Project Zomboid

Project Zomboid

[41/42] Rob's 10 Years Vehicles
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Update: Sep 25 @ 2:19pm

Build 42.12 update:

- Fixed 42.12 incorrect textures used on burnt vehicles due to their files being moved

- A few other minor tweaks

The new racecars by TIS will receive support soon.

Update: Sep 9 @ 6:23pm

- Small fix related to the previous update.

Update: Sep 9 @ 3:36pm

Build 42 and Build 41 update:

- Fixed a rare and very elusive crash caused by the ChangingTire road story.

- Fixed a small bug that rarely spawned random vehicles in incorrect zones. (I think, may require more testing.)

- (42 only) Made some optimisations and fixes for profession vehicle spawns.


*if you run into any problems please notify me so I can investigate!!*

I'm in the testing phases of making burnt vehicles lootable for mechanics, and making them lootable containers, but I need some feedback on preferences for anyone interested in assisting:

1. Should players be allowed to siphon gas from burnt vehicles, or do you think it's better that gas is more difficult to obtain? (would rely on your world's vehicle fuel sandbox settings.)

2. Should players be allowed to loot non-visual burnt vehicle parts? such as the battery, engine, muffler, and lights? (pretty much anything but wheels, windows, and doors) or are they better as static, useless environmental storytelling?

Let me know your thoughts in the comments.

Update: Sep 9 @ 2:25pm

Update: Aug 24 @ 1:54am

Build 42 and Build 41 update:

[B42]
- New crashed variants of a few select burnt car models will now have a chance to spawn in car crash events, alongside other general variety changes. Crashes shouldn't look the same nearly as often anymore.

- Replaced 2 special burnt vehicle models that didn't fit the environments they spawned in, others may be replaced later as well in favor of more logical ones.

- Fixed 2 burnt vehicles spawning with incorrect textures in their respective locations.

- Fixed a bug with the burnt airport security pickup not spawning correctly.

[B41/B42]
- Made a few additional texture modifications related to the previous update.

- Fixed a few vehicle spawn typos creating minor errors.

- Fixed burnt pickup physics boxes.

- Attempted to prevent dev test vehicles from (rarely) spawning, as they can be pretty immersion breaking.

As always, if you run into any issues at all let me know so I can look into it.

Update: Aug 24 @ 1:49am

Update: Aug 23 @ 10:13pm

Update: Aug 15 @ 12:55am

Build 42 and Build 41 update:

- Added support for SecretZ stepvan skins, so now anyone with that mod enabled should be better immersed when one of the custom stepvans show up. (You might need to change the load order if the changes aren't showing.)

- Fixed a few texture issues that I didn't pick up on until recently, specifically with the stepvans and plain vans. Some additional changes may still be made in the near future.

- Small texture adjustments for a few other vehicle types, mostly negligible. Taxi signage is now properly weathered.

- Updates to the mod.info files to make incompatibilities more clear; (some) incompatible mods can no longer be enabled alongside this one for Build 42, making it easier on the player.

- Fixed some previously barely-visible vehicle damage textures while making them still not stick out too much to be annoying.

- Fixed vanilla neon blood textures, it'll now show up darker and mix onto the texture of the vehicles better to match the setting more.

- Spawn adjustments for the 'Junkyard' vehicle category, since some map mods use that category for custom traffic jams. (Ravencreek specifically in this case.)

- A few other mostly small tweaks not worth listing here.

If you run into any issues, you're encouraged to let me know about them so I can fix them. I can't fix something if I don't know about it.

Update: Aug 15 @ 12:50am

Update: Aug 14 @ 11:47pm