Project Zomboid

Project Zomboid

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Sensors and Traps
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1.462 MB
1 Apr, 2024 @ 10:17am
25 May, 2024 @ 12:58pm
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Sensors and Traps

Description
Sensors

This mod allows you to craft sensors of various types, and apply them to objects to initiate an automatic action. Additionally sensors may trigger sound alarms or initiate explosions.

Examples:
  • You can add a light sensor to a lamp so that it turns on automatically during night. Using sensors will allow you to conserve energy. If you you Immersive Solar Arrays, the efficiency of your setup will be improved greatly Additionally you will extend lifetime of your bulbs.
  • You can add a proximity sensor to a gate so that it opens when player is near. This way you do not need to exit your car to open or close the gate
  • You can add a power sensor that detects power shortage and turns on a (secondary) generator
  • You can place a zombie sensor with a electric shock module that will guard your base

Sensor Types
Type
Trigger
Threshold
Light Sensor
The sensor measures daylight value and sends a signal when light level is below given threshold.
intensity
(min:0.0, max:1.0)
Player Proximity Sensor
The sensor measures the distance between Player and the object and sends a signal when distance is below given threshold.
distance[squares]
(min:0, max:10)
Zombie Proximity Sensor
The sensor measures the distance between Zombie and the object and sends a signal when distance is below given threshold.
distance[squares]
(min:0, max:10)
Player Room Sensor
The sensor sends a signal when both the sensor and the player are located in the same room of a building.
N/A
Temperature Sensor
The sensor sends a signal when temperature on the square where it is located is below given threshold.
degrees[celcius]
(min: -50, max: 50)
Rain Sensor
The sensor sends a signal when rain intensity is below given threshold.
intensity
(min: 0.0, max: 1.0)
Power Sensor
The sensor sends a signal when the power is available to the object the sensor is attached to.
N/A

Applicable Objects
Object
Action
Light sources (lamps or lightswitches)
If a sensor is attached to a lamp, it will be turned on. If a sensor is attached to a light switch, a related light source will be turned on.
Vanilla electronic devices
The sensor will activate / deactivate the device. The devices are: Generator, Clothing Dryer, Washing Machine, Stove, TV, Radio
Air Conditioner
The sensor will activate / deactivate the a/c unit. Subscribe to Working Air Conditioners
Doors and gates
The sensor will trigger door gate opening /closing.


[ko-fi.com]

Using Sensors
  1. You will need to find "Electronic Magaize vol 5 - Sensors" and read it to unlock recipe for all sensor types
  2. Craft a sensor of any type with 2 electronic scrap and glue. You will need to have at least electric skill level 2
  3. Click on the object you want to add sensor to, and select "Add Sensor" option
  4. If you want to remove the sensor, simply select "Remove Sensor" option.

Tuning Sensors
To adjust sensor settings such a sensitivity, you will need to use a desktop computer. You must subscribe to "The Computer" by KONIJIMA mod. Turn on the computer and right click on computer keyboard, an option to reprogram the sensor will be available.

Threshold levels
Not all sensor types have threshold levels and threshold levels min and max values are different for every sensor type.

Invert
You can check "invert" to invert the threshold rule. For example , for temperature sensor is threshold is 26 it will send positive signal when temperature is below 26C, but when you check "invert" it will send positive signal when the temperature exceeds 26C.

Modules
Sensor has module slots that can be added for extra functionality.
  • Battery slot - sensor need power to operate. If there is no external power, the sensor can use the battery. Battery will deplete slowly each time sensor activates.
  • Speaker slot - you can add amplifier module, this way sensor will trigger sound alarm when activated. The alarm will bring more attention however.
  • Arm slot - you can add armed traps here, see below

Armed Traps
The traps are danegerous for zombies and players no matter who triggers them. So watch out! To craft armed traps you will need to find and read "Electronic Magaize vol 6 - Traps".

  • Shock trap - it will electrocute characters within sensor range. Electrocuted zombies' movement will be limited and finally zombie will become a crawler. Players will fall down and their movement will be limited. No damage is inflicted apart from the damage that is possible due to the bump fall. The trap is persistent, it does not vanish after firing.
  • Glass trap - it will explode and kill almost all zombies in the sensor range. Players will suffer from deep wounds with glass shards. The trap fires once and then the sensor is gone
  • Nails trap - similar to glass trap, but without glass shards, but slighly more painful.

Traps will not work on players that are sneaking.

Roadmap
Features below are not implemented yet, but I am thinking about adding them.
  • Other sensor types: Time sensor - activate at the given hour/minute

Bugs
  • Light bug - happens for some external light sources, probably modded ones. Destroy the object where sensor is placed when this happens.
  • If you you pick up the object you will lose a sensor. Remove it first, move object and add sensor again.
  • If you want gates to work correctly, add sensor to the edge of the gate, where the hinges are, not the center.


Workshop ID: 3209239259
Mod ID: LightSensor
230 Comments
El Coto 6 Oct @ 11:37pm 
B42 POR FAVOR
xXx_69TRAnsÃo69_xXx 28 Aug @ 3:29am 
Is there a B42 version released?
Gustavo Bombini 27 Aug @ 12:49pm 
Doesnt Work in MP B41
Cozer 25 Aug @ 7:13pm 
Hi, How am I able to make the double gate work with the Proximity Sensor. I added it to the hinge but there is no option to add battery or connect to a car battery.
Bebop Cola 5 Aug @ 9:13pm 
How would one enable the functionality of adding a sensor on the Lamp Pillar carpentry object? I have some outside that I'd like to add light sensors on, but the context menu to add the sensor isn't there.
Ranger 18 Jul @ 10:07am 
hi, how to add amplifier module? is that sever setting or in game setting?
Gus 27 May @ 12:49pm 
update to b42 please
Jenek 24 May @ 1:56am 
There are some rooms that aren't being detected properly by room sensor.
ROSANT 24 Apr @ 1:33pm 
I AM BEGGING PLEASE BUILD 42!
ZE RUELA 13 Apr @ 5:32am 
This is a great mod, congratulations! I was looking for a mod that would make it possible to build automated systems for any purpose, for example, to irrigate the farm, turn on only the necessary lights, turn on alarms when detecting zombie movement (attracting them), make electric traps (something that uses only energy as a resource), open and close gates, etc. I suggest you pay attention to other popular mods, such as the irrigation pipes mod, and think about creating other mods to complete or support the functionality of automating the needs of the game.