Project Zomboid

Project Zomboid

96 valoraciones
True Random Spawns
   
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14 JUN 2023 a las 12:55 p. m.
17 DIC 2024 a las 11:23 a. m.
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True Random Spawns

Descripción
ALPHA TESTING RELEASE
"from the guy who brought you Pillow's Random Spawns presents..."
True Random Spawns
This mod will spawn you literally anywhere on the map. It works via a preconfigured list of map cells and filters them based on your selection, teleports you to the selection , and attempts to validate the square (ie in doors, on water, in a doorless room).

There are sandbox options which can change the difficulty by chosing spawns atleast in a building, near civilization, near a road, near a wildnerness camp, in the wildnerness, or anywhere. There is a sandbox option to select the general area you spawn in as well, defaulting to anywhere.

Since this is an early alpha testing relaase I have left alot of debugging in the code including the f9 key to reroll a spawn.

This probably will not work in multiplayer.

There are approximately 26 million possible spawns near civilization, and 100 million possible spawns in the mod. (Calc by 300x300x(count of cells))

open source source code : https://github.com/crispiboi/True-Random-Spawns/

2024-12-17
v.1.2 - fixed filter for near a camp causing player stuck on water. Fixed re-roll code to re-initialize spawn. Fixed reloading causing players to respawn. F9 still re-rolls.
2023-06-23
v1.12 - players are now protected and invisible to zombies until spawn is finalized. players are now able to select general spawn area in sandbox settings.
v1.1 - fixed errors on new game, spawning after dying should work as expected

Workshop ID: 2989308020
Mod ID: trueRandomSpawn
Map Folder: trueRandomSpawn
61 comentarios
Peter Dee 4 FEB a las 10:25 a. m. 
Any update when it will be working on B42 @pillow ?
KitsuneKito 20 DIC 2024 a las 6:07 p. m. 
Ok, thank you for the info!
I’ll use your other mod in the meantime.
Thanks for your hard work! <3
pillow  [autor] 20 DIC 2024 a las 2:24 p. m. 
This one doesn’t work in B42. I have a tentative fix but its even more janky than this mod already is. More to come!
KitsuneKito 20 DIC 2024 a las 11:25 a. m. 
Hey, is it possible to add the build 42 tag ?
it wont even show up in the mod menu, and the debug thing the devs wrote in the "help" thing is a lie since the button to "show outdated mods" doesnt exist.

Thank you for your hard work pillow :)
Viper 19 DIC 2024 a las 3:39 a. m. 
ah ok, less hype then, but still great!
pillow  [autor] 18 DIC 2024 a las 6:11 p. m. 
This mod probably will never be able to deal with additional map mods unless someone forks it and codes those in too.
Viper 18 DIC 2024 a las 5:16 p. m. 
aaaaaaand it works! my previous comment about it being dead is now invalid. HYPE IS RIGHT BRO

hey, will this account for map mods? like ones that are way off the vanilla map, like Fort Knox or Slocan Lake or New Albany or Jasperville or Kingsmouth? etc? or will the random spawn only be somewhere in the standard vanilla region?
kirby 18 DIC 2024 a las 1:44 p. m. 
hope to use this on b42 soon. cant wait to try the new crafts n shit :steamhappy:
pillow  [autor] 17 DIC 2024 a las 11:28 a. m. 
b42 hype has awoken me. Fixed the major issues reported. F9 re-rolls. Delete key clears nearby zombies. I tested this all morning and I did not really need these debug functions but I am leaving them in for a while. I'm sorry if f9 is mapped to something else for you! For anyone having issues please pull the logs with like TRS event processor or TRS Debug in the line and post it on pastebin or something.
LOVECRIMEBYSIOUXSIE 5 OCT 2024 a las 3:21 a. m. 
This mods still works for SP, I tested it like two months ago, thing is sometimes the mod for some reason doesn´t appears in the game even if you suscribe to it. I had that problem but I don´t remember how I fixed it tho, it was probably by re-installing the game