Project Zomboid

Project Zomboid

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Mad Dan's Hideaway [B42 Only]
   
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7 Jan @ 5:00pm
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Mad Dan's Hideaway [B42 Only]

Deskripsi
Why does a furniture store need a security checkpoint? How did a furniture store of that size survive financially in the middle of nowhere? And how did they afford an escalator? These unanswered questions go unanswered no longer.

Welcome to Mad Dan's Hideaway.

This is a small addon for the vanilla map that adds a small shack to the outside of "Mad Dan's Den," an existing furniture store north of Echo Creek. Within this shack is a staircase leading to Dan's very own secret hideout.

What Mad Dan got up to in his free time is up to you to decide, but whatever it was, it probably wasn't legal. Maybe he had ties to the mafia, maybe he was a meth kingpin, or maybe he just liked building bunkers because he was bored. In any case, he's nowhere to be found now - so it's yours to plunder or claim.

This mod is only for B42, naturally, as it makes use of the new basements feature. Other than that, it should be compatible with everything except for other map mods that may overwrite cell (14, 32) in the old coordinates.

If you experience any issues or have suggestions, feel free to leave them in the comments.



A few notes on the making of this map mod: this isn't something that's usually possible at the moment, even if you have a compiled version of the tools that can export to B42, unless you recreate the vanilla map. I utilized a custom tool to modify and merge this mostly-empty cell onto the vanilla map data. I plan to refine these tools (among others) and release them eventually, but for now this is a tech demo (another, I guess) to test it out. And honestly, I thought the area in-game was nice, but not really base material on its own - so I aimed to fix that.
24 Komentar
Crater  [pembuat] 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.
󠀡󠀡 4 Apr @ 1:56pm 
in game map appears bugged, entire cell is missing
Crater  [pembuat] 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  [pembuat] 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  [pembuat] 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.