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With that said, I am keeping an eye on this mod - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3507117617
If it develops well, I may discontinue this project for b42, and work on something new that isn't cursed with having to connect to other authors' maps to work well, coordinate updates, and then deal with issues from folks not reading the description thoroughly. Haha!
Either way, I hope you're all enjoying b42! We're very, VERY eagerly anticipating a multiplayer update, but for now separate single player runs are scratching the itch. Take care.
There's just 4 road barricades on Coryerdon's side to destroy or move, and I believe 12 tiles worth of grass to gap to OtR through a few trees. This is by FAR the easier solution, not to mention also the FAIR and respectable solution to the authors of those maps as I do not want to overwrite their work, or replicate their work with my own edits overwriting theirs.
Happy holidays!
thx for making this a lot harder than it shouldve been
If the author of Over the River ever updates his map, he'll more than likely extend his road out to the edge of his cell so they connect naturally. He said he was going to do this a year ago or so in the comments here but must've forgotten? Not sure.
TO BE SAFE you may want to unsub/resub to this mod, so the old LUA directory and its files are cleared out. Or of course you could just manually navigate to the mod's folder and remove it that way.
Blows my mind that we're almost at 200k active subs, super glad that this filled a need for so many people in the PZ community.
Hoping for some big additions come b42. Have a good one folks.
Wonder why I couldn't replicate the issue in my tests. If you don't mind, no big deal if you don't want to, but if you could list any mods that would influence containers or loot? To see if I can at least know the conflicting mod?
Take care either way!
Updated pics and description. I just noticed this since I spun up a new server this morning and chose to go back to Coryerdon instead of Dirkerdam this time around.
Enjoy folks.
I should reach out to the author of Coryerdon and ask if they could get rid of the fence, maybe for at least the width of the road, so there wouldn't even be a need for a sledgehammer. We'll see.
So I don't know what to say, other then it would have to be a unique combo of mods that somehow creates the issue? Sorry I can't offer any more than that.
The container tag used for the shelves to spawn sledgehammers and concrete bags is very unique, I doubt another author would use the same name to tag their containers, as the name incorporates this map mod's name into it to set it apart. But that's moot, since those unique container IDs are tested to re-spawn loot in our plays/tests, so that couldn't be the case either.
No idea why.
So for now, there's a little chunk of grass and trees that either server admins can clear out w/the brush tool, or players would have to clear up a bit manually by chopping trees. It isn't too large of a spot, wouldn't take too much time.
Take care.
I want to connect this map to Westpoint, and almost did, but when I was trying to tie it together with the Westpoint side of the river, I thought it looked too forced and unnatural. So I'll wait and see what the devs do with Westpoint in b42 and I may try again with making a bridge. If memory serves, it would cross the river and land right at that small little picnic area along Westpoint's river.
Then there's the issue with the name, if I did connect it to the vanilla map's roadways without needing other maps, it becomes an actual standalone town map and not just some road with a few buildings.
Who knows what I'll do, haha, thanks for the input!
Anywho...Who the hell makes a city on this side of the river but doesn't add a bridge to at least the west and east side of the town?? xD I dont get it. If I knew how Id add it myself. I spawned here and I'm stuck. Greenport, I think, is to the south So a bridge to the south would be cool to connect to greenport.. I had to use debug to see the whole map because every road I went down lead to a dead end lol Anyways, Im going to get these mods instead and delete Laconia. Thank you for your work
I then sped time forward, to trigger loot re-spawn timers, and went back around and confirmed loot did indeed re-spawn in all tested containers.
So seems your issue lies elsewhere, especially considering that this is the first I have heard of this possible issue in just over a year's time of this mod being on the workshop.
Good luck tracking it down! I run just over 150 mods on our servers that I host, and tracking down issues like this can be a real chore sometimes! Take care!
We're planning an update, adding some more buildings on the main road between the motel and post office, a police station, make it a bit more dense. It'll become less of just a "road to" map and more of its own map, but oh well.
I wanted to create a bridge to this map from West Point somehow, but not sure if I can make it work without looking/feeling strange and out of place. But that way, this could be a stand alone map, tying into a vanilla accessible area.
Who knows!
naaaaaaaaaice!
Thanks everyone.
Now, what someone could do, is make a Laconia Expansion road of sorts to connect to one of the 2 western sided roads I have on my map here in cell 35x19. They could either connect to the lower road meant for Coryerdon, or the upper road meant for Dirkerdam. Or heck, connect both.
Remember to clean the map with https://lordikol.github.io/PZ_MapCleaner/ to see changes for existing saves. The western edge of cell 35,19 is where I placed the new service road, and towards the top is the new camp site, pond, and trails. So just focus that w/the cleaner.
Keep in mind, you can only run either Dirkerdam or Coryerdon, as they both overlay one another for the most part. I mean technically you can smash both in together, but you'd have some wonky map shenanigans where they overlap each other.
And yes, this time I made sure MP foraging worked, haha... have a good weekend folks.
This applies to also the fact that townzones are baked into the map and if you dont put a townzone around a building it wont respawn loot.
most people will just tell everyone to wipe their save/map but i have fixed sandbox/zombie/loot settings baked into out multiplayer map by deleting the zpop files.
Thanks!