Project Zomboid

Project Zomboid

Coryerdon or Dirkerdam to OTR road
71 Comments
RandomDude  [author] 26 Jun @ 4:34am 
Just a heads up, we're getting back into PZ now that b42 is coming around nicely finally.

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.
6 Dec, 2024 @ 1:58pm 
i mean it kinda is, its why i see a lot of mods saying "READ DESCRIPTION" or even funnily enough linking a required mod that says "I DONT READ THE DESCRIPTION OF MODS"
RandomDude  [author] 4 Dec, 2024 @ 4:06pm 
@ ็ A lot harder? This isn't a case of a "simple" load order, which you can take a look around on other map mods, load order is a common contention point for complaints and confusion.

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!
4 Dec, 2024 @ 11:48am 
a simple map load order would not confuse people at all
thx for making this a lot harder than it shouldve been
aquelarrefox 16 Oct, 2024 @ 9:34am 
ok
RandomDude  [author] 16 Oct, 2024 @ 9:23am 
@aquelarrefox It's just showing how you can bridge the gap between the edge of my map's cell, and the road in Over the River. Whenever I spin up new servers, I just go in on day 1 and use the admin brush tool to lay a road down.

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.
aquelarrefox 15 Oct, 2024 @ 7:45pm 
jobs done image change 37x20?
RandomDude  [author] 25 Jul, 2024 @ 10:46am 
Just pushed a minor update to resolve the mystery shelf loot issue, and also some QoL to the service road that connects with Dirkerdam. Details in the updates section.

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.
RandomDude  [author] 18 Jul, 2024 @ 9:11am 
Hey, thanks for the feedback! Well that settles it then, I'll look into a slight update here soon but nothing too major as we wait for b42 which I have lots of plans for.

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!
Marcel Arg 18 Jul, 2024 @ 6:03am 
Hey, the map is really well done and fits very well into the landscape. I was also affected by the 'empty shelves' bug. By deleting the Lua folder, I was able to fix the error for me :)
RandomDude  [author] 27 Jun, 2024 @ 5:51am 
Didn't realize Coryerdon's last update replaced the black fence with 4 road barricades, which is nice since you can move or destroy those without a sledgehammer, but keep in mind those aren't placed down on my side of the cell so if you crash into them it isn't my fault! haha

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.
RandomDude  [author] 27 Jun, 2024 @ 4:13am 
Well it's been almost 3 weeks, so I am just going to let it sit as is and come b42 when I revamp the entire map I'll consider removing the custom LUA for those shelves, just in case there is a lottery odds chance of the magical mod combo causing issues due to it. Take care all.
RandomDude  [author] 10 Jun, 2024 @ 5:03am 
If you'd like, I could revise this and remove that unique container ID to see if it resolves the issue with your configuration? It's honestly a little OP anyway, on regular loot settings you can sometimes get 4 sledgehammers or so. I had a tough time striking a balance for folks that play with super rare loot, versus regular, to still give a chance to at least spawn 1 sledgehammer.

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.
RandomDude  [author] 10 Jun, 2024 @ 4:59am 
One page back 七夜向日葵 claimed they had a similar issue yet I couldn't replicate the problem in my tests. It was a thorough test, I used the specific map they mentioned, as well as a control test in Muldraugh to rule things out. I've also configured and hosted many servers/wipes (maybe 8 or so?) with around 150 mods since I've released this map and we've never encountered this issue.

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.
Lyonide 9 Jun, 2024 @ 9:47am 
This mod seems to cause metal shelves and some other industrial type spawns to stop populating loot, noticed it especially in Raven Creek & South Muldraugh Mall.

No idea why.
RandomDude  [author] 26 Mar, 2024 @ 4:01am 
Yup, can easily clean chunk data with this - https://lordikol.github.io/PZ_MapCleaner/
SstarLit56 25 Mar, 2024 @ 10:37am 
Deleting saved data about a chunk will regenerate it, search up how to do so
majesty1 25 Mar, 2024 @ 6:01am 
Big heads up to anyone that doesn't already know this. New map mods CANNOT be added to existing saves, unless you have some trick to get around this.
RandomDude  [author] 24 Mar, 2024 @ 4:19am 
@Majesty1 Correct, this is explained in my description above. The author of OTR would need to update his map to fully connect to mine, as his road doesn't run to the very edge of the cell like mine does. About a year ago he claimed he was going to update his map to fix this, but it seems he never got around to it. Since that cell is occupied by his map, there's nothing anyone can do until he extends his road should he choose to.

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.
majesty1 23 Mar, 2024 @ 9:29pm 
Hi, I just added this map to connect to Dirkerdam. However, when I got to the end of the road at OTR, there was no connecting road to Dirkerdam. I had not visited that section of OTR yet, so there wouldn't have been an issue.
RandomDude  [author] 15 Feb, 2024 @ 3:15pm 
@吵闹的 Since this map is intended to connect Over the River to Coryerdon or Dirkerdam, yes you're totally safe to run this with it! Enjoy.
Noizzy 15 Feb, 2024 @ 11:27am 
would this map mess up the "over the river" map by woldren, or should i be good to run both of them on the same world?
RandomDude  [author] 27 Jan, 2024 @ 4:30am 
Somebody else asked about a Laconia road awhile back also, and I had considered cooking a quick one up, nothing too fancy, but with b42 getting close (hopefully haha) I wanted to hold off.

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!
Zara ♡ 26 Jan, 2024 @ 5:00pm 
We need a bridge from Laconia. Also, Apparently Coryerdon and Dirkerdam conflict with laconia.

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
RandomDude  [author] 4 Dec, 2023 @ 4:33am 
@七夜向日葵 Hey there! Alright, just now I created a test world with only my map here and Greenleaf as mods. I then looted the metal shelf and a metal rack in the Greenleaf EP Tools hardware store, a metal shelf and rack in my map's west side warehouse next to the Coryerdon fence, then finally a metal shelf and rack in the Muldraugh warehouse just as a control test since it's a vanilla map.
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!
七夜向日葵 3 Dec, 2023 @ 4:38am 
Hi author, this map is causing shelves on other maps to not refresh items, especially Greenleaf Town. Can you fix this issue?
RandomDude  [author] 29 Nov, 2023 @ 4:40am 
Haha, yeah, she made some buildings and assisted with the layout.

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!
jkm 28 Nov, 2023 @ 8:11am 
a coop with your girl ?
naaaaaaaaaice!
RandomDude  [author] 18 Jul, 2023 @ 10:42am 
Can't believe we're just about to hit 40k current subs! When my girlfriend and I first decided to make this map, we were joking about how cool it would be if we managed a few hundred subs haha..

Thanks everyone.
Fuedrakia 6 Jun, 2023 @ 11:00am 
Well guess till that happens I will just have to content myself with the trip through the woods, thanks for the reply though.
RandomDude  [author] 6 Jun, 2023 @ 10:52am 
They work together in the sense that there's no overlapping cells, but they don't connect since the Laconia Expansion is still 4 cells away from here.

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.
Fuedrakia 6 Jun, 2023 @ 10:44am 
Will this work with the Laconia and Laconia Expansion Mods, because it would me nice if it did.
RandomDude  [author] 24 May, 2023 @ 7:35am 
No sweat man, glad some folks are rocking it.
ShadyBhaz 23 May, 2023 @ 9:54am 
Thanks man, u the champ :mug::squirtyay:
RandomDude  [author] 20 May, 2023 @ 3:23pm 
All right, update for Dirkerdam https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2977898120 connectivity is complete!

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.
RandomDude  [author] 20 May, 2023 @ 1:45pm 
I'm working on a method that'll retain compatibility for both, so no worries! I'd rather do this versus creating an alternate map, I should be able to accommodate both.
SstarLit56 20 May, 2023 @ 12:50pm 
coryerdon takes the same space as dirkerdam, if you're updating this mod, will that be ruining the compatibility with coryerdon?
RandomDude  [author] 20 May, 2023 @ 11:02am 
Just a heads up, am cooking up an update to also connect with Daddy Dirkie Dirk's new map Dirkerdam, hoping to have it done later today, tomorrow at the latest.
RandomDude  [author] 30 Mar, 2023 @ 3:12am 
I see! I'll take a look into this, as I followed guides along the way, I may have missed a detail to prevent this. Thanks for the heads up. I was planning an update in the future, so perhaps I can line that up with a fix for this.
Xyberviri 29 Mar, 2023 @ 4:24pm 
only thing that happens when you reset the files is the zombies respawn everywhere including inside of bases. so if you tell the players a head of time they can be ready for it.

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.
RandomDude  [author] 29 Mar, 2023 @ 9:18am 
@Xyberviri Hey, sorry I hadn't gotten back w/your comment for so long. As this was my first map, I don't know exactly what you mean. Does it have a big impact on anything? We've had no issues on the few servers I run so far, just curious what I may have missed somehow. Thanks!
Xyberviri 27 Feb, 2023 @ 5:36pm 
fyi object zones aren't permanent, they are baked into the zpop files.
LiptonDI 26 Feb, 2023 @ 8:28am 
@Woldren, looking forward to that update
RandomDude  [author] 5 Feb, 2023 @ 5:23am 
@Rai It can be added to an in progress world yup. If for some reason anyone has been to one of the 4 cells listed, they'd need wiped with https://lordikol.github.io/PZ_MapCleaner/ but other than that you're good to go!
Rai 4 Feb, 2023 @ 11:26am 
Hello, I have a nitrado server with several people. If we wanted to implement this map, would we need to restart our game or can we implement this mod while keeping all our progress?
Thanks!
RandomDude  [author] 7 Jan, 2023 @ 1:49pm 
Dude! Cool as hell, I'll keep an eye out for that and update the description here. Appreciate your work, and am pumped you came across this. Rock on.
Woldren 7 Jan, 2023 @ 4:17am 
I am going to modify that road on the left corner, so we can connect our maps :D
Woldren 7 Jan, 2023 @ 4:16am 
oh wow! I didn't even know the existence of this map until now! :D amazing
RandomDude  [author] 13 Dec, 2022 @ 2:42am 
Oh yeah, Liberty City, should've added that to the notes, thanks for catching that.
tecslicer 12 Dec, 2022 @ 8:51pm 
@RyujinSoo-Ireneyunjin It looks like it does overlap Liberty City, but nothing else that we've found so far.