Project Zomboid

Project Zomboid

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Map Mod Manager
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File Size
Posted
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1.282 MB
4 Nov, 2024 @ 5:04pm
25 Dec, 2024 @ 12:41pm
8 Change Notes ( view )

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Map Mod Manager

Description
Map Mod Manager is a tool for managing and organizing your map mods. With a cell grid display, you can visually identify conflicts between maps, regardless of if you're subscribed to them or picked from the huge database of over 800 maps. Whether you're curating a fine collection of maps, checking your current subscriptions for conflicts or expanding your map collection, Map Mod Manager is the tool to help you do it.

Interactive Cell Display:
View maps on a detailed grid, highlighting selected mods to identify conflicts between themselves or vanilla areas.
Toggle Mods:
Quickly activate or deactivate mods and their dependencies you're already subscribed to, so you don't have to go back into mods to manage them.
Steam Links:
Subscribing to a mod is as easy as clicking on that link and subscribing - if it works with your current collection, you can update it in seconds (with a refresh of the game, of course).
Dependency Check:
Know what mods are required with your selected/enabled maps, ensuring you don't miss anything essential to prevent in-game issues like missing tiles or unexpected behavior. Hover over a dependency to check what maps are dependent on it.
Export Data:
The export function generates a list of selected maps, including their URL's, dependencies and multiplayer data, enabling you to quickly set up a server or share it with a mate.


How do I use it?
  • Enable it in mods, save and go back to the main menu. A button called 'Map Mod Manager' will appear right under the Quit button.
  • Select maps to show them on the cell grid, conflicting maps appear red, if they conflict with a vanilla map they appear yellow.
  • Purple cells are map mods without conflicts, green and blue cells are vanilla maps.
  • Hover your mouse over any cell in the grid to show what map/s are occupying that cell.
  • If you're subscribed to a map, it will appear in the Subscribed Map Mods list, green maps are enabled.
  • Dependencies will populate for both active mods and selected mods, active mods are green, required dependencies that aren't enabled are white, dependencies you aren't subscribed to are red.
  • Hover over a dependency to see what map enabled it.
  • Use the steam link next to any map or dependency to navigate to the workshop page, if you subscribe to a new mod, you'll need to quit and re-open the game for it to show up in your Subscribed Map Mods list.
  • Buttons have tooltips, so you know exactly what they are doing.
  • Mod changes are saved by closing the UI.

Note, if you have increased your font size, you will have issues displaying the UI. Reduce your font size to default while using this mod.


[discord.gg]

Originally posted by JiizzJacuzzii:
On Lockdown
This mod cannot be modified by anyone else, for anything else, at all, ever. Even if the user disappears, he or she would much rather you didn't touch the fruits of their hard labour. You are not allowed to repack this mod under any circumstances, ever.



Workshop ID: 3360392628
Mod ID: mapmodmanager
Popular Discussions View All (4)
20
6
20 Feb @ 2:33pm
PINNED: Bugs
jiizzjacuzzii
14
8 Jan @ 5:29am
PINNED: Suggestions
jiizzjacuzzii
1
8 Dec, 2024 @ 2:33pm
Food for Thought...
Jaydee
261 Comments
Lu5ck 27 Feb @ 1:32pm 
I haven't used this since initial release and now selecting all maps seem to lag a lot more than initial release.

While I was on the quest to modify one of the buttons to select all maps, I noticed nested loops in render, is that the only way you could do the grid? Is doing 2D array of panels more expensive than numerous nested loops in render?

I mean, theoretically, can adjust the panel settings on demand instead of looping the same unchanged data every tick, each panel can hold their own data. I certainly haven't tried having 3000+ panels on screen and if you too haven't try, maybe something worth experimenting upon but if you did try, you can ignore this. Also, using 2D array of panels might be easier to implement zoom in function as scrollbar can support child elements out of the box.
Mr. Kobaltz SOG 17 Feb @ 6:39pm 
@jiizzjacuzzii awesome name btw 🤣 but yea I figure during our time in unstable mods are going to get broken pretty often.

Hopefully by the time the map tools come we’ll be far enough along that updates won’t be breaking things as much anymore.

As for those new features coming to 41, i don’t play on 41 anymore but I’ll certainly be keeping an eye on this to see what they are and will be exited for the day they finally come to 42 ❤️

Im curious if it’ll be possible to move map mods around using this mod if they’re overlapping with others. But I don’t understand the system well enough to know if that’s even possible so ignore me if I’m bein stupid lmao
jiizzjacuzzii  [author] 17 Feb @ 1:56pm 
@Mr. Kobaltz SOG - exactly that, and thank you.

Right now, there are 13 maps on the workshop when I grabbed the data last week. It's not enough to go off, and if updates are breaking mods (it happens in unstable), then it gets pretty tricky for me to keep on top of and update the database for you guys (so you're not being linked to broken maps).

I have the update for 42 pretty much ready, aside from some polishing but I'll release it when there is a bit more to go off. As for an update to the 41 version, it should be coming in the next couple of weeks with a bunch of new features. :spiffo:
Mr. Kobaltz SOG 17 Feb @ 9:39am 
@theawsmnes there’s like 2 maps released for b42 so far bud. One of which isn’t working after update 42.3. Chillax it’ll come when it comes lmao. I’m sure things will take off once the official map tools finally release
KV Productions 16 Feb @ 3:44pm 
The best mod
SkyLander_SK 16 Feb @ 2:49pm 
it really works and its usefull
theawsmnes 11 Feb @ 11:16am 
b42 yet bud?
Forest Frost 11 Feb @ 8:45am 
bom
Tequila_Sunset51 11 Feb @ 12:07am 
Nice
Telis 2 Feb @ 8:46pm 
EPIC MOD