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Zomboid Lockworks

English | Русский

A standalone lockpicking and forced-entry mod for Project Zomboid Build 42.20. It adds interactive minigames for mechanical locks, crowbar entry, vehicle ignition wiring, and alarm inspection.

Current release: 1.1.1

Download the latest Build 42.20 package

Highlights

  • Works in singleplayer and multiplayer.
  • No frameworks, profession mods, or other dependencies.
  • Does not replace game files and does not add a separate profession or perk.
  • Uses vanilla Nimble, Strength, Electrical, and Mechanics skills.
  • Includes English and Russian translations, controller support, and Sandbox Options.
  • Revalidates the target, distance, lock state, tools, timing, darkness, fatigue, and safehouse access on the server.
  • Uses original lock, pick, screwdriver, and UI artwork.

Lockpicking

Mechanical lockpicking is available for locked doors, windows, and vehicle doors.

Requirements:

  • one ZomboidLockworks.BobbyPin or, when enabled, one Base.Paperclip;
  • a screwdriver;
  • enough light to read under the vanilla tooDarkToRead() check.

The pick rotates through a full 0–359° circle and follows the pointer around the cylinder center; Left/Right provides precise keyboard adjustment. Holding WASD, Space, or the mouse turns the cylinder with the screwdriver. The pick angle is locked while tension is applied. Release tension before choosing another angle.

The red strain bar grows while forcing a jammed cylinder. At 100%, the current bobby pin or paperclip is removed by the server and a breaking sound is played.

Lockpicking uses the vanilla Nimble skill. Each lock has a deterministic difficulty from 1 to 5 with skill benchmarks of 0 / 2 / 4 / 6 / 8.

With the default Sandbox values, the successful deviation from the hidden angle is:

Difficulty / benchmark Nimble 0 2 4 6 8 10
Very easy / 0 ±5° ±6° ±7° ±8° ±9° ±10°
Easy / 2 ±2° ±5° ±6° ±7° ±8° ±9°
Average / 4 ±1° ±2° ±5° ±6° ±7° ±8°
Hard / 6 ±1° ±1° ±2° ±5° ±6° ±7°
Very hard / 8 ±1° ±1° ±1° ±2° ±5° ±6°

The keyboard step becomes smaller automatically for narrow angle windows. The base ±5° tolerance is independently configurable for all five difficulties; the table remains accurate until an administrator changes those values.

Forced entry with a crowbar

Forced entry is available for locked doors, windows, and vehicle doors and uses the vanilla Strength skill.

Hit while the moving marker is inside the green zone. Lock difficulty and the difference between Strength and its benchmark affect:

  • green-zone width;
  • marker speed;
  • progress from an accurate or glancing hit;
  • progress lost on a miss;
  • endurance consumed by a complete miss.

While the minigame is open, the character uses the vanilla RemoveBarricade/CrowbarMid levering animation. Every accepted attempt plays the crowbar's vanilla impact sound and creates server-authoritative zombie-attraction noise using the configured radius. The marker is calculated directly before rendering from real elapsed time, so a dropped frame does not slow or desynchronize its motion.

A complete miss immediately consumes server-authoritative endurance. The minigame closes with a warning when either condition is reached:

  • fatigue is at least 75%;
  • remaining endurance is 35% or less.

Successful forced entry may damage the crowbar and consumes the configured completion endurance.

Vehicle ignition wiring

The ignition minigame requires a screwdriver and minimum Electrical and Mechanics levels, defaulting to 1 / 1. Select an upper wire and connect it to the lower wire of the same color. Complete all three pairs to bypass the ignition lock.

The minigame has fixed timing and difficulty; additional skill levels do not make it easier or faster. The server can configure HotwireRequiredElectrical and HotwireRequiredMechanics from 0 to 10. If either requirement is missing, the mod's radial-menu entry is disabled; selecting an intercepted vanilla hotwire action shows the current required levels. The Burglar profession does not bypass these requirements.

Alarm inspection

Alarm inspection is available from the world context menu and the vehicle radial menu. It uses the higher of Electrical and Nimble. Low skill may return an unknown result instead of revealing the alarm state.

Items and crafting

Bobby pins spawn in desks, bathroom counters, police desks, prison cells, and tool-store containers.

One paperclip and pliers can be used to craft one bobby pin:

1 × Base.Paperclip + pliers → 1 × ZomboidLockworks.BobbyPin

The recipe can be completed in the dark. The handcrafting UI supports any quantity from one to the maximum available paperclips; a batch runs sequentially and places one bobby pin in the inventory per operation. Paperclips may also be used directly when AllowPaperclips is enabled.

Controls

Minigame Mouse and keyboard Controller
Lockpicking Move the pointer around the cylinder or use Left/Right; hold mouse, WASD, or Space to turn D-pad/LB/RB changes angle; A applies a short turn
Crowbar Click, Space, or Enter inside the green zone A
Ignition wires Click connectors or use arrows/WASD; Space/Enter confirms D-pad selects; A confirms
Cancel Cancel button or Escape B

Escape is consumed by the minigame and should not open the general pause menu.

Sandbox Options

Options are stored per save or server preset under Sandbox Options → Zomboid Lockworks.

Option Default Range Effect
EnableBobbyPin On On/Off Mechanical lockpicking
EnableCrowbar On On/Off Forced entry
EnableHotwire On On/Off Ignition-wire minigame
HotwireRequiredElectrical 1 0–10 Minimum Electrical for ignition wiring
HotwireRequiredMechanics 1 0–10 Minimum Mechanics for ignition wiring
EnableAlarmInspection On On/Off Alarm inspection
AllowPaperclips On On/Off Ordinary paperclips work as picks
PickAngleVeryEasy 5 1–30 Base very-easy lock tolerance in ±degrees
PickAngleEasy 5 1–30 Base easy lock tolerance in ±degrees
PickAngleAverage 5 1–30 Base average lock tolerance in ±degrees
PickAngleHard 5 1–30 Base hard lock tolerance in ±degrees
PickAngleVeryHard 5 1–30 Base very-hard lock tolerance in ±degrees
PinBreakChance 18 0–100 Pick-strain growth sensitivity
CrowbarWearChance 12 0–100 Base crowbar wear chance after success
CrowbarMarkerSpeed 75 25–200 Base marker speed percentage
CrowbarEnduranceCost 12 0–50 Endurance cost after successful entry
CrowbarMissEnduranceCost 6 0–25 Base immediate endurance cost of a complete miss
CrowbarNoiseRadius 12 0–50 Zombie-attraction radius of every crowbar strike

Strength and lock difficulty further scale marker behavior and miss endurance cost.

Existing saves and removal

The mod adds no map cells, profession, or persistent world system. It can normally be enabled on an existing Build 42.20 save or server without restarting the world. Back up an important save before changing any mod list.

Removing the mod leaves existing doors, vehicles, characters, and server configuration intact. Custom bobby-pin items disappear while the mod is absent.

Quick admin testing

Typical multiplayer admin commands are:

/additem "username" Base.Crowbar 1
/additem "username" Base.Screwdriver 1
/additem "username" ZomboidLockworks.BobbyPin 10

In singleplayer, the same items can be spawned from the debug item list.

License

MIT

About

Standalone lockpicking, forced-entry, alarm inspection and ignition-wire minigames for Project Zomboid Build 42.20

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