Project Zomboid

Project Zomboid

JB Max Capacity Override
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Update: Nov 20 @ 2:43pm

added a check for CleanUI so I don't break it again

Update: Nov 20 @ 1:59pm

reverted because I broke CleanUI

Update: Nov 20 @ 10:04am

added "per vehicle" cap changes. You can set ie "Base.PickUpTruck" to have whatever capacity. Works only on trunks/truck beds atm. seats and glove boxes will come later

added Black Moon's ISInventoryPage.prerender weight display pretty-fier (with permission)

Update: Nov 11 @ 4:24pm

fixed placing on floor when container is equipped. it's still janky - you'll usually just drop it. After looking through the game code, I'm not going to fix this 100% until TIS finishes up whatever they're cooking up. There's just a bunch of new "floor" checks in the code.

Update: Oct 15 @ 9:36am

added patches for CC, SOTO and True Smoking to defer whichever function won the loading war

Update: Sep 5 @ 7:24pm

When using "Place Item" with a big ass bag, the weight is the lesser of 49 or the actual bag weight so y'all can make your bases all pretty

Update: Jul 31 @ 6:14pm

Fixed ItemContainer.getEffectiveCapacity patch to return the correct capacity. Did a little more tidying up.

Update: Jul 31 @ 10:53am

🆕 07/31/25
Re-added mod data override for single containers. Example usage:
yourContainer:getModData()["JB_MaxCapacityOverride"] = { capacity = 75 }

✅ Works if the container type exists in the lookup table
✅ Compatible with bags and sprite containers
❌ Not yet compatible with trunks (WIP)
⚠️ Mod data will be lost if a sprite container is moved

left an errant test print that I'll remove soon...

Update: Jul 29 @ 5:05pm

I broke it

Update: Jul 29 @ 2:50pm

Added mod data capacity override for single containers. To use:

yourContainer:getModData()["JB_MaxCapacityOverride"] = { capacity = 75 }

It still checks if your container type is in the lookup table first.

Also tightened the code a bit.