Project Zomboid

Project Zomboid

Research Facility, KY [B41]
273 Comments
SolarFlare1234 Aug 15 @ 5:36am 
now arriving at sector c test labs
ultrablue Aug 14 @ 4:57am 
This is my favorite mod for Project Zomboid. Combined with wandering zombies, and random zombies for a few sprinters, it's the most fun I've had in a survival game. I love starting in the facility with the goal to escape (the biomedical building is my favorite to start in). The layout and the amount of zombies great with the balance between being challenging and being manageable if you play well. You're able to stealth around and manipulate crowds of zombies without having to spend an hour+ kiting and mowing down zombies to get anywhere, but you still have to play on the top of your game or you'll lose everything in an instant.

I recently updated to 42 and while I enjoy most of the additions, there's just no goal and it's been boring. I'm really looking forward to seeing the updated b42 version of the research facility whenever you finish it. Thank you for this mod
Synaries Jul 17 @ 9:53pm 
Can you disable the option to spawn here?
Lu5ck Jun 22 @ 2:41am 
access road lacks zoning =(
Sabin Apr 8 @ 3:47am 
@ spoon - Modded maps also didn't work for me. The solution is to add the map Muldraugh, KY, at the bottom of the map load order on your server settings and all the modded maps at the top of the list.
spoon Mar 23 @ 6:09pm 
look im playing on b41, in the betas tab in properties (none) not the legacy builds, i cannot get any map mods to work, raven creek, nope ,fort knox, nope ,fort redstone, nope , research facility nope, ive done everthing i could think of, nothing works please help
Sierra Mar 1 @ 10:32pm 
B42 please
StormFather  [author] Feb 24 @ 6:04pm 
@B-Shep it should be destroyable with a sledge or fire. I haven't tested it with Bandits/Week one so no clue on compatibility.
B~Shep Feb 22 @ 10:29pm 
Is there a way to destroy that big green fence? I was able to use a torch on the inside of the same fence at large gun store. But when i tried the outside of military base fence it wouldn't let me. I playing with weekone mod and wasn't sure if they disabled that fence from being destroyed.
Kale Feb 16 @ 9:14am 
So many different ID's and map folders. Which ones to use? Who knows. I'll just put all of them in and hope for the best. Wish there was an explanation to each one so I know what I'm adding, especially because this has an optional addon road or whatever
supernova backshots Feb 6 @ 12:33am 
Compatible with SP saves when the cells aren't loaded?
Yohanan Jan 28 @ 2:26am 
The mod just don't work with already saves in MP.
Mr.giray Jan 21 @ 3:52am 
this works with b42 ????
Popeyes has lab meat Jan 18 @ 11:22pm 
dude this place is like hell, I have spent hours trying to get out after spawning in. Nice job on this:spiffo:
Sanetless Jan 9 @ 10:48am 
How well does this work with the Insurgent mod?
More Attractive Than You Jan 6 @ 5:36am 
Happy to hear about the update plans. The new underground facility the devs added is neat, but I always loved the "closed town" vibe of this one. Seeing you're planning to add underground stuff to it too is really nice.
EdgySofia666 Jan 1 @ 12:23pm 
Awesome MOD
StormFather  [author] Dec 31, 2024 @ 6:28pm 
@Iowa_59 - Ill look into making a submod with spawns disabled.
@Dr. Qauckers - Thanks for the info
StormFather  [author] Dec 31, 2024 @ 6:27pm 
Hi all, i thought id give an update on the state of this mod. I am planning to update this mod to B42 as is, and then publish a V2 rework with underground stuff. I havent done PZ mapping in a while so itll take me a bit to get my head around it to. Please be patient! :) and if you'd like to help please consider a small donation (not necessary at it all it just helps with the coffee!)
Iowa_59 Dec 25, 2024 @ 7:25pm 
is there a way to make zombies not spawn in the research facility at all so where it could just be me in there all by myself
Ìяöη mคidєи ☢ ☠ Dec 25, 2024 @ 1:06pm 
Hi, great mod, when u can, can updated to B42 pls? ty a lot! :steamthumbsup:
Baezron Dec 22, 2024 @ 4:02am 
Hello, I have been playing this map for a long time, but lately no cars are spawning in this map.
Dr. Quackers M.D. Dec 12, 2024 @ 7:13pm 
has a map conflict with new denver
Quill Nov 29, 2024 @ 2:21pm 
@jifn put on your Gordon Brain (you gotta go around and look for wall tiles that look like vents. They act like windows and allow you to climb through them)
skibber Nov 4, 2024 @ 2:45am 
i spawn in the base but since its all on lockdown i straight up cant leave
vaknopp Nov 1, 2024 @ 10:29am 
The main building in the west have several death trap,
my character died after fell from second floor because there are no floor, or the rooftop are not a solid object
FlyingSquid96 Oct 6, 2024 @ 5:05am 
was this base researching how many people they could cram into their base?
Serfs Sep 8, 2024 @ 9:23am 
Is the access road (old version) ID rbrA and MAP rbr_road?
Soulsteal Aug 13, 2024 @ 8:31pm 
@Turgid Yes, I found the vial just today in the Administration facility of the base.
TurgidJuiceTree Aug 13, 2024 @ 6:04pm 
compatible with insurgent mod that adds the vial?
netonava012 Aug 2, 2024 @ 8:08pm 
intento ponerlo en un servidor nitrado pero no aparece
matthewwwww Jul 29, 2024 @ 11:17pm 
black messa
samfin1991 Jul 29, 2024 @ 6:53am 
Great little expansion but somewhat annoying that the residential area is so full of zombies; within two minutes of entering the base they’ve annihilated all the doors and windows so I’ve ended up holing up in the security office by the main gate 😂
Adamek321 Jul 13, 2024 @ 5:49am 
Ok but if i didnt "activate" particular cells (by entering them) is there any option i could use this mod ? Because i didnt cross forest between base and rosewood yet. But i used to uncover map layout by sandbox options mod so i dont know if it count in ? But other story is that beside map i have fog of war on minimap and when i enter new cells it brighten it up on minimap.
Swanky Jul 13, 2024 @ 5:31am 
Map mods work best with a new game. Loading it into an existing save with the cells already explored will not work.
Adamek321 Jul 13, 2024 @ 1:31am 
Is it save game compatible ? Or have i to start a new game ? I downloaded it on steam, enebaled in lobby, enabled in save and nothing happened - still vanillla secret base. What am i doing wrong ?
King George, The Third. Jul 9, 2024 @ 3:55pm 
the science team fucked up again. :gman:
Yes1555 Jun 14, 2024 @ 10:28pm 
map is gud!!! honestly UNDERrated!!!!!
:D
Swanky Jun 14, 2024 @ 12:28pm 
What followed was 4 days of almost non-stop killing in the research center, somewhere around 3000 to 4000 kills and I still hadn't fully explored the place when I left. Normal zombie spawns.
Had no bugs or anything else except for the sound to go a bit weird in Medical due to all the Zeds banging on the sealed windows. Fixed itself after killing them. Thankfully you included a well stocked armory and checkpoints with additional ammo.
Thanks for the maps, great work!
Swanky Jun 14, 2024 @ 12:28pm 
Played this for the first time... glad I cleared out Fort Redstone before that, then made my way through the forest - used the alternate road addon but didn't realize it was completely moving the road, not just adding it. It was already partially overgrown (2 1/2 months in), so had to go on foot.
It was already late after I had cleared most of the welcome committee at the northern gate so I made the incredibly dumb decision to sleep in the chair in the guard booth and got punished - Zed attack at night, laceration to the head.
StormFather  [author] Jun 12, 2024 @ 7:01am 
@Esce no there isn't any custom sounds or events in my mod that could cause that. Its just a map. Must be caued by some other mod or gameplay thing.
Esce.Diablo Jun 10, 2024 @ 11:39am 
is it possible that inside this facility sound event reach the entire map? cuz just happened. the whole map get activated, so you could imagine what happened, i have a screenshot in my profile
[Chris312] May 29, 2024 @ 1:46pm 
Gordon doesn't need to hear all this, he's a highly trained professional!
MishaXG May 29, 2024 @ 6:35am 
@StormFather thanks for the answer will update this on the giant google sheet i m preparing with all maps of the workshop =)
StormFather  [author] May 11, 2024 @ 8:26pm 
@Misha - yep rbr & rbra2 are the right ones. When I do the v2 it will all be cleaned up. I'll post those coords on the desc cheers
StormFather  [author] May 11, 2024 @ 8:23pm 
@Cernofile - check the vents!
Cernofile May 11, 2024 @ 6:55am 
how to i get out of the hospital??????
MishaXG May 8, 2024 @ 9:38am 
If i understand correctly:

MOD ID: rbr = base
MOD ID: rbrA2 = road
MOD ID: rbrA = old legacy version (don't use it anymore on a new map / server)

MAP Folder: researchbase = base
MAP Folder: researchbaseroad = road
MAP Folder: rbr_road = old legacy version (don't use it anymore on a new map / server)

I think most of this is true, but i'm not sure about "rbrA2" if it's mandatory for the base or it's only for the road.

Some clarification on which ID / Folder is what would be great cause with Base + Road + Legacy it's hard to tell what to use if you want for example only the base but not the road.

In addition written details of: Base cells used (which is allready done) + Road cells used would be great. Just so it's easy to find without having to go on screenshots & commentaries.
Normally those Cells should be:

BASE => 18x41 / 19x41 / 18x42 / 19x42
ROAD => 20x41 / 21x41 / 22x41 / 23x41 / 24x41

Can someone confirme or give clarification please?

@StormFather
Microsoft Excel Spreadsheet Apr 22, 2024 @ 10:40am 
hey how do you spawn in this base i want to know!
caligulasAquarium Apr 12, 2024 @ 4:52pm 
I for the life of me cannot get this to work. ive ran it as the only mod on a solo game, thinking there was interferance and still nothing :/ kinda running out of ideas