Project Zomboid

Project Zomboid

Wolf Extraction Quest
761 Comments
alex.bruno.7878 4 hours ago 
gracias amigo
5DollarChips 16 hours ago 
Your the man, Thanks.
RU556 17 hours ago 
thank you
muchoz 2 Oct @ 11:19am 
thank you very much :)
Dr. Pebber, MD 2 Oct @ 9:27am 
Thank you!
zer0 2 Oct @ 4:07am 
thank you! :D
WolfShine  [author] 2 Oct @ 2:29am 
Updated for 42.12
leo_zippo1 30 Sep @ 4:14pm 
no fix yet?
CHADLIFORNIA 29 Sep @ 8:38pm 
I need my extraction point.
CHADLIFORNIA 29 Sep @ 8:38pm 
PLEASE PLEASE UPDATE THIS MOD!!!
NecromancerPig 29 Sep @ 7:21pm 
Game sucks without Wolf Extraction Quest, pls update
Dester 28 Sep @ 10:30pm 
Please update... this is the only mod (i Know) which provides a way to win.
The Don 28 Sep @ 12:43pm 
@BILXOR thats why everyone else is commenting about update :P
BILXOR 28 Sep @ 8:56am 
The mod is stuck with a red X and red text and I can't activate the mod, even after re-downloading. Anyone else??
. 26 Sep @ 10:27am 
update pleaseeeeeeeeeeeeesssssssssssss
León 26 Sep @ 10:04am 
I shouldn't be asking for an update, but this mod is too good...
simrog 26 Sep @ 6:12am 
Update please :) cant play witout it
goobins 25 Sep @ 1:43pm 
update when?
Veeroos 25 Sep @ 10:19am 
I was about to escape by helicopter, but a new update came out and the mod stopped working... This is how I died xD
Trafalgar 25 Sep @ 8:33am 
Need an update
ERROR 25 Sep @ 7:39am 
must be updated to 42build to new version that just dropped today
:steamthis:
MrBean 24 Sep @ 2:07pm 
that’s exactly why adding an auto-delete save feature to the mod feels so meaningful.
MrBean 21 Sep @ 3:18pm 
@Frebby
MrBean 21 Sep @ 3:17pm 
“Sure, call it ‘slop’ if you like — at least it’s slop with structure, logic, and references to the mod’s own narrative. Better than empty comments with no seasoning at all
MrBean 21 Sep @ 3:17pm 
If the best you can add to the discussion is random buzzwords, you’re not really debating — you’re just heckling from the sidelines.
MrBean 21 Sep @ 3:17pm 
It’s funny to dismiss feedback as ‘trash’ while admitting you don’t even know what the word you’re using means
Evil Frebby 21 Sep @ 11:09am 
still slop no matter how you look at it. frankly i have no damn clue what GOYSLOP means but its stll AI trash.
MrBean 17 Sep @ 6:40pm 
@Scald
Throwing around extremist buzzwords doesn’t make you look smart — it just shows the kind of crowd you’re trying to impress. If your best argument is ‘GOYSLOP,’ then you’ve already lost the point
Scald 17 Sep @ 1:02pm 
AI generated GOYSLOP
MrBean 13 Sep @ 8:45pm 
@misdy
MrBean 13 Sep @ 8:45pm 
I get what you mean, and of course I could just delete the save file manually. But what I’m suggesting is more about immersion: having the save end automatically after a successful extraction makes it feel like part of the mod’s intended narrative, rather than just something I do outside the game. It’s not about convenience, it’s about giving extraction a proper, built-in sense of finality.
misdy 13 Sep @ 8:19pm 
@BakerBochMod just delete the save file urself bro
Reaper 9 Sep @ 5:41pm 
Very cool mod I cleared the entire city just to have an easy time during the escape and waited for the storm to clear but the said i was surround by zombies (Not a single zombie in sight) and that i barely escaped lol it would be nice to have diffrent endings for it
MrBean 28 Aug @ 12:46am 
The most important point is that you already referenced PZ’s iconic line ‘This is how you died…?’ at the end of the story. A built-in deletion/retirement feature would actually reinforce the narrative you’ve written, rather than adding something extra—it perfectly echoes the mod’s own ending.
MrBean 28 Aug @ 12:45am 
Make extraction the true end of a character, rather than leaving them in the save file after escaping.
This would add a stronger sense of ceremony and immersion—since the mod’s story text already says the helicopter crashes and their fate is unknown, letting the survivor truly ‘disappear’ from the save leaves their life or death to the player’s imagination.
MrBean 28 Aug @ 12:45am 
Extraction is supposed to be the ultimate goal, but right now the character still remains in the save file after escaping, which makes the experience feel a bit ‘unfinished.’ Having the save permanently end upon successful extraction would make it clear that ‘successful extraction = the end of that survivor’s story,’ giving the mod a proper and definitive closure
ferranferri 27 Aug @ 2:53pm 
Hi @WolfShine I'm playing with Wolf extraction mod in B42.11. My problem is with antennas. Y made the antenna, placed it in the zone (text in the tracker appears in green) but the manage antenna option in the tracker GUI does not appear.
I have a US army walkie in my inventory (not sure if it is the correct one). In the FAQ, you mention:
Btw you need signal active before all this.
What is that signal?
I'm not sure what is happening.

Thanks!!! I love your mod
Didclaun 25 Aug @ 6:36am 
hello! i want to use this mod in a dedicated server but i can't find the sandbox settings in the Zomboid_SandboxVars.lua, where can i find it to configure it? Remember its not my own server, its a rented one
Kowalski 20 Aug @ 4:19pm 
@WolfShine thank you so much! I've read FAQ and now I know how to work with multiplayer settings.

For @All: How to work with B41 multiplayer settings - 1) Set fixed extraction point from the list (NOT RANDOM). 2) Every player has to find his own map pieces. So if you set 2 antennas, every player has to build 2 antennas. If you share antenna location map with your friend he'll see a blank map. 3) At the extraction point you activate event by your own, but "your zombies" and "your friend's zombies" see both of you.

P.S. Correct me if I'm wrong. I'm in the middle of co-op survival with my friend and this is just my understanding after reading FAQ.
05 32 18 Aug @ 4:30am 
hi i jus install the mod fo B42 an i cant find the mod in the modlist or in the option before starting the game, any idea ?
WolfShine  [author] 16 Aug @ 1:10am 
@Kowalski The multiplayer issues for the B41 were fixed years ago. Zomboid's B42 doesn't have multiplayer at all. For the rest, please read the FAQ.

@BILXOR See the pictures on the mod page and read the FAQ, please.
Kowalski 11 Aug @ 7:09pm 
Hi @WolfShine. Is there any stable version for b42/41 multiplayer? I want to play with my friends. We started b41 with random spawns, so I have my extraction point in Rosewood and my friend has his in Louisville. Can we somehow sync our extraction points and zombie visibility and etc.? It works great in single player, but I know there where issues for mp.
WolfShine  [author] 9 Aug @ 2:28am 
@TEMPEST:

Hi! Thank you for your kind words about the mod. Currently, you can extend the time by adding a waiting period for the activation of the signal. In the future, I may consider revisiting the sandbox values to allow for even longer durations.

@BakerBochMod:

Hi! Thank you for your appreciation. There isn't much utility in adding a delete/reset progress feature, as the progress is tied to the character. This approach helps maintain a more cohesive and engaging gameplay experience.
TEMPEST 5 Aug @ 10:35am 
Hi. Thank you for this mod; it's one of my all-time favourites. I was wondering if, next time you update, would you please allow longer times than 180 days? I'd really like to 'roleplay' that my survivor is in contact over the radio, but needs to hold out for a lot longer time before the rescuers are able to reach them. Thank you.
WolfShine  [author] 25 Jul @ 11:58pm 
Update on the pending download issue, citing another user:
"The issue with mods that updated within the month of july has been fixed, There was a temporary patch at the time, but essentially you just gotta update (or just rebuild) your pzserver folder that was generated by steamcmd. not an issue with the mods or their updates, it was an issue with and old workshop API that zomboid was still using and was no longer supported by steam"
Also: https://www.reddit.com/r/projectzomboid/comments/1lyw5ww/psa_for_all_server_owners_who_is_facing_steam_mod/
Carmac 23 Jul @ 6:15am 
Tried a fresh new server, but still the same issue. :(
nightmare_frog 22 Jul @ 12:03pm 
I play on multiplayer server (b41) hosted on my pc with a friend. After the last update of this mod, my game runs correctly, but if he joins, it gets very laggy for him and his game crashes. I tried deactivating the mod and reinstalling it, but the issue remains. Before that it always worked without a problem. A server without this mod runs without a problem. Any idea what the problem could be from the last update?
Reditz86 21 Jul @ 4:39pm 
@Carmac Same thing on my end. It still errors with a download pending fail. I’m on a Linux based server so have tried the same fixes and no luck.
Carmac 21 Jul @ 1:08pm 
I tried both links, tried manually wiping all mod files from the server, allow them to re-download, but continue to see the same error in the server logs(DownloadPending -> Fail ID=2987772693). Not sure what to do here.
Any progress @Reditz86?
WolfShine  [author] 21 Jul @ 1:54am