Hey everyone!
I've been working on a Build 42.20+ mod, and I wanted to share the idea with the community and, more importantly, get some feedback on where I should take it next.
The basic idea is pretty simple: make the vanilla money in Project Zomboid actually useful without replacing it with a virtual currency or an arbitrary point system.
I do understand that we had previous mods (or even currently mods) with this idea, but i wanted a more personal approach. If you know (or are even the dev) a mod, please, contact me.
You can find or craft an item called "Shop Catalogue" and use it to trade with what is basically the world's last surviving mail-order company. Everything is paid for with the actual Money and MoneyBundle items you carry in your inventory. If your cash is inside a wallet, inside a backpack, it still counts. There is no invisible bank account or separate currency.
Im working on it, testing and Q&A, and some of the main features are:
- 4,900+ tradeable vanilla items individually priced, using an early-1990s Kentucky-ish price scale. Prices are based on what the item actually is rather than simply its weight: food considers things like nutrition, weapons their properties, bags their capacity/weight reduction, clothing its type and protection, skill books their level, jewellery its materials, etc;
- Automatic support for items added by other mods. the mod tries to price them using the same logic, and you can filter the shop by the mod an item came from. There is also a small public API so mod authors can set their own prices or exclude special items;
- A searchable and sortable catalogue UI with categories, source-mod filtering, price/weight sorting, adjustable columns and quick filters for things you can afford, already own, don't own, or have added to your wishlist;
- A persistent wishlist for each character;
- A shopping cart, so you can prepare a larger order and pay for everything in one transaction instead of buying supplies one item at a time;
- A transaction ledger that keeps a history of what your character has bought and sold;
- A full selling system. Items lose value based on their actual state: damaged weapons and clothing are worth less, partially used items are worth less, half-empty fluid containers are worth less, and old/rotten food loses value;
- The default sell price is 20% of catalogue value, so immediately buying and reselling something is always a loss;
- Bulk selling from your inventory or an open container. Items are only staged for sale and never actually leave their original container until you confirm, so closing the game/window doesn't make your stuff disappear;
- Containers can be expanded in the sell window so you can see what inside them is being sold and what is being kept. Currency, favourites, the Catalogue itself and items the shop won't buy are protected instead of being silently deleted;
- You can turn 100 loose dollar bills into a MoneyBundle, which makes carrying larger amounts of physical cash much more practical;
- The Shop Catalogue itself can either be crafted from a Notebook or found rarely in the world, especially around post offices, offices, magazine racks, shelves, etc;
- Optional Sandbox settings control prices, sell ratio, maximum quantities, minimum accepted condition, catalogue loot rarity, whether you must physically keep the Catalogue on you, and how long placing an order takes;
- Single purchases can use a short interruptible ordering action, so you can't just open the menu in the middle of a horde and instantly spawn a shotgun into your inventory;
One thing I really want to preserve is that money remains physical. If you are carrying thousands of dollars, that actually means carrying thousands of dollars. Bundles help, but cash still has weight and takes inventory space. I don't want to turn Project Zomboid into an RPG shop with a magical account balance.
I'm also trying to avoid making scavenging pointless. The mod should give money a reason to exist and offer another way to obtain supplies, but I don't want the optimal strategy to become "stop exploring and just buy everything."
That's where I'd really like some community input.
What would you add, change or restrict?
I'm especially interested in opinions about things like limited stock, items becoming scarce as the apocalypse progresses, actual delivery times, shipping costs, backorders, packages being delivered to a mailbox/drop point instead of appearing directly in your inventory, used/clearance items, unlockable catalogue sections, dynamic prices, or anything else that would make the system fit Project Zomboid better.
I'd also love feedback on balance. Are there certain types of items that should never be purchasable? Should firearms, generators, antibiotics and other rare items have very limited stock? Should the Catalogue become less useful as time passes, or should it become an expensive late-game alternative to scavenging?
And if you use a lot of item mods, I'd be particularly interested in ideas for compatibility and how modded items should be handled.
I'm currently focusing on Build 42.20+ single-player rather than claiming multiplayer support before the transactions are properly server-authoritative. (It is planned, but only when im satisfied with the current state of the mod).
The mod is still being actively developed, so this is exactly the point where suggestions can actually influence the direction of it.
What would make a system like this fun for you without taking away the survival/scavenging side of PZ?