Project Zomboid

Project Zomboid

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Kingsmouth B42
   
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22.978 MB
13 Jun @ 7:40am
9 Jul @ 5:43pm
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Kingsmouth B42

Description
Project Zomboid vanilla challenge map Kingsmouth in KY for B42

Versión to be used on KY, challenge mode in research (many bugs)

Alternative north location:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3498573050

Ocuppied cells:
(25,62),(26,65),(28,63),(29,66)
(25,63),(26,66),(28,64),(30,62)
(25,64),(27,62),(28,65),(30,63)
(25,65),(27,63),(28,66),(30,64)
(25,66),(27,64),(29,62),(30,65)
(26,62),(27,65),(29,63),(30,66)
(26,63),(27,66),(29,64)
(26,64),(28,62),(29,65)


To delete chunks of an already visited area use this:

[buchojefe.github.io]
You should only do it if you already have a saved game; it's not necessary to delete the chunks for a new game

Workshop ID: 3498269494
Mod ID: KingsmouthB42
Map Folder: Kingsmouth B42

If you enjoy my work, feel free to toss me a coin.

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Popular Discussions View All (1)
0
13 Jun @ 7:49am
PINNED: Bugs report
BuchoJefe
24 Comments
Blood 10 Jul @ 4:59am 
Any version for 42 that's just the island solo?
BuchoJefe  [author] 25 Jun @ 3:17am 
@丰盛的基因科学家 I'll study it to see how it differs from the original challenge, but first, I'll likely release the original challenge as is, and then we'll see if other modifications are worthwhile.
BuchoJefe  [author] 25 Jun @ 3:13am 
@Justice, If you're playing with the Raven Creek mod, I recommend building the bridge to the west and then heading to RC for supplies to continue. Otherwise, I'd build to the north or towards the lighthouse located northeast.
Justice 25 Jun @ 3:06am 
If i want to get to KY where should i start building a bridge?
丰盛的基因科学家 23 Jun @ 8:34pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2330150239&searchtext=kingsmouth+sandbox you could do a version like this which wouldnt have the rest of the kentucky world attached to it. it was always my favorite challenge clearing it out in b41
MV75 22 Jun @ 6:10pm 
Thank you for that info. I'll hopefully find where I get the world x/y (cell) numbers from now I know what to look for.
BuchoJefe  [author] 20 Jun @ 1:01am 
@MV75, No, each map cell in B41 was 300x300, but now in B42, they are 256x256. Let's take the first coordinate you gave me as an example:

{ posX = 6917, posY = 16544, posZ = 0 }, --Cabins

To convert it into a valid spawn point, we need to:

1. Retain B41 positioning, as spawn points are converted internally by the game. This means, even in B42, we must divide each value by 300.
2. Now we have the cell values: X=23 and Y=55.
3. Next, we need to convert these global coordinates to local cell coordinates.
Cell X=23 --> 23∗300=6900, posX=6917 --> local posX=6917−6900=17
Cell Y=55 --> 55∗300=16500, posY=16544 --> local posY=16544−16500=44
4. Now we assemble the line according to the spawn point format:
{ worldX = 23, worldY = 55, posX = 17, posY = 44, posZ = 0 }

worldX=Cell X, worldy=Cell Y
MV75 19 Jun @ 11:59pm 
Ok, I think I sort of get it, one game map cell is 300x300 tiles with 256x256 pixels per each tile unit? I just need to know where to get the information of the current game cell from and where in it those 256 points lay. Like when I got those co-ords I just right clicked and saw the x/y reference, they seem to suffice though for now. I know the z is height.
BuchoJefe  [author] 19 Jun @ 9:00pm 
@MV75, Thanks, what you provided is sufficient. In B42, spawn points must be referenced to 300x300 cells, while other elements like objects.lua need to be converted to their new 256x256 coordinates. Specifically, you can use a map in its previous location by reconverting coordinates, except for spawn points; you shouldn't touch them because the game handles that conversion internally.
MV75 19 Jun @ 8:32pm 
I would have put them in the same format as you had them but I haven't figured that referencing out yet. They are some of the spots I recall from the b41 version.