Project Zomboid

Project Zomboid

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Checkpoint South Muldraugh
   
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1.574 MB
8 Feb, 2024 @ 12:23am
16 Feb, 2024 @ 9:33am
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Checkpoint South Muldraugh

In 1 collection by Felbi
Felbi mods collection
11 items
Description
Hey there, this is a small expansion of the town and includes:

It's got a few things going on:
- There are сheckpoint in Muldraugh, in the south.
- The fire department is nearby.
- There's a pharmacy down the street.
- And a gun store a little further up the road.

This map conflicts with:
- Muldraugh Fire Department
- Custom Spawn Regions - Rusty Rifle Tavern (Muldraugh)

If you're looking for a no-store version, no-FD, here is the link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3169963564

If you want to check out my other stuff or just want to show your support, you can find info on how to here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3156342020

I'm always open to ideas and suggestions. Feel free to use this mod in your server, add to builds, or modify it. I've shared the source code for this project for free on my Boosty page.

FAQ:

- How can I add a map for a place I have already visited?

- I made a small post on Boosty, how to add a map if a place has been visited before, you can also delete a map in an already created world in the same way. You can see the link to Boosty in my profile or in my collection of mods.

Workshop ID: 3156366090
Mod ID: Checkpoint_South_Muldraugh
Map Folder: Road_Block_35x35
Popular Discussions View All (1)
0
8 Feb, 2024 @ 1:05am
Bugs, errors, broken ties. / Баги, ошибки, сломанные плитки
Felbi
42 Comments
Felbi  [author] 10 Apr @ 5:06am 
@Gootube, I've never played with mods that give a lot of loot. Example: I don't install Brita's, but use VFE. In general, in the future, after updating the tools, I will balance loot, containers and add a choice so that everyone can choose more pleasant settings for themselves.
Felbi  [author] 10 Apr @ 4:58am 
@Gootube, Hi! At this point, they should completely depend on the sandbox settings. but I've already received feedback that people get a lot of loot, probably because of mods, in 41 builds I don't have a huge loot setup functionality, I described it in the comments below.
Gootube 10 Apr @ 3:07am 
Hi! I really like your expansion mods and have subscribed to most of them.
However, I have a small concern about this mod and your other one, Westpoint Fire Department, regarding the loot abundance settings. There are already several mods that add fire departments to each town, but their loot distribution tends to be too generous. I’m wondering how the loot settings are handled in your mods?

Thank you.
Felbi  [author] 2 Apr @ 2:54pm 
@marshmallow justice,I can advise you to go into debugging mode, and there you can quickly test your settings, as you will have the opportunity to teleport, etc.
marshmallow justice 2 Apr @ 2:50pm 
I understand what you mean, thanks for explaining (I didn't know how loot really work in b41, as a user/client). It is true, the military tents with the small locker/chests, they only contain clothing.

I've lowered the loot "rolls" setting on Brita's side, to potentially alleviate this (it defaults to 2 rolls per category(?) in loot spawn attempts), and that might effectively half what gets generated in these situations. Hopefully.

I'm curious how loot would look with vanilla guns, or firearms b41/revamped, perhaps the loot levels would be more expected.

Either way, I'll add some more of your checkpoint mods and take a look in the coming playthrough. Thanks very much
Felbi  [author] 2 Apr @ 2:43pm 
@marshmallow justice, In 41 builds, there are a couple of box settings, poor, rich, and no tag.
I left all containers without tags to make the sandbox settings work better. But each container has its own tag, for example, it can be military or industrial. in other words, I name the room the bedroom, and the war chests will give mostly clothes. In general, I currently have a number of limitations due to which I cannot balance items. that is, I can make, for example, a poor area tag, a bedroom room, a military container, and then there should be very few military clothes. BUT this is a bad decision, if I put a poor tag, it's better not to put it so that the settings are based on the sandbox settings.

I hope you can make out what I mean by container tags, etc., I am not a native English speaker.
marshmallow justice 2 Apr @ 2:30pm 
(to extend on the end there, if it's at all relevant maybe)

The bottom end of the checkpoint has a tent with those square military crates that are featured in the shipping containers; those seemed to hold an overall less amount of loot and a bit more in tune. Whereas the shipping container military crates some had close to max capacity worth of loot; and were overall going crazy (so many clothes & guns, actually; not so much on the ammo side).
marshmallow justice 2 Apr @ 2:28pm 
Ah, yeah I have heard about much better control on mod map side for loot rate, both on your end and client end. I hope it works out smoothly, it would be great to have customizable sandbox options for both mod creators vision for loot rate, and then adjustable for the user.

I know it's a bit of a mixed bag for maps that have "absurd" kind of loot (apparently the Elysium Island map has crazy loot) and ones that adhere to more vanilla rulings. Then there's also the B41 problem of seemingly loot doesn't care about loot rate settings as is the case here :D

I do know ofc that Brita's has been notorious for crazy loot; though in 2.0 they do say the fixed it. Problems just seem to rear its head in certain modded map containers.

Once again, loved this map. Might actually add a few more from you! It felt like such a natural extension to Muldraugh. And all of the [other] locations within it had totally fitting loot. It was JUST those shipping containers that was crazy.
Felbi  [author] 2 Apr @ 2:25pm 
@marshmallow justice, I just need to wait for the tools to update and I will be able to update all my maps and balance loot and register new spawns for zombies, animals and foraging.
Felbi  [author] 2 Apr @ 2:23pm 
@marshmallow justice, I've already received such feedback, for some reason people have a lot of loot in containers, I couldn't reproduce this for myself, but a new feature will be added in build 42 and I'll be able to balance loot in containers normally. I might even be able to make a setting so that people can choose how much loot they want.