Project Zomboid

Project Zomboid

Checkpoint South Muldraugh
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.
marshmallow justice 2 Apr @ 10:06am 
is the checkpoint/military container area supposed to have a tonnnn of loot in the shipping container things?

I have brita's, which I know is notorious for stupid loot rates, but I've set almost everything I can set to around 10-20% only from defaults, and these containers in the military checkpoint part of this map (which is really well done by the way, it's nice and spacious and natural) are chock-a-bloc full of loot
Felbi  [author] 31 Jul, 2024 @ 11:25am 
@идущий к аптеке, conflicts with Muldraugh Fire Department, Custom Spawn Regions - Rusty Rifle Tavern (Muldraugh)
COMATOZZE 30 Jul, 2024 @ 4:51am 
any conflicts?
COMATOZZE 30 Jul, 2024 @ 4:50am 
conflicts
Pedrogm 9 Jun, 2024 @ 8:33am 
I based in the fire station but unfortunate the fire pole doesn't work.
Felbi  [author] 6 May, 2024 @ 1:44am 
@Ryan, in the description, I wrote about the conflict of map, namely - Muldraugh Fire Department - Custom Spawn Regions - Rusty Rifle Tavern (Muldraugh)
Ryan 6 May, 2024 @ 1:14am 
@Felbi muldraugh fire department
Felbi  [author] 5 May, 2024 @ 11:47pm 
@Ryan, can you write down which card the conflict is with, so that I can complete the description?
Ryan 5 May, 2024 @ 10:48am 
map conflict
♿Plema ni Hitler♿ 22 Mar, 2024 @ 3:58pm 
Thank you fro looking into it, I appreciate it!
Felbi  [author] 22 Mar, 2024 @ 10:13am 
@Lantutay na Manok, I'll see what tags vehicles this mod uses, at the moment, if any mod adds military transport and use tag vahicles <military>, then this transport may appear at the checkpoint
♿Plema ni Hitler♿ 21 Mar, 2024 @ 8:00am 
It is possible for you to add support for the mod shark and cytt's kentucky car overhaul? For context, the mod replaces all vanilla vehicles with animated ones and adds new vehicles. Importantly military vehicles and fire trucks. In my opinion this will enchance the immersion of all your checkpoint mods and your other mods with firestaions .

That's all, love your mods and the immersion it adds to the game. The rosewood quarantine zone makes it look like the virus came from the secret military base and rosewood is the first area to be affected.
Felbi  [author] 18 Feb, 2024 @ 1:14am 
@Berkeley Moore Jr, You can easily do this. I have made a short article. It will only take you literally 2 minutes. This short article is available in two languages. https://boosty.to/felbi/posts/73a6ee94-6eac-4b5b-bbe9-2f44b2fba021
Berkeley Moore Jr 17 Feb, 2024 @ 6:41pm 
I recently Installed this, Military Check point works Perfect same with the pharmacy, but the fire station and gun shop only show as lit up tiles with no buildings shown, this could be because of me having had travelled there before and then installing the mod. I'd like to know a fix if any.
Felbi  [author] 12 Feb, 2024 @ 11:53am 
@Bauhinia_K, Secret Z checkpoint: The nearest coordinates are 36 x 40. Everything should be fine.
Bauhinia_K 12 Feb, 2024 @ 11:44am 
oh well, kinda similar to Chakal16's Secret Z checkpoint, do they conflict ?
Felbi  [author] 12 Feb, 2024 @ 11:19am 
@toto35game, https://www.reddit.com/r/projectzomboid/comments/tqzdcs/pz_map_cleaner_tool/?rdt=59563 , If you have visited this place, then I think this article could be helpful to you.
Felbi  [author] 12 Feb, 2024 @ 10:53am 
@toto35game, you can activate, but if you have already visited this place before then you won't notice any changes.
toto35game 12 Feb, 2024 @ 10:09am 
What happens if I activate this mod in an already created world?
Or is it only useful in new worlds?
Felbi  [author] 11 Feb, 2024 @ 9:37pm 
@Lorenzo. Thank you, I appreciate it.
Lorenzo 11 Feb, 2024 @ 9:21pm 
also keep up the good work!
Lorenzo 11 Feb, 2024 @ 9:20pm 
Very nice mod. The fact you also added a fire station and a gun store was a cherry on top!
It kinda feels like spawning in Rosewood where you collect some guns and make a base in the Firestation
Felbi  [author] 10 Feb, 2024 @ 8:11pm 
@dannyboy, Thank you, I'm happy when you like it.
dannyboy 10 Feb, 2024 @ 8:06pm 
Hey this is nice!
Felbi  [author] 10 Feb, 2024 @ 12:12am 
@Fruity, Thanks for the feedback, I still have a lot of expansion plans.
Fruity 10 Feb, 2024 @ 12:00am 
These little additions to the map are awesome, keep 'em coming! :)
Felbi  [author] 9 Feb, 2024 @ 6:13pm 
@Pylose, 100% будет, если есть пожелания, я открыт для этого
Pylose 9 Feb, 2024 @ 10:32am 
Будет ли дополнение к Риверсайду?
Felbi  [author] 8 Feb, 2024 @ 6:45am 
@SartenDepresivo thank you very much
Sarten 8 Feb, 2024 @ 6:22am 
YOURE AMAZING <3
Felbi  [author] 8 Feb, 2024 @ 12:58am 
If you were previously subscribed to this mod, I apologize to you, because of a third-party link (to my boosty), the mod could not pass verification. At this point, you could see that you do not have rights to view the publication, in order to avoid this in the future, I will not leave direct links.
Felbi  [author] 8 Feb, 2024 @ 12:58am 
Если вы были ранее подписаны на этот мод, приношу вам свои извинения, из-за сторонней ссылки ( на мой бусти ), мод не мог пройти проверку. В этот момент вы могли видеть что у вас нет прав для просмотра публикации, что бы избежать в будущем подобного я не буду оставлять прямые ссылки.