zomboid-modding

Creates, packages, and installs Project Zomboid B42.20 mods with symlinked live installs.

Updated Jul 5, 2026
One-click install
npx skills add https://github.com/mrStorrs/pz-ai-modding-system --skill zomboid-modding-mrstorrs
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: zomboid-modding
Source: https://github.com/mrStorrs/pz-ai-modding-system/tree/main/.codex/skills/zomboid-modding
Command: npx skills add https://github.com/mrStorrs/pz-ai-modding-system --skill zomboid-modding-mrstorrs

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Project Zomboid Build 42.20 modding involves strict folder layouts, mod.info metadata, load-list files, and live-install symlinks that are easy to get wrong, causing mods to silently fail to appear in-game. This Skill encodes the full workflow so mods are created, forked, packaged, linked, and validated correctly on a Linux B42.20 install. ## Core Features & Use Cases - Mod Creation and Forking: Scaffolds new CJS mods with the required 42.20/ and lowercase common/ structure, writes valid mod.info files, and forks upstream or Workshop mods with namespaced IDs. - Live Install and Load Lists: Installs project-backed mods as symlinks into the live mods folder and updates save-specific, default, and preset mod lists without duplicating IDs. - Loot and Patch Mods: Handles EasyDistro loot distribution changes and creates narrow CJS patch/tweaks mods that layer fixes over third-party mods without overwriting upstream files. - Use Case: You want to fix a broken Workshop mod for your B42.20 save. The Skill checks the Workshop copy first, creates a pz-<name>-cjs-tweaks patch mod if needed, links it live, updates your load lists, and runs the post-change review gate. ## Quick Start Use the zomboid-modding skill to create a new B42.20 mod called cjsQuickZoom, link it into my live mods folder, and add it to my active load list.

Frequently Asked Questions about zomboid-modding

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a Project Zomboid B42.20 mod on Linux?

Create a mod folder containing a `42.20/` directory with `mod.info`, `poster.png`, and `media/lua/` subfolders, plus a lowercase `common/` directory. On Linux, B42.20 only resolves the shared folder as lowercase `common/`, so uppercase `Common/` content is ignored.

Why is my Project Zomboid mod not showing up in the mod list?

The mod folder must be a direct child of the live mods root, contain `42.20/mod.info` with valid `name=`, `id=`, and `poster=` entries, and include both `42.20/` and lowercase `common/` folders. Also check for accidental nesting like `Contents/mods/` or ID collisions with another installed mod.

How do I patch a Workshop mod without overwriting it?

Create a separate CJS patch/tweaks mod with `require=\<TargetModId>` in its mod.info and enable it immediately after the target mod in load lists. Keep the patch narrow and namespaced, copying upstream files only when a specific override is required.

Can I validate Project Zomboid Lua code outside the game?

You can check Lua syntax locally with `lua5.1 -e "assert(loadfile('file.lua'))"`, but you cannot execute files because game globals like Events and Perks are absent. Behavior that depends on the runtime must be validated in-game and stated as remaining manual validation.

How are Project Zomboid mods installed into the live game folder?

Project-backed mods are installed as symlinks from the live B42.20 mods folder back to the project directory, using the project folder's exact casing. A link script creates or replaces the live entry, and stale copied folders are treated as drift and replaced with symlinks.