Project Zomboid

Project Zomboid

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Craftable Produce Sacks
   
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27 Jun, 2022 @ 5:27am
4 Feb @ 7:00am
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Craftable Produce Sacks

Description
This mod allows you the ability to create the existing produce sacks in the game, which decay in the same way as normal produce, allowing a balanced experience

Adds the ability to craft the already existing Sacks of Produce in a balanced way that works with the vanilla game. An empty sack, a needle, some thread, and whatever produce you want to pack are required. A small amount of thread is used for each sack. The rest is handled using the existing game assets. All existing produce sack recipes have been added.

Purpose

The vanilla game contains a variety of Sacks of Produce that spawn in various areas. These sacks are able to degrade like the produce they contain. Often by the time the player finds these sacks, they have decayed. These sacks are a slight reduction in space and weight used, and are also much easier to handle. This models how much easier it is to handle sacks in the real world.

This mod simply makes these existing produce stacks craftable in a balanced way by requiring some resources to put the sacks together.

Making a Sack of Produce

You need the following to craft a sack of produce:
  • A needle*
  • An empty sack
  • At least x1 units of Thread
  • Quantity of Produce
* designates the item is not consumed during crafting

The amount of produce you need varies, based on the amount of produce the sack normally produces as the vanilla sacks are not always the same amount.

Balance Notes

A regular consumable to put a sack of produce together is thread, which you do not get back when you open the sack. This helps somewhat with balance. Players can also only make as many sacks of produce that they already have sacks for.

Mod Details for Servers

The mod is fully compatible with multiplayer and be added or removed to existing games with no issue.

Workshop ID: 2826801787
Mod ID: CraftableProduceSacks
22 Comments
Rocket  [author] 8 May @ 8:03pm 
The sacks can be frozen, yes. In fact that is the intention. And the food will spoil at the same rate as the food itself.

The sacks of produce are actually in the base game, I just made recipes that let you turn produce into the sacks of produce.

Slightly unpopular but to help with balance, I added it so you require some thread to "make" a sake of produce. So the Empty sack is reusable, but the thread is not. Thread is "renewable" from zombies, and so i felt this was a nice middle ground for balance.

I use it on my server a lot, I think it's pretty balanced.
GIN 8 May @ 2:28pm 
Question about the balance, the food at the sacks get spoil with the time? and also the food inside (like cabage) can get frozen at the fridge? Im worried about that because dont want something that can unbalance my server :lunar2019deadpanpig:
TimeKepeer 17 Sep, 2023 @ 1:49am 
I noticed that you can put half used (or eaten) potatoes in sacks. When the sack is open, the half empty potatoes become full. Nothing gamebreaking, but still deserves fixing I believe. Maybe, make it so only unused/uneaten produce can be put in sacks?
Rocket  [author] 31 Mar, 2023 @ 9:06pm 
Note I've finally fixed the strawberry sack bug
Myst Leissa 14 Nov, 2022 @ 11:55pm 
https://steamproxy.net/id/myp_myp_myp - The Bags are opened with barehands through the crafting window.
Myst Leissa 14 Nov, 2022 @ 11:44pm 
Also generally speaking there's no realistic reason to have thread in a sack cloth to begin with, Most Farmer's sacks (the kind protrayed in PZ) have internal binding mechanisms. The Real Question is why doesn't PZ Vanilla allow you to just shove back in the bag what you just took out.
Myst Leissa 14 Nov, 2022 @ 11:42pm 
The Thread seems like needless balance, especially since you don't get back out what you put in...
Денчик 12 Nov, 2022 @ 5:28am 
Guys.. how to open these bags???
Scissors, knife, saws and axes DO NOT allow to open bags with potatoes or any other product.
refpuz 1 Nov, 2022 @ 12:53pm 
FYI, your mod has an easy fix. The variable for strawberries in the sackrecipes.txt file is spelled incorrectly. It should be "farming.Strewberrie", not farming.Strawberry. Not sure why they named strawberries that in the code but I fixed it locally and it works now. I might upload a fix later but for anyone reading this, you just have to edit that variable name in the recipe text file located in the workshop folder for this mod.
Altricad 15 Sep, 2022 @ 9:06am 
Are you going to update this with the fix to the strawberries name produce? You last commented and then didn't update the mod it looks like