Project Zomboid

Project Zomboid

Raven Creek B42
226 Comments
BuchoJefe  [author] 8 Jul @ 2:09pm 
Thanks for your words, @Disc1Go:lunar2019piginablanket:. RC is a classic, and I hope to be technically up to the task so its charm isn't lost
Disc1Go 8 Jul @ 11:48am 
@BuchoJefe Appreciate you fixing this up, Raven is such a cool map and I need it to collide with vanilla. Best ive done on raven...then the map update dropped. sigh....haha. Thanks again :ridden_thumbsup:
BuchoJefe  [author] 8 Jul @ 11:19am 
@Jack Rossman, I sent a request to Juan, but it seems, as you said, life happens and he's busy with other things and away from gaming. Anyway, he lives in my city, so I'll try to contact him personally, over coffee or a beer, to see what he thinks. Thanks for appreciating the effort on RC:lunar2019piginablanket:; every day I'm drawing a new street, it feels endless. I hope to have its streets ready before the end of the month.
Jack Rossman 8 Jul @ 10:55am 
I see.
Life happens, I get it. You're doing amazing work with RavenCreek as-is.

But here's hoping someone else does a port of the Tandil map...
BuchoJefe  [author] 8 Jul @ 9:44am 
@Jack Rossman, This entire month, I have zero, absolutely zero, priority for anything else... there won't be any other conversions. I have family visiting, and winter break starts soon, so I assume a couple more will arrive. Plus, with the release of 42.10, the street naming feature was added, and it's a truly arduous task to prepare everything and ensure it's not out of sync. I'm maintaining 10 maps on my own, and adding another one would be unfair to players because I wouldn't have time to check those initial bugs that always appear at the beginning. At most, you might see me as a collaborator on one or two other maps, but that doesn't depend on me, it depends on their authors.
BuchoJefe  [author] 8 Jul @ 9:37am 
@dabbwolf, You don't need to touch the sandbox file; that parameter is what we now know as Survivor House Chance. I imagine it was critical at the time of its creation, but it's not anymore.
Jack Rossman 8 Jul @ 12:04am 
So, out of curiosity.
What's the list of map mods to make unofficial ports of?
Which ones are top priority after RavenCreek?
dabbwolf 8 Jul @ 12:03am 
Sorry if this had been mentioned somewhere else already, but - do you need to tweak Sandbox settings for this to work properly? I remember B41 version of the mod required you to turn off random houses or something like that.
BuchoJefe  [author] 6 Jul @ 3:26am 
@Lersday, this map is for 42 version, check your game version on the lower right in the main screen.
B41 version of the map is on https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2196102849
Lersday 5 Jul @ 7:42pm 
Doesnt show up in my mod list after install?
BuchoJefe  [author] 5 Jul @ 3:10am 
@Orphan, Of course. It's the new standard for B42, among other things. It will be an arduous task, but it's already underway. The most tedious part is checking that the name doesn't already exist or cause confusion.
Orphan 5 Jul @ 12:42am 
Do you plan naming all the streets ? :steammocking:
BuchoJefe  [author] 4 Jul @ 10:56am 
@Foslix, You're welcome:Glow_Tulip: :lunar2019piginablanket:. I still need to correct the color palette for some elements, but it's a minor change I'll make this weekend, and it won't affect gameplay. Have a good weekend
Foslix 4 Jul @ 10:26am 
thank you for mini map fix
BuchoJefe  [author] 4 Jul @ 7:43am 
@Gropy, The definitions for procedural basements to generate are present, but I haven't seen them actually appear, just like in vanilla Louisville where they don't generate either. In debug mode, if you go to the map and options, you can select "Basements" and only the manually created ones are visible. I imagine they'll be available in future updates; the map is already ready for it. I didn't have time this week because I had to update all the maps for the 42.10 release, but I'll surely add a couple in the next few days.
Gropy 4 Jul @ 7:10am 
Does it have basements?
BuchoJefe  [author] 3 Jul @ 8:51pm 
ToeCheese 3 Jul @ 6:43pm 
Does this still work for B41?
BuchoJefe  [author] 3 Jul @ 7:19am 
@RockWoo, this mod is for B42 version of the game, check your version on the lower right at main screen. If you have a 42 version and still don't have it on the list, let me know.
RockWoo 2 Jul @ 9:39am 
For some reason I can't get it to show up on the mods list in-game. I have unsubscribed, deleted the folder, resubscribed to no avail.
BuchoJefe  [author] 1 Jul @ 5:15am 
@Yeeoo True, fixed
Yeeoo 30 Jun @ 12:26pm 
What's up with the color map all of a sudden? Left over files for Detailed Map mod from B41?
BuchoJefe  [author] 29 Jun @ 3:44pm 
@Acki Juc, thanks for such magnificent prize, now life is better (?) :Glow_Tulip::lunar2019piginablanket:
Acki Juc 29 Jun @ 3:39pm 
I really do appreciate this.

You have received a rare Acki Juc Seal of Approval. :steamthumbsup:
BuchoJefe  [author] 24 Jun @ 11:36am 
@Zynfinity, yes, it's cause the distribution changed on B42, you can check by yourself on ProjectZomboid\media\lua\server\items\Distributions.lua
The tile for lockers is assigned to specific rooms now (you can obtain the tile's name on game making right click over)
Zynfinity 24 Jun @ 11:18am 
I noticed that lockers have no loots in it. I traveled to different town and lockers seem to have loots in it.
BuchoJefe  [author] 23 Jun @ 1:51pm 
@MV75, Thanks for the report...I'll look into the rocks issue, but I don't think it'll be today. Please open a new discussion thread with your suggestions or fixes; we'll evaluate them based on available time. But yes, every contribution helps. Let me know here if you can't open a thread, and I'll do it.
MV75 23 Jun @ 1:19pm 
Oh forgot to mention, I cannot pick up rocks either, they seem to be b41 rocks, not b42 take stones types.
MV75 23 Jun @ 1:16pm 
The ladders mod works fine for me, could escape that spawn perfectly. The one with the only way out being a security gate? Stuck. :D Those wilderness ones I was near tents. I had 101 saves I started until I finally got a happy start spawn so pretty much saw them all. That took 3 hours.

How interested are you in fixing individual houses? I found one with stacked kitchen cabinets.
BuchoJefe  [author] 19 Jun @ 8:21pm 
@TheHalfwayHero, Lol, the opposite happens to me; I mostly spawn in a building with the only escape being a leap into the void :lunar2019laughingpig:
TheHalfwayHero 19 Jun @ 2:50pm 
All the spawns in the woods crack me up. "Oh you chose to spawn in the big city? Well have a wilderness start instead"
Helios 19 Jun @ 3:02am 
@BuchoJefe : Thanks !
BuchoJefe  [author] 19 Jun @ 2:51am 
@the wok, I don't think you need to add anything to the map for the ladders mod. If you find something's missing, just let me know and I'll see if I can implement it.
the wok 19 Jun @ 2:47am 
Ladders!? compatibility when?
BuchoJefe  [author] 19 Jun @ 2:44am 
@Helios, I believe that's the old term for what we now know as SurvivorHouseChance. I've played with that parameter untouched and haven't encountered any issues. So, for now, no, it's not necessary to modify anything in sandbox settings when using RC B42.
Helios 19 Jun @ 1:58am 
Do we still need to do this or did 42 change things?

>> "You need to turn this option OFF in sandbox (Randomized house chance - set never)"
BuchoJefe  [author] 18 Jun @ 6:00pm 
@Hans-Landa, Yes, this is expected. As you move in Zomboid, map files are created. If a mod causes black tiles, you need to force those areas (called chunks) to regenerate. In your saved game folder, you'll find subfolders:


- apop ----> animals generation info
- zpopzombie ----> population generation info
- chunkdata ----> mostly loot generation info
- map ----> chunk tiles generation info



Except for map, these store cell info (256x256 tiles). Chunks are 8x8 tiles. To fix:
1. In-game, right-click a tile, note its X, Y coordinates.
2. Divide X and Y by 8.
3. Exit game.
4. In your save's map folder, delete map_X_Y.bin (using your divided coordinates).
5. Re-enter; approaching the area regenerates tiles.

For simplicity, use b42chunkcleaner (link in description)
Always make a backup before touching your saved game.
badlam 18 Jun @ 12:47pm 
@BuchoJefe thanks a lot for the explanations and for the mod in general, I'll try if I don't smash something with a sledgehammer, I'll come back with feedback.
Hans-Landa 18 Jun @ 12:25pm 
Seems like they are working to fix it on their end, something related to the footprints being enabled for zombies too, but i think even if you disabled the mod unless you start a new game the tiles will remain black.
BuchoJefe  [author] 18 Jun @ 4:33am 
@Hans-Landa, Thank you very much for reporting the error. I'll add a thread to discuss and list incompatible mods.
Hans-Landa 18 Jun @ 4:00am 
I found the issue of the black squares i reported was caused by the bloody footprints mod.
BuchoJefe  [author] 17 Jun @ 7:40pm 
@badlam, RC is just like that. Those of us who played in B41 know you absolutely need a Sledgehammer to get into RC. Another option is to go around the military base to the south, but that's much riskier. Now, if it's an issue with a tile that can't be destroyed even with the Sledgehammer, please let me know, including the coordinates if possible, or at least a visual reference.
badlam 17 Jun @ 1:10pm 
good day! Can you tell me if I can somehow get into the city in my car? I can't drive my car on the right side of the map because the bridge and barricades are in the way, can't they be destroyed?
BuchoJefe  [author] 17 Jun @ 4:19am 
@Hans-Landa, No, you DON'T need to start another game for this fix.
Hans-Landa 17 Jun @ 4:02am 
Question about the Biome map update, do i need to start another game?
BuchoJefe  [author] 15 Jun @ 7:02pm 
@Hans-Landa, I went to that location, and the house looks normal. From the outside, there appear to be 7 rooms on the upper floor, but the staircase leads to only 5 rooms on the right. The other 2 rooms visible from the front exterior seem to be purely aesthetic. I didn't see any black tiles at that location. If you see any again, please try to take a screenshot and share the link using Imgur or a similar service, along with the location.
Hans-Landa 15 Jun @ 6:35pm 
I can give you a general direction since they seem to be spread and when i try to click the black squares since there is no tile i can't get the coordinates.
X:4905 Y:16084 z:0
I've also started a new game with the mod load last and i couldn't see missing tiles but maybe that's because they're in other areas and not where i am right now.
BuchoJefe  [author] 15 Jun @ 4:05pm 
@Hans-Landa, where? help a lot if you have coordinates o positional reference
Hans-Landa 15 Jun @ 2:01pm 
I have issues with some tiles being completely black and others missing causing me to fall through some floors.
What might be causing this?
RussianPatriot 14 Jun @ 2:07am 
thx