on the workshop that is the same to the weapons in game
zform 19 Aug @ 8:54am 
数值似乎有些保守了,如果有更新计划的话,可以再加强一些。不过这个设计思路还是很好的,让两个我基本上没怎么练过的技能总算派上用场:steamthumbsup:
那个男人 29 Jul @ 9:03pm 
b41能用吗
Fred 15 Jul @ 5:43pm 
can a shishkebab from fallout be added?
四大皆空 11 Jul @ 8:12am 
锯片爪甚至没有武器分类
四大皆空 11 Jul @ 8:11am 
此mod武器伤害重量实用性都弱于原版,似乎仅供娱乐:(