Add-on Studio
Knox Buildworks Add-on Studio is a separate static web application maintained
in the companion pz-knox-buildworks-addon-studio repository. It creates the
same schema-version 1 manifests and definition bundles documented in the
add-on guides; it is not a second runtime format.
The application runs entirely in the browser. It does not require an account, backend, database, or asset service. Selected game and mod files remain local, and generated projects never embed Project Zomboid sprite pixels or absolute machine paths.
What it edits
Section titled “What it edits”- projects, definition-file organization, and manifest order;
- templates and material groups;
- buildables, stages, grouped families, variants, and material options;
- directional, multi-tile, irregular, and multi-level geometry;
- items, tags, tools, consumables, skills, knowledge, and input flags;
- placement, construction, object properties, callbacks, lights, and containers;
- normal-wall and standalone plaster, paint, and wallpaper data;
- compact
entityCompatreferences and read-only entity metadata; - English
IG_UI.jsonandTooltip.jsontranslations; - raw JSON with a synchronized resolved/effective preview.
It can export individual project data, a portable .kbwproject.json, a
validation report, or a deterministic complete Build 42 add-on ZIP.
What it does not do
Section titled “What it does not do”The Studio does not execute Lua, register native entity components, write
Project Zomboid .tiles files, or reproduce the complete game renderer. It
does not generate custom entity scripts in the current release. A browser
preview cannot prove pathfinding, collision flags, native component lifecycle,
callback behavior, or multiplayer load order.
Use it as an authoring and static-validation tool, then test the exported mod inside Project Zomboid.
Run it locally
Section titled “Run it locally”Clone or download the Add-on Studio repository, then run it from the repository root:
cd pz-knox-buildworks-addon-studionpm installnpm run devVite prints the local URL. Node.js 22 or newer is required. A Chromium-based browser offers the best directory-selection API; other browsers use recursive file-input fallbacks.
For a production build:
npm run checknpm run buildnpm run previewThe static output is written to dist/ and uses relative assets, so it can be
hosted at a GitHub Pages project subpath.
Recommended first project
Section titled “Recommended first project”- Create a project with a stable Mod ID and short ASCII namespace.
- Add the game
mediafolder as an asset source if you need vanilla sprites. - Add vanilla or mod script folders as reference sources for items, tags, entities, recipes, perks, and timed actions.
- Create one JSON-only object with two directions and three input rows.
- Add routed English name and description keys.
- Validate, export the ZIP, and test it in a clean Build 42 save.
Continue with Local sources and assets and the authoring workflow.