Project Zomboid

Project Zomboid

Vehicle Spawn Zones Expanded
425 Comments
CoCo 26 Jul @ 12:08pm 
is there an etr for a b42 version of this mod, just wondering
Red 25 Jul @ 8:27am 
bruh.
TTV_TsumeYifu 24 Jul @ 9:17pm 
Thank you~! I completely missed that I am sorry!~
fhqwhgads  [author] 24 Jul @ 8:14pm 
@TTV_TsumeYifu, Red - Please read the comment I made 2 posts below yours', the FAQ section of the description, or the in-game description of the Vehicle Spawn Zones Expanded mods.

You do not need Redstone Raceway (redracer) if you don't want to use it, just disable the Redstone Raceway add-on (fhqExpVehSpawnRedRace).

If you just want this mod's base functions, enable Vehicle Spawn Zones Expanded (fhqExpVehSpawn) ONLY and no other included mods.

@Proximitive If you do use it, make sure this mod is loaded below Muldraugh 1993, or below it on the map list in MP
TTV_TsumeYifu 24 Jul @ 7:57pm 
wtf is a redracer and why i need it for the redstone raceway Bump.
Red 24 Jul @ 3:32am 
wtf is a redracer and why i need it for the retdstone raceway
Proximitive 19 Jul @ 11:56am 
does it work with muldraugh 1993
fhqwhgads  [author] 18 Jul @ 3:46pm 
@Dr_Nobody All mod IDs besides fhqExpVehSpawn are optional, and not required for the mod to work. The in-game descriptions for each one state what they do, but for clarity:

fhqExpVehSpawnGageFarmDisable: Disables farm spawns from the Gage Commando. It used them for military vehicles, but this mod adds many more farm spawns and may cause it to be too common

fhqExpVehSpawnM911FarmDisable: Same as the Gage Commando submod, but for the Oshkosh M911

fhqExpVehSpawnP19AFarmDisable: Same as the M911 and Gage Commando, but for the Oshkosh P19A

fhqExpVehSpawnNoVanilla: Removes vanilla vehicles from new spawn definitions, for use with other vanilla vehicle removers or restricting the new zones to exclusively mod vehicles.

fhqExpVehSpawnRedRace: Adds new zones to the Redstone Raceway map

This mod does not require Redstone Raceway or any other mods. If you don't want to use Redstone Raceway, then don't enable the Redstone Raceway add-on.
LocationOfSmokeApparatus 18 Jul @ 11:54am 
@Dr_Nobody i think ''RedRacer'' is a mod id which refers to the mod ''Redstone Raceway''. Add it and you should be fine
SickBrain[Unreal] 18 Jul @ 7:25am 
"No other mods are required for this mod to function" but still the game tell me that i gotta instal "RedRacer" to use it , a mod that ... does not exist
fhqwhgads  [author] 17 Jul @ 5:46pm 
@Viper For sure the spawn zone map has to be as low as possible on the map order, just above the base map ideally. Iirc, the mod order also determines the map order when the save is created, so it should be at the bottom of your mod load order. Should go for all mods that add spawn zones this way as well like Military Zone Defs and Authentic Z.
Viper 10 Jul @ 9:00pm 
@fhqwhgads hey man, quick question: will any specific load order resolve the issue of weird vehicle spawns resulting from having both this mod *and* map mods that affect some vanilla city cells you've added spawns to? If so, what order should that be?
Kar33a 27 Jun @ 9:50am 
ty for answer my man,i got it
fhqwhgads  [author] 26 Jun @ 8:48pm 
Also note, most vehicle stories use a separate method to spawn vehicles, so some mods might not remove vanilla vehicles from vehicle stories
fhqwhgads  [author] 26 Jun @ 8:47pm 
@Kar33a The "No Vanilla" option for this mod does not remove vanilla vehicles from the game, it removes them from the new spawn definitions added by this mod. It's meant to be used alongside another method of removing them from vanilla definitions, or if you want to have only mod vehicles spawn in the new definitions.

If the No Vanilla Vehicles mod isn't working, make sure it's loaded last, or use something else like Vehicle Blacklist to remove them.


Regarding B42 support, the mod needs to be reworked currently for it to work in B42, which includes a new mod dependency. Unless something changes in B42 to allow it to work in its current state, the B42 version will be a separate workshop item.
Kar33a 26 Jun @ 8:09pm 
It can be confirmed that NoVanilla in this mod will not take effect. After I only enabled this map mod and NoVanilla in this mod, my map continued to generate original vehicles . Then I tried adding another mod to cancel the original vehicles, named No Vanilla Vehicles. The original vehicles were still being generated . When I cancelled this map mod and enabled No Vanilla Vehicles only, no original vehicles were generated anymore
Kar33a 26 Jun @ 7:40pm 
pls help how can i fix it?
Kar33a 26 Jun @ 7:40pm 
NoVanilla also dont work for me, I also activated another No Vanilla Vehicles mod at the same time, but the original vehicle was still generated
toxic kitty 13 Jun @ 8:58am 
b42 pleeeease!!!!
3dot14DeeDee 16 May @ 5:53am 
b42?
Jorge 30 Apr @ 8:52pm 
b42 pls
wicked hatter 17 Apr @ 6:58pm 
i hope this gets updated to build 42 no one seems to wanna help us car guys out in the apocalypse so we can see some cooler sports cars spawned in!
ANGXR 25 Mar @ 10:24am 
any plans to update to B42? would love to see alot of mods from previous builds ported over and this is one im excited for
marshmallow justice 13 Mar @ 4:53am 
does anyone know conclusive where to put it in load order?
fro example my dedicated server its set up, from TOP->DOWN
vehicle_interior, ingamemaps_main, ingamemaps_vanilla, AZSpawn (authentic z), motoriousexpandedspawnzones, treadsmilitaryvehicledefs, THEN i have map mods, westpointexpansionfix, westpointexpansion ... Muldraugh,KY, ForagingZ.

Is this correct? Or should the 2 spawn zone mods be at the end, right before Muldraugh,KY instead?
Mang 9 Mar @ 5:05pm 
i will top your tip when this mod is added to b42
Lady_pmc 24 Feb @ 4:15pm 
Load paper tray
fhqwhgads  [author] 20 Feb @ 6:28pm 
@Little Bombér For MP, you just need to add the map MotoriousExpandedSpawnZones to your map list. For SP, you can do the workaround described here to add it to an existing save.

@Monkey Magic Map mods are not supported in B42 at the moment, but there is a mod that can be used to add spawn zones. I need to rework a few more spawn zones for it to work in B42

@Lazar No vanilla removes vanilla vehicles from the new spawn definitions. It's meant to be used alongside a mod that removes them from vanilla spawn definitions, or if you still want to use vanilla vehicles, but have the new spawn definitions only spawn modded vehicles.
Lazar 18 Feb @ 5:45am 
The NoVanilla one is not working for me. Am I missing something? I load fhqExpVehSpawn and after it fhqExpVehSpawnNoVanilla and then there should be no vanilla vehicle spawns right? But vanilal vehicles spawn for me alongside KI5 ones I added.
Monkey Magic 15 Feb @ 5:38am 
@fhqwhgads - Any luck with the 42 up? It is gonna be a lot of trouble? :/
Little Bombér 12 Feb @ 2:51pm 
do i need fresh game or it can be added into existing game?
Asnka 11 Jan @ 2:52pm 
I don't know why but mod manager says i need to download a mod called "RedRacer" is it really needed ?
fhqwhgads  [author] 27 Dec, 2024 @ 5:05pm 
@MagicSkyDragon Disable the Redstone Raceway support mod (ID fhqExpVehSpawnRedRace). The only mod that needs to be active is the base mod (ID fhqExpVehSpawn), everything else is optional.
MagicSkyDragon 27 Dec, 2024 @ 12:41pm 
It says it needs the "RedRacer" mod to run, and I can't find this thing.
chris.s.clevenger 26 Dec, 2024 @ 3:58pm 
I'll fav and come back and check later on. Good luck!
fhqwhgads  [author] 20 Dec, 2024 @ 6:09pm 
@jeje2000 Not yet, I'll have to look into updating map mods for B42. Might be easy since this mod doesn't add any new cells, I'll have to see.

@CalibratedFall7 Disable the Redstone Raceway support mod if you don't want to use Redstone Raceway. Only the base mod, with ID fhqExpVehSpawn, is needed for this mod to work. Everything else is optional
jeje2000 19 Dec, 2024 @ 2:05pm 
B42 update?
CalibratedFall7 17 Dec, 2024 @ 11:14pm 
@Kraz is it possible for you to remove the Redstone Raceway dependency for this since its causing a lot of conflicts

@Levi RedRacer is Redstone Raceway's mod ID ... just be careful as theres a lot of additional maps that use similar squares
Buddie 4 Dec, 2024 @ 5:41am 
Is there already support for the new version of (Filibuster Rhymes' Used Cars 'Beta')? I know it's in beta, but I believe that the guy won't change the IDs of the vehicles, just refine them.
Outeri 25 Nov, 2024 @ 9:08am 
can this mod be added to an already existing game or does it have to be fresh?
UnrealVenn 26 Oct, 2024 @ 7:58am 
how do i disable vanilla vehicle wrecks cars and burnts
Levi is the best son ever! 4 Oct, 2024 @ 4:32pm 
Why is it telling me I am missing "RedRacer" ?
Arduu 23 Sep, 2024 @ 7:47am 
can this mod confict with AVCS?
igorleonardo128 22 Sep, 2024 @ 8:50am 
é compativel com mods vanilla ?
NuclearBoi747 14 Sep, 2024 @ 1:06pm 
Hey man, I'm making a map, can I use the definitions of your mod in mine?
ferrinova 7 Sep, 2024 @ 1:00pm 
It won't let me enable it without the 67commando mod despite this mod description saying it does not have any dependencies.
marconha 28 Aug, 2024 @ 9:07pm 
Hobo-056 4 de mar. às 15:57
For people who cannot find the RedRacer Mod ID it is for Redstone Raceway.

Workshop ID: 2707344076
Mod ID: RedRacer
Map Folder: RedstoneRaceway

I copied ship_head 's comment, because they helped me
maxkac5 12 Aug, 2024 @ 12:33pm 
does the mod work with military spawn zones?
Tayk0oo 25 Jul, 2024 @ 7:02am 
the game ask me mod requirements to launch with this mod but you dont show the requirement
Blanco ★ 23 Jul, 2024 @ 11:36pm 
Recently added this to a save to try and increase spawns from your vehicle pack, however after searching and even resetting chunks there seems to be no vehicles spawning outside of normal vanilla cars, am I doing something wrong or missing something? Any help appreciated, thanks!
TurtleShroom 23 Jul, 2024 @ 2:23pm 
Does this Mod work with large map projects like the All In Zomboid Mod?