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Bandits Week One — Extended Scenario

A standalone add-on for Project Zomboid (Build 42) that adds an extended set of sandbox options for Bandits Week One's pre-apocalypse timeline — the part Week One keeps coarse or hardcoded.

Requires Bandits Week One (and its dependency, Bandits). Every option is read on the new-save sandbox screen. At default settings the mod does nothing — it only changes Week One's behaviour once you turn something on. Safe to add or remove.

Why

In Week One, the whole timeline is driven by one number — BWOScheduler.WorldAge (hours played) — recomputed every in-game minute. Two things about it are awkward to control from the base mod:

  1. Start timing is coarse. BanditsWeekOne.StartTime is a six-value enum (one week / two weeks / one month / three months / one year / ten years before). There's nothing in between, and its only effect is to subtract a fixed offset from WorldAge.
  2. The collapse ramp is hardcoded. The symptom thresholds (34 / 60 / 100 / 132) and dozens of other WorldAge cutoffs are constants. StartTime slides where the ramp begins but can't stretch it — so once symptoms start, the descent from "first cough" to "everyone scrambling" is always the same ~4-day window. A longer StartTime just buys more quiet, then the same quick collapse.

This mod opens both up, and adds a couple of related knobs.

What it adds

A sandbox page, BWO Extended Scenario:

Option Range (default) What it does
Enable Extended Scenario on/off (on) Master switch. Off ⇒ everything below is ignored and Week One runs untouched.
Override start time with exact days on/off (off) When on, Days before collapse replaces Week One's six StartTime presets.
Days before collapse 0–730 (7) Days of calm before the first symptoms. 7 = one week before, 30 = a month, etc. Only used when the override above is on.
Collapse pace 0.1–10 (1.0) Stretches or compresses the descent after the first symptoms. 1.0 is vanilla (~4-day ramp); 2.0 doubles it; 5.0 spreads it over weeks; below 1.0 speeds it up. The quiet period before symptoms is unaffected.
Emergency services duration choice (scale with collapse) How long police, S.W.A.T., security, medics, hazmat teams and firefighters keep responding. Choose scale with the collapse (longest), original game response time (auto 1 ÷ collapse pace), or a shorter preset.
Maximum sickness severity None / 1–4 (None) Caps how far the population's visible sickness progresses, without touching the rest of the timeline. For a milder outbreak that never reaches full collapse.

How it works

A single client file, BWOExtendedScenario.lua.

Everything Week One does keys off BWOScheduler.WorldAge, and MasterControl computes that value as (elapsed game hours) − (a fixed offset it looks up in BWOScheduler.waShiftMap). Instead of reimplementing any of Week One's logic, the mod takes over that one input: each minute, before Week One's own MasterControl runs, it sets the waShiftMap offset to whatever makes WorldAge land on the value we want (a custom start day, a stretched ramp), then lets Week One's unmodified code run. The two things that aren't a pure function of WorldAge — the emergency-service flags and the symptom-level ceiling — are adjusted immediately after MasterControl returns.

Because it restores Week One's real offset and skips every adjustment when nothing is customised, it's a true no-op at default settings, and removing it reverts cleanly. It hooks MasterControl once at OnGameStart (swapping itself in on the EveryOneMinute event), so it overrides no functions destructively.

One subtlety it handles: Week One looks scripted set-pieces up at Schedule[WorldAge][minute] with an integer WorldAge. Stretching makes one WorldAge hour span several real hours, which would re-fire those cells; the mod keeps WorldAge integer and fires each cell only once. (Compressing the timeline below 1.0 can instead skip some scripted events — an inherent trade-off of speeding time up.)

Compatibility

  • Project Zomboid Build 42, single-player (matches Bandits Week One).
  • Needs Bandits Week One loaded; the require in mod.info enforces load order so Week One initialises first.
  • Touches only Week One's own timeline inputs — no vanilla files, no other Bandits systems.

License

MIT © 2026 dataterminals

About

Extended sandbox options for Bandits Week One (Project Zomboid B42): exact start day, gradual collapse pacing, emergency-services duration, and a sickness-severity cap. Standalone add-on.

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