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🧟‍♂️ AfterTheFall (Build 42) (WIP!)

AfterTheFall is a modular gameplay extension for Project Zomboid (Build 42) focused on
realism, skill-based progression, developer transparency, and
engine-compliant implementation.

Designed for players and modders who expect deep systems, clean architecture, and
predictable, debuggable behavior.


📑 Table of Contents

  • 🚀 Features Overview
  • ✅ Supported Systems
  • 🗂 Project Structure
  • 📦 Installation
  • 🎮 Controls
  • 💾 Persistence & Data Handling
  • 🧩 Compatibility
  • 🐞 Debugging
  • 🛣 Roadmap
  • 🤝 Development & Contributions
  • 📜 Lizenz
  • ⭐ Credits

🚀 Features Overview

🔧 Dynamic Gameplay Systems

  • 🧮 Skill-based calculations instead of static values
  • 🛡 Fully engine-compliant (no client-side cheating)
  • 🧩 Designed specifically for Build 42 mechanics

🧠 Advanced Tooltips

  • 🧬 Custom tooltip pipeline
  • 📍 Context-aware information display
  • 🪟 Optional separate tooltip panel
  • 📐 Proper text wrapping & spacing (UI-optimized)

🧪 Debug & Developer Tools

  • 🧰 Dedicated AfterTheFall Debug / Settings Panel
  • ⌨️ Hotkey-based access (CTRL + SHIFT + F11)
  • 🗂 Tabs, checkboxes & sliders
  • 💾 Persistent settings via ModData / SandboxOptions

⚙️ Modular Architecture

  • 🧱 Clean separation of client, server, and shared
  • 🔌 Easily extensible without touching core systems
  • 🔀 Multiple subsystems can run in parallel

✅ Supported Systems (Current)

✔ Custom UI panels
✔ Custom hotkeys
✔ Build-42-compatible events
✔ Persistent configuration
✔ Tooltip overlays
✔ Debug logging
✔ Foundation for future gameplay modules


🗂 Project Structure (Build 42)

AfterTheFall/
└── Contents/
    └── mods/
        └── AfterTheFall/
            ├── common/
            │   └── media/
            │       └── ...
            └── 42/
                ├── media/
                │   ├── lua/
                │   │   ├── client/
                │   │   ├── server/
                │   │   └── shared/
                │   └── ui/
                ├── mod.info
                └── poster.png

Notes

  • 📦 common/ → version-independent assets
  • 🔧 42/ → Build-42-specific code
  • 🔁 Load order: common → 42

📦 Installation

🛠 Manual Installation (recommended for development)

  1. Copy the mod folder to
    %UserProfile%/Zomboid/Workshop/
  2. Ensure no duplicate versions exist
  3. Enable the mod in the in-game mod menu

🌐 Steam Workshop

  • 📄 Upload handled via workshop.txt
  • 🖼 preview.png must be 256 × 256

🎮 Controls

Action Input
Open AfterTheFall Panel CTRL + SHIFT + F11
Switch Tabs 🖱 Mouse
Save Settings 💾 Automatic (persistent)

💾 Persistence & Data Handling

The mod relies exclusively on stable Build-42 systems:

  • 🧠 ModData for runtime data
  • 🌍 SandboxOptions for world-level defaults
  • 🚫 No client-side modification of authoritative values

✔ Multiplayer-safe
✔ Predictable behavior
✔ Server-authoritative


🧩 Compatibility

  • ✅ Project Zomboid Build 42
  • ✅ Singleplayer
  • ✅ Multiplayer-safe architecture
  • ❌ Not intended for Build 41

🐞 Debugging

Active log tag

  • [AfterTheFall]

Typical log output:

  • Bootstrap status
  • Panel initialization
  • Event registration
  • Hotkey binding

🛣 Roadmap (Planned)

⏳ Expanded skill integrations
⏳ Additional modular gameplay systems
⏳ Extended UI configuration
⏳ Optional standalone tooltip window


🤝 Development & Contributions

Pull requests and technical discussions are welcome.

Please ensure:

  • ✔ Full Build-42 API compliance
  • ❌ No direct engine overrides
  • 🧩 Clear client / server separation

📜 Lizenz

"Copyright (C) 2026 Volt & Seppel. All rights reserved. No part of this software may be modified, redistributed, or used for derivative works without express written permission!"


⭐ Credits

👨‍💻 Entwickelt von: Volt & Seppel
🏗 Für Re:Code – Modular Game Mod Development

🧟‍♂️ Survive smarter. Mod cleaner.

About

After the Fall (WIP!) brings an after-the-fall aesthetic to Project Zomboid (Build 42) via deterministic world mutation on chunk load: overgrowth/weeds, wall vines, occasional trees (optionally excluding roads), plus subtle visual decay (e.g., roof and wall damage). All features are configurable through extensive sandbox options.

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