Project Zomboid

Project Zomboid

More Car Features + Spawn Zones Expansion
378 条留言
TheGreatWolf14 3 小时以前 
huh. yeah I can get some screen shots soon
GamestaMechanic  [作者] 3 小时以前 
@xDZ2k I've never heard of or seen that before, but that's not from me. I don't modify vehicle properties whatsoever, I just use them.
xDZ2k 4 小时以前 
yo i have a question how come some textures wont load for the car they become like grey and look goofy
GamestaMechanic  [作者] 6 小时以前 
I'm having a very hard time reading this text in all honesty. I understood the slider part and more crashed vehicle events on side roads, but I didn't understand anything about the traffic jams. Maybe a screenshot could help me understand better?

I can definitely do more side road events, but the slider thing is a bit unnecessary. The number just represents the spawn rate for which vehicles spawn. And it's that, multiplied by the vanilla sandbox setting for vehicle spawn rates (default low, so it's about cut in half), is what appears for the bumper to bumper type. The more sporadic type spawns less vehicles, but in a more generalized direction, which works for wider, less dense, streets/highways.
TheGreatWolf14 7 小时以前 
also on some main roads vehicles sideways and/or crashed and such make sense too as well as a few side roads
TheGreatWolf14 7 小时以前 
@GamestaMechanic well not just LV. But pretty much a few changes which would be nice is with traffic jams it wouldn't make sense for normal or major roads to be gridlocked both ways. toward a town/city exit they would prob also be in oncoming traffic next to other traffic all attempting to "Evacuate" another thing is perhaps a tweak with "random rotation" on vehicles so in parking spots most are parked normally and all arn't just bad parkers/sideways in a parked space lol. And last for the "Traffic adjustment" would be nice instead of a -1 as it makes it difficult as to how to properly adjust to reduce the wall to wall traffic as its defaults has it almost everywhere so perhaps a better described slider so if people dont want the 100% increased traffic they could slide it down to 0 extra or a little extra and so on. (a 1-10 slider would prob work well)
LordZarmack 7 小时以前 
Bridge looks good, the issue with some cars weird placed at 45% along a road seems sorted
GamestaMechanic  [作者] 20 小时以前 
Also, @TheGreatWolf14 If you have a specific recommendation for the flow of traffic jams in LV, let me know. There are only 2 ways in and out of LV (except for the main checkpoint obviously), and the one leading to the bridge is one of the only 2 way streams of traffic I have, everyone else was driving erratically on the road to get to the nearest exit route as quickly as possible.
GamestaMechanic  [作者] 20 小时以前 
If anyone ever has a bad experience with this mod, always make a comment/discussion on it. DO NOT feel bad about whining or complaining here if something is genuinely broken. I, as the creator of this mod, am obligated to keep it running smoothly so long as I have it on the steam workshop. I will not ignore bug reports, and things will be fixed in a reasonable amount of time.

Speaking of, in about 3 days that update will be out which will be patching the fire trucks stuck inside of fire department buildings, vehicles belonging to houses will no longer have randomized directions (outside of LV, LV will still be a shit show lol), and a lot of other smaller misc bugs or small mistakes that didn't require an immediate update.
GamestaMechanic  [作者] 20 小时以前 
I already talked to the creator of Week One about compatibility a good while ago: https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3403180543/595153917110826440/

They refused to fully acknowledge what I was saying (oddly just repeating themself instead of responding at all to what I was saying). They also then just brushed me off and ghosted the discussion.

Their mod description explains further; "Some sandbox settings are overwritten because they don't make sense in the world before the outbreak, for example car condition" and other stuff like that. I'm not gonna spend my time trying to make my mod compatible with another mod that actively seeks to make themself incompatible while also not even allowing the player to use their sandbox options.
TheGreatWolf14 23 小时以前 
Neat mod! Tho in Louisville the spawns are a bit strange as everywhere is gridlocked in both directions almost everywhere looking just very off. The bridge one tho is perfect. Also messes with Bandits Week One mod
Deserter 10 月 26 日 下午 8:44 
Dude you rock and so sorry not trying to be a whiny bitch complaining about a mod you gave us for free honestly much respect and thank you
GamestaMechanic  [作者] 10 月 26 日 上午 11:38 
@Joy Boy TIS is having a lot of issues with vehicles and performance issues in B42, it's okay in B41, but something changed very internally that made especially driving stutter very badly (unstable for a reason). There's nothing I can do to fix it and I definitely didn't cause it, and the same goes for other mods. Unless those other mod just 'lag' your game in general when walking around, then yeah, that doesn't help while driving. I can only recommend zooming in close to your car when driving and having the minimap enabled for upcoming turns.

This mod will only cause noticeable performance drops in LV from the sheer number of traffic jams I added in that area, which, of course, you can disable or decrease in the sandbox settings. But remember that the main cause of 'lag' is still new unstable code from B42 that cannot just be patched.
Joy Boy 10 月 26 日 上午 5:16 
i really like this mod but for some reason i just get huge lag shuttering. Could be because im running alot of mods and very high pop settings. Any suggestion on what to do any which mods to avoid
GamestaMechanic  [作者] 10 月 25 日 下午 8:59 
Oh, and if you wanna fix it right now, just search for the rebalanced vehicle zone definitions file under media, lua, shared folders and remove the entire block for the pursuit falcon (leaving the normal one), it's not longer needed.

And for junkyards (I hit my text limit in the last message) I've already set them to spawn at 50%, but I just remembered that the default apoc setting lowers this where as before it was unaffected because it was using hardcoded traffic jam zones, I'll also compensate for this with the update.
GamestaMechanic  [作者] 10 月 25 日 下午 8:55 
@Deserter Yes, at some point the default KI5 spawns for that vehicle specifically were very common, I made them less common (but not that much rarer), but now they're actually rare in the original mod, so I need to compensate for that again. Thanks for letting me know, it's hard to keep track of all the vehicles from KI5 since they're all from different mods.

I'll drop it in with this bigger update (talked about more below) come next week/the end of the month.
Deserter 10 月 25 日 下午 8:16 
Hey love the mod but i noticed something that is bothering me a little bit and i bet its something i can fix on my end but im not sure on how to do it. I love finding the ford falcon pursuit special from k15 but ever since using your mod i find like 3 to 5 per town is there a way i can make the car more special and rare? also i really want to turn up the junkyard spawns no one is fleeing the zombie apocalypse in a junkyard car so they should all be full to the brim in my mind.

thank you much for the mod though def makes the game feel more lived in
GamestaMechanic  [作者] 10 月 25 日 上午 11:23 
@LordZarmack I added a couple extra traffic jams there on the rail road bridge, it was far too easy for people to just drive around it as if no one else had that idea. There are also a few more jams to back the traffic up a bit longer towards WP. It would have been a big enough POI for the military to set up a temporary blockade to then shift back to LV, so yeah, they would have had that rail bridge on lock.

I think a good bonus of all these added traffic jams is multiplayer oriented, it stops people from rushing into LV and it supplies people with more metal working materials! There are still ways around it, but they're much more obscure.

I'm working on a map project on the side for a 3rd bridge waaaaaaaay off the side of the map along with Fort Knox's shooting range, weather service station, and a small WP expansion on the south west of it.
LordZarmack 10 月 25 日 上午 12:57 
What did you do with the bridge between west point and valley station?
-Il go look eitherway but it's always my frav starting spot
GamestaMechanic  [作者] 10 月 24 日 上午 9:07 
@Homeless Harry Thanks for letting me know about that, I just assumed the fire truck could fit through the fire truck garage doors lol. I'll have it patched in with the next update with the house stuff. For now, you can load the game in debug mode, shrink the vehicle slightly, drive it out, then revert the size. Or you can sledge out a wall, but that's not really practical for everyone. I hope they add taller garage tiles at some point, I didn't know they were that short!
Homeless Harry 10 月 24 日 上午 2:45 
The KI5 fire engine is unable to be driven out of a garage if it spawns inside, I.E. in rosewood fire station.
GamestaMechanic  [作者] 10 月 22 日 下午 9:31 
Yeah this was built with the B42 mod structure and was only made to work in this build, so idk how it would show up and it wouldn't work anyways.
DustinBR 10 月 22 日 下午 7:44 
just to make sure, this is only for B42? Cuz you can still enable it in B41 somehow
GamestaMechanic  [作者] 10 月 21 日 下午 5:30 
I also am not doing this for LV for the same reason I didn't add garages, because that's a ridiculous waste of time and the lore pretty much insinuates that LV was the most panicked area struck by the knox infection, so you better believe people weren't parking right or in their garages. If the devs ever decide to properly label every house vehicle zone with bad, medium, good, sport, trailerpark or whatever else then this will be automatically fixed, until then, I gotta do it manually. They have already done this for some trailer parks and, as you know, bits of March Ridge and Riverside (there are more places) that allows the beloved Jeeps, FATS, Corvettes, etc to spawn.
GamestaMechanic  [作者] 10 月 21 日 下午 5:30 
If anyone was curious as to how far along I am on that, I've done over 500 houses, or at least 500 different parking spots for houses for only the new expansion side of the map so far. I only plan on doing this for towns and a little around the outside, I'm not gonna visit every single house, but 99% of them will be fixed.
Gimbo 10 月 21 日 下午 1:29 
sure take your time, i only wanted to akwnoledge u about the problem, so u can fix it, thanks for the amazing mod
GamestaMechanic  [作者] 10 月 21 日 下午 1:18 
I've been working on changing every house zone for a while now, slowly but surely, as you can imagine finding every specific coordinate for every house on the map takes a while.
LRuego 10 月 21 日 上午 9:01 
@GamestaMechanic thanks for responding! +1 on @Gimbo's comment cars spawning this way really breaks immersion.
Gimbo 10 月 18 日 下午 2:46 
i noticed that a lot of car positions is wrong in the parkway of the houses, like instead to be properly parked is with the front toward the house is diagonal
Joco 10 月 17 日 下午 9:44 
You should make it so that the cars in the extra traffic jams in louisville are all scrambled across the road like on the louisville freeway
Xefaria 10 月 17 日 下午 7:14 
PZK VLC has a submod that adds new vehicle zones. I assume that this mod will work with that one since it only adds a few new zones rather then modifying existing ones.
GamestaMechanic  [作者] 10 月 17 日 上午 7:41 
I don't know about any other Vehicle Zone mods existing except for the Military one, but they shouldn't conflict if they do exist. If they overlap with other zones created that won't be an issue either since the game automatically just picks one.
LRuego 10 月 17 日 上午 4:24 
how does this mod play with other vehicle zone mods? I'd like more info on the "thousands of changes" if you can.
Smurf∞¸.•'¯) 10 月 17 日 上午 2:30 
tip : notice my character need to keep moving when shooting zombie to prevent accidently shoot my car on the car roof
Smurf∞¸.•'¯) 10 月 17 日 上午 2:20 
AdamMcbane @ u will need a mod to grab corpse into your bag
RAIN. 10 月 15 日 下午 7:47 
This should be compatible to Week One, right?
Smurf∞¸.•'¯) 10 月 15 日 上午 12:37 
the view cone not sync with vanilla
AdamMcbane 10 月 13 日 上午 9:40 
Nice, the using V to open door I knew and used to get the corpses out of the others cars the fact I could move them using Z seat thing I did not think the game would allow, very nice ty.

The open door thing I think I learned due to this mod anyway lol.
GamestaMechanic  [作者] 10 月 13 日 上午 8:15 
@AdamMcbane
If it's a 2 door car with more than 2 seats, you need to 1. Get in the car. 2. Open your proximity inventory tab to get access to the items on the car seat. 3. Drag a corpse (with your mouse) to a seat with a door. 4. Open the door from the outside and go from there.

It seems like you're learning about a new mechanic today because you can actually open car doors! Press v for the vehicle radial menu and there should be an option (must be standing in the green highlight as if you were entering. From there, you can either drag and drop the corpse from the car seat in your proximity inventory to the ground, or use that right click method.
AdamMcbane 10 月 12 日 下午 9:22 
How do I remove corpses from backseats on 2 door cars? Or things like bank trucks I have corpses stuck in both atm the option comes up to pull them out, but the animation stops all others work as should. Ty for this mod things seem much more real with it.
gonna shit 10 月 8 日 下午 7:10 
wait a minute... whats gonna happen if i pear this with week one mod?
GamestaMechanic  [作者] 10 月 4 日 下午 2:16 
@Joco Just fixed it, any new areas you load in should be good to go for exploring. Just some more typos that never triggered any errors.
Joco 10 月 4 日 上午 11:49 
the disable extra traffic jams in Louisville option is not working and it is still clogging up the streets with damaged cars
Smiley Face Killer 10 月 3 日 下午 7:58 
Climbing on top of a dumpster would be neat, but not really a car feature
unless... you want to make a dumpster car?
GamestaMechanic  [作者] 10 月 3 日 上午 9:08 
@popka79 Read the description or go into your mod settings in-game for keybinds.
popka79 10 月 3 日 上午 9:00 
how do i jump on da car
Smurf∞¸.•'¯) 10 月 2 日 下午 11:58 
can add dumpster for climb
Smurf∞¸.•'¯) 10 月 2 日 上午 11:22 
tatra 815 still the best cause more durable
Smurf∞¸.•'¯) 10 月 2 日 上午 11:21 
btw can u add 97 bushmaster with sun roof
Smurf∞¸.•'¯) 10 月 2 日 上午 11:20 
haha i panic cause alot of zombie swarming