Project Zomboid

Project Zomboid

Mad Dan's Hideaway [B42 Only]
24 Comments
SP-Calamitas 28 Jul @ 7:13am 
the den spawns but the hideaway isnt there
Crater  [author] 16 Apr @ 3:33am 
This doesn't include an in-game map world file, so it shouldn't affect that at all, it should just use the vanilla worldmap. I've been away for a bit though, so it's possible the devs implemented something that would change/break that behavior, so I'll try to take a look soon.
Crater  [author] 11 Mar @ 5:58am 
@DrTazPHD That's a vanilla bug, welding torches can only disassemble bars of that kind from the eastern side unfortunately. Sledgehammers will still work.

@Mitchel Vories I'll look into it if I get a chance, I forget which rooms are assigned to that roomdef. Could be either a consequence of one of the updates or an oversight in one of the rooms (or a result of the process I used to insert the building). Probably harmless for now, might affect loot spawns inside a room or two within the bunker, but likely nothing too important.
irrelevantredundancy 7 Mar @ 7:57am 
I was browsing a debug log for reasons [re: B42.4] I stumbled onto some X/Y coordinates and when I looked them up, I believe, they are located at this mod. There are two error-message-lines in the log, one right after the other. The second one contains the coordinates. But the first, I don't know whether or not the first is related at all or just happens to be there.

ERROR: ItemPicker f:0, t:1741327233339> ItemPickerJava.ParseSuburbsDistributions> ERROR: SuburbsDistributions["all"] is broken.

ERROR: General f:0, t:1741327233395> IsoMetaGrid$MetaGridLoaderThread.loadCell> duplicate RoomDef.metaID for room at x=4253, y=9728, level=0, filename=16_37.lotheader.
DrTazPHD 5 Mar @ 3:43am 
I am down in the lowest level and can not access the room with the green military crates. I have a welding torch and mask. it gives me the option to deconstruct it, but then nothing happens. I use that method on those same metal door grates blocking gun shops and the torch works. I have not tried a sludge hammer because I have not found one yet. Any suggestions. Also awesome base location.
Proud Wingman 25 Feb @ 1:19pm 
Using the pick lock mod is going to help as well.
Crater  [author] 21 Feb @ 4:21am 
@cos1ne The door behaves as any other in Zomboid, so you can get lucky and find a key to it, you can deconstruct it, you can beat it down with a weapon (axes are most effective, but anything will do), and so on. Just a normal door. If it gets broken (or you have to break it/deconstruct it yourself) then you can always build a new one, same as anywhere else.
cos1ne 17 Feb @ 11:31am 
Is there a way to access the base without deconstructing the door?
HoboHero 1 Feb @ 10:39am 
plans to add a spawn point?
Crater  [author] 22 Jan @ 1:43am 
@Markelove Partial export from the editor - so basically the entire cell is empty except for my addition, which is placed at the exact spot it needs to be within the cell.

As I sorta mentioned in the description, this alone will result in issues. To elaborate:
1) The export replaces all chunks that have new data, meaning all data on other layers within that chunk (e.g. ground floor) is erased for those chunks. So the floor disappears.
2) The game relies on certain object data to handle lightswitches, so vanilla lightswitches within the entire 300x300 cell have their functionality broken, because the export replaces that data as well.
3) Zombie density is replaced for that area meaning the data you feed the exporter - and you have to feed it something for it to export - will replace the vanilla values in the cell.

To fix these I used a custom program that I wrote to manually merge back in vanilla data from the vanilla cells where it was needed, directly in the exported binaries.
Mo Gigmal 19 Jan @ 8:22pm 
would love a gun shop map for b42 with a spawn
Markelove 18 Jan @ 9:03am 
How were you able to make a building mod without replacing an entire square on the map, just adding a small house to an existing map?
Death by coughs 17 Jan @ 2:25pm 
this mod won't even appear on my list, no matter what I do. Wierd.
SQUEEB 13 Jan @ 1:02pm 
If I wasn't already several days into a game, this would be perfect. I chose Mad Dan's Den store as my base location. central to the 5-6 towns, has plenty of storage, 2 high fence all around... need I continue...

May have to save this and come back to it if I decide to restart again.
Bacon Statham 13 Jan @ 3:08am 
@Crater Yeah, I'm on an existing save and have already visited it. Fair enough. I'm probably gonna have to do a new save anyway, my minimap has disappeared and nothing is fixing it.
Crater  [author] 11 Jan @ 5:35am 
It'll be a little while yet, gotta clean things up quite a bit, it's rough at the moment. I have some other adjacent code/tools I'm working on as well that I'd rather get out there all at once I think.
Cookies 9 Jan @ 5:05am 
Hey man,

I love this mod, nice ideea with the bunker. By the way, I read the notes, and I was wondering when and if is possible to make available this map modding tool you are using? I want so bad to update the Westpoint expansion map.
Crater  [author] 8 Jan @ 9:38pm 
@Bacon Double check that the mod is loaded. If it is, and if you're on an existing save and have already visited Mad Dan's location (or been near it, within a cell or two) then this won't generate. You'll need a new save in that case.
Nepenthe 8 Jan @ 6:46pm 
Mad Dan has intrigued me ever since I found a huge store by the highway with no direct access, just a small unmarked driveway off a side road...
Bacon Statham 8 Jan @ 1:36pm 
There's nothing showing up for me. There's no shack there.
jsly8672 8 Jan @ 1:29pm 
Thank you for making a base I don't have to cobble together myself.
The devs haven't even released the mapping tools yet and we got madlads somehow hacking maps into B42.
IBMental 7 Jan @ 8:14pm 
Mad Dan likes to collect left footed shoes with the foot still in them.
R o c k y J e t 7 Jan @ 7:54pm 
Money laundering i bet