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Project Zomboid

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Nepenthe's Nearby Traps
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Mods: Build 41, Misc
File Size
Posted
Updated
2.160 KB
12 May, 2023 @ 3:18am
22 May, 2023 @ 4:39am
2 Change Notes ( view )

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Nepenthe's Nearby Traps

Description
This mod allows traps to work even if you are nearby instead of requiring you to stay ~80 tiles away.


Can this be added to an existing save?

Yes, this can be safely added and removed from existing saves.

Does this work in Multiplayer?

UPDATE: Yes, I've uploaded a version with a fix for the errors that happened in multiplayer. (tested on a local non-dedicated server, I'd like more feedback from anyone using this in multiplayer to confirm)

Can I include this in a modpack?

Yes.

Workshop ID: 2974760428
Mod ID: NepNearbyTraps
69 Comments
W 14 Sep @ 3:50am 
Mods seems to be working perfect, I hadn't been catching rabbits for 2 weeks, installed the mod, moved the traps closer cause now I can, and the next day I had 3 rabbits from my 10 traps, which looks like the percentage you read on the wiki.

Thanks you so much I was getting so annoyed with trapping and now you've gone and fixed that entirely and I can enjoy the game again <3
Jaxx - pshoooo 8 Sep @ 8:15pm 
cannot stress enough that this single mod is what made me use trapping for the very first time because the vanilla implementation is so frustratingly esoteric. thank you
sammiday 1 Sep @ 6:39pm 
thank youuuu with my one mouse trap i might survive xD :health:
Miki Naoki 13 Aug @ 8:08pm 
After a bit of testing, I can confirm that the mod works as intended. The only problem I'm seeing is that traps that should be working in places like farms or vegetation, only work in forest and deep forests. That might be the problem people are actually facing
Miki Naoki 13 Aug @ 6:38pm 
Hello, traps seem to be looping through 3 different states:

1) No bait, able to add bait, able to retrieve trap
2) Bait, able to retrieve bait and/or trap
3) Bait, unable to retrieve bait, able to retrieve trap <-- I believe this is where "Check trap" should be showing

When it gets to the third state, as there's no way to get the prey, it will ultimately loop back to the first state (prey escapes after a while) and new bait will be needed.

Our group is playing through a dedicated server. We have over a 100 mods so it might not necessarily be something caused by this mod. I just felt the needed to explain it here as there are similar comments. I will try to replicate the same conditions on a SP game with just this mod.
refpuz 12 Aug @ 12:05pm 
I had the same bug as @literallybeenvibing, cage traps would be making noise that they caught a rabbit, but I would not have the option to 'check trap', only 'remove bait' or 'remove trap'. And I could remove the bait infinitely and create duplicates. After I removed the mod, I regained the check trap option again.

Dedicated server MP
5 23 Jun @ 5:44pm 
+1, would be cool if there was an option to choose trap minimal radius to work :lunar2019piginablanket:
Nepenthe  [author] 6 Jun @ 6:40am 
@Abelabel I've not tested it, but looking at the list of things that mod does it will probably work together; I think they are just changing the table containing trapping related numbers while this mod is calling the check-if-trap-caught-something function if it was skipped because you were too close.
Abelabel 5 Jun @ 11:57pm 
Does this work with Hard trapping?
Nepenthe  [author] 24 May @ 6:00pm 
@Carecation it would be nice, but it's also a significant amount of extra coding work.