Project Zomboid

Project Zomboid

More Car Features + Spawn Zones Expansion
407 Comments
GamestaMechanic  [author] 59 minutes ago 
@Cam I went and tested it and it seems to be working fine. If I had to guess, trailer parks have random directions in vanilla, so I changed it to only happen when the setting is enabled instead.
Naked Buffalo 1 hour ago 
Being able to get on top of cars is wild tactically. This + RV interior + Interior Gage Commando and you have a nice little fortress on wheels. I'll try this out since I just started a new game.
Cam 4 hours ago 
Hey, I think there's an issue with the scattered cars option: no matter if it's enabled or disabled, some cars spawn at an angle and some don't... however, based off what I've seen it seems to be related to the extra spawn zones the mod has (as in, when it's enabled, the cars in vanilla spawn zones will be scattered while the ones in the mod's will not and vice versa)
GamestaMechanic  [author] 12 hours ago 
@Stalker_44 Thank you for letting me and everyone else know.

Steam was seriously acting up yesterday into today, everything desynced. I suspect it's because I used the revert button on mobile while I was away from my computer. I had to re-re-revert for steam to figure things out on its own. Fortunately(?) the mod was off the steam workshop page while this was happening, so newcomers didn't have to deal with this. I will not be using steam's revert version button ever again lol
Stalker_44 12 hours ago 
unsubbed, subbed again and works, thx
GamestaMechanic  [author] 13 hours ago 
After reverting, twice, steam has finally allowed me to update the mod again. NOW I ask if there are still issues, AFTER this comment is made.
Stalker_44 13 hours ago 
issue is not fixed, still getting the same error (if i remove the mod it loads normally)
Meyar Oct 30 @ 5:20pm 
Yeah, wasn't this mod, false alarm. Sorry!
GamestaMechanic  [author] Oct 30 @ 5:17pm 
Wait, now I'm uncertain if steam is actually sending out my updates or not because my last change note is NOT what I sent out last... Steam is fucking with me lol
randomvortex Oct 30 @ 5:09pm 
I can confirm black screen error is fixed on my end (Thank you for the quick fix, thought my run was toast).
GamestaMechanic  [author] Oct 30 @ 5:09pm 
I've tested it on old and existing saves, but I have to ask anyways since I'm not experiencing the issue at all, does this happen on new saves?
ALPH4_L3AD3R Oct 30 @ 5:07pm 
I can confirm that the on going issue remains unresolved. Thanks for your on going investigation regarding this.
Caeruleu Oct 30 @ 4:56pm 
It happened shortly before the time I posted that. I can try the mod again tomorrow but I definitely couldn't get back into that save without disabling your mod. Your mod was the only mod to update between when I played it earlier today and now.
GamestaMechanic  [author] Oct 30 @ 4:38pm 
@Meyar that one specifically is not from me, that's fore sure. Currently the only known error/bug/crash issue is the one that just blacks out the screen (which has only been an issue today) and sends you back to the title screen. I'm pretty sure I fixed it now, it doesn't do it when I try it, but I need another person to try it to be sure.
Meyar Oct 30 @ 4:29pm 
I'm afraid to step into a car now, lol. Getting spammed with errors when I try to right click the vehicle part UI to uninstall parts, and it's name checking a lot of mods from Ki5, Tsar's Common Library, Warthundervehicle library, automechanics, etc.
GamestaMechanic  [author] Oct 30 @ 4:14pm 
@Caeruleu Did this just happen? For me it works now.
Caeruleu Oct 30 @ 4:04pm 
Same crash here. Loaded up the game and my character was in a van. Got out the car and then the screen slowly fade to black and I get the This Is How You Died screen. Couldn't get past that screen until I disabled your mod, then it loaded normally.
Sophia (Sophel) Oct 30 @ 12:27pm 
Thank you, you are a savior ;o
GamestaMechanic  [author] Oct 30 @ 12:18pm 
I reverted it to the last patch until I get home and fix it. It was a minor update to the fire zones, so it should be a quick fix, but I don't wanna waste anyone's time.
Sophia (Sophel) Oct 30 @ 11:48am 
On load, game is just a black screen with save loading music
GamestaMechanic  [author] Oct 30 @ 11:37am 
I'll look into and fix it tonight. Is there anything that triggers it? Anywhere on the map specifically? Or just when you load in? Etc.
Sophia (Sophel) Oct 30 @ 10:27am 
@Stalker_44 Yeah, same error for me, and saves broken
Stalker_44 Oct 30 @ 10:20am 
latest update broke

java.lang.ClassCastException: class java.lang.Boolean cannot be cast to class se.krka.kahlua.j2se.KahluaTableImpl (java.lang.Boolean is in module java.base of loader 'bootstrap'; se.krka.kahlua.j2se.KahluaTableImpl is in unnamed module of loader 'app') at VehicleType.initNormal(VehicleType.java:108).
Stack trace:
(more here but cant paste due 1000 character limit)
Bevington Oct 30 @ 2:46am 
@GamestaMechanic that's no problem :) i look forwards to playing it when i switch, i love the amount of traffic and the emergency services makes it really feel apocolyptic!

Thank you for the answer :)
GamestaMechanic  [author] Oct 29 @ 11:41am 
@Bevington I am not considering remaking this mod for B41, even if commissioned.
Apu el Papu Oct 29 @ 6:34am 
this mod works as intended
Apu el Papu Oct 29 @ 6:34am 
@xDZ2k if youa re using filibusters mod that is the reason, some cars just dont have shadows or texture just a solid color. actually that is the reason that is stopped using filibusters mod. it made some cars really really ugly
Bevington Oct 29 @ 5:28am 
Hi there.. i feel build 42 is amazing but.. i get so many issues with mods and lag.. even if i comissioned you would you still not consider build 41 ?
innabush Oct 28 @ 8:51pm 
@xDZ2k try increasing vehicle texture resolution to 1024
TheGreatWolf14 Oct 28 @ 4:40pm 
huh. yeah I can get some screen shots soon
GamestaMechanic  [author] Oct 28 @ 4:32pm 
@xDZ2k I've never heard of or seen that before, but that's not from me. I don't modify vehicle properties whatsoever, I just use them.
xDZ2k Oct 28 @ 3:40pm 
yo i have a question how come some textures wont load for the car they become like grey and look goofy
GamestaMechanic  [author] Oct 28 @ 2:02pm 
I'm having a very hard time reading this text in all honesty. I understood the slider part and more crashed vehicle events on side roads, but I didn't understand anything about the traffic jams. Maybe a screenshot could help me understand better?

I can definitely do more side road events, but the slider thing is a bit unnecessary. The number just represents the spawn rate for which vehicles spawn. And it's that, multiplied by the vanilla sandbox setting for vehicle spawn rates (default low, so it's about cut in half), is what appears for the bumper to bumper type. The more sporadic type spawns less vehicles, but in a more generalized direction, which works for wider, less dense, streets/highways.
TheGreatWolf14 Oct 28 @ 1:20pm 
also on some main roads vehicles sideways and/or crashed and such make sense too as well as a few side roads
TheGreatWolf14 Oct 28 @ 1:07pm 
@GamestaMechanic well not just LV. But pretty much a few changes which would be nice is with traffic jams it wouldn't make sense for normal or major roads to be gridlocked both ways. toward a town/city exit they would prob also be in oncoming traffic next to other traffic all attempting to "Evacuate" another thing is perhaps a tweak with "random rotation" on vehicles so in parking spots most are parked normally and all arn't just bad parkers/sideways in a parked space lol. And last for the "Traffic adjustment" would be nice instead of a -1 as it makes it difficult as to how to properly adjust to reduce the wall to wall traffic as its defaults has it almost everywhere so perhaps a better described slider so if people dont want the 100% increased traffic they could slide it down to 0 extra or a little extra and so on. (a 1-10 slider would prob work well)
LordZarmack Oct 28 @ 12:37pm 
Bridge looks good, the issue with some cars weird placed at 45% along a road seems sorted
GamestaMechanic  [author] Oct 27 @ 11:39pm 
Also, @TheGreatWolf14 If you have a specific recommendation for the flow of traffic jams in LV, let me know. There are only 2 ways in and out of LV (except for the main checkpoint obviously), and the one leading to the bridge is one of the only 2 way streams of traffic I have, everyone else was driving erratically on the road to get to the nearest exit route as quickly as possible.
GamestaMechanic  [author] Oct 27 @ 11:32pm 
If anyone ever has a bad experience with this mod, always make a comment/discussion on it. DO NOT feel bad about whining or complaining here if something is genuinely broken. I, as the creator of this mod, am obligated to keep it running smoothly so long as I have it on the steam workshop. I will not ignore bug reports, and things will be fixed in a reasonable amount of time.

Speaking of, in about 3 days that update will be out which will be patching the fire trucks stuck inside of fire department buildings, vehicles belonging to houses will no longer have randomized directions (outside of LV, LV will still be a shit show lol), and a lot of other smaller misc bugs or small mistakes that didn't require an immediate update.
GamestaMechanic  [author] Oct 27 @ 11:29pm 
I already talked to the creator of Week One about compatibility a good while ago: https://steamcommunity.com/workshop/filedetails/discussion/3403180543/595153917110826440/

They refused to fully acknowledge what I was saying (oddly just repeating themself instead of responding at all to what I was saying). They also then just brushed me off and ghosted the discussion.

Their mod description explains further; "Some sandbox settings are overwritten because they don't make sense in the world before the outbreak, for example car condition" and other stuff like that. I'm not gonna spend my time trying to make my mod compatible with another mod that actively seeks to make themself incompatible while also not even allowing the player to use their sandbox options.
TheGreatWolf14 Oct 27 @ 9:02pm 
Neat mod! Tho in Louisville the spawns are a bit strange as everywhere is gridlocked in both directions almost everywhere looking just very off. The bridge one tho is perfect. Also messes with Bandits Week One mod
Deserter Oct 26 @ 8:44pm 
Dude you rock and so sorry not trying to be a whiny bitch complaining about a mod you gave us for free honestly much respect and thank you
GamestaMechanic  [author] Oct 26 @ 11:38am 
@Joy Boy TIS is having a lot of issues with vehicles and performance issues in B42, it's okay in B41, but something changed very internally that made especially driving stutter very badly (unstable for a reason). There's nothing I can do to fix it and I definitely didn't cause it, and the same goes for other mods. Unless those other mod just 'lag' your game in general when walking around, then yeah, that doesn't help while driving. I can only recommend zooming in close to your car when driving and having the minimap enabled for upcoming turns.

This mod will only cause noticeable performance drops in LV from the sheer number of traffic jams I added in that area, which, of course, you can disable or decrease in the sandbox settings. But remember that the main cause of 'lag' is still new unstable code from B42 that cannot just be patched.
Joy Boy Oct 26 @ 5:16am 
i really like this mod but for some reason i just get huge lag shuttering. Could be because im running alot of mods and very high pop settings. Any suggestion on what to do any which mods to avoid
GamestaMechanic  [author] Oct 25 @ 8:59pm 
Oh, and if you wanna fix it right now, just search for the rebalanced vehicle zone definitions file under media, lua, shared folders and remove the entire block for the pursuit falcon (leaving the normal one), it's not longer needed.

And for junkyards (I hit my text limit in the last message) I've already set them to spawn at 50%, but I just remembered that the default apoc setting lowers this where as before it was unaffected because it was using hardcoded traffic jam zones, I'll also compensate for this with the update.
GamestaMechanic  [author] Oct 25 @ 8:55pm 
@Deserter Yes, at some point the default KI5 spawns for that vehicle specifically were very common, I made them less common (but not that much rarer), but now they're actually rare in the original mod, so I need to compensate for that again. Thanks for letting me know, it's hard to keep track of all the vehicles from KI5 since they're all from different mods.

I'll drop it in with this bigger update (talked about more below) come next week/the end of the month.
Deserter Oct 25 @ 8:16pm 
Hey love the mod but i noticed something that is bothering me a little bit and i bet its something i can fix on my end but im not sure on how to do it. I love finding the ford falcon pursuit special from k15 but ever since using your mod i find like 3 to 5 per town is there a way i can make the car more special and rare? also i really want to turn up the junkyard spawns no one is fleeing the zombie apocalypse in a junkyard car so they should all be full to the brim in my mind.

thank you much for the mod though def makes the game feel more lived in
GamestaMechanic  [author] Oct 25 @ 11:23am 
@LordZarmack I added a couple extra traffic jams there on the rail road bridge, it was far too easy for people to just drive around it as if no one else had that idea. There are also a few more jams to back the traffic up a bit longer towards WP. It would have been a big enough POI for the military to set up a temporary blockade to then shift back to LV, so yeah, they would have had that rail bridge on lock.

I think a good bonus of all these added traffic jams is multiplayer oriented, it stops people from rushing into LV and it supplies people with more metal working materials! There are still ways around it, but they're much more obscure.

I'm working on a map project on the side for a 3rd bridge waaaaaaaay off the side of the map along with Fort Knox's shooting range, weather service station, and a small WP expansion on the south west of it.
LordZarmack Oct 25 @ 12:57am 
What did you do with the bridge between west point and valley station?
-Il go look eitherway but it's always my frav starting spot
GamestaMechanic  [author] Oct 24 @ 9:07am 
@Homeless Harry Thanks for letting me know about that, I just assumed the fire truck could fit through the fire truck garage doors lol. I'll have it patched in with the next update with the house stuff. For now, you can load the game in debug mode, shrink the vehicle slightly, drive it out, then revert the size. Or you can sledge out a wall, but that's not really practical for everyone. I hope they add taller garage tiles at some point, I didn't know they were that short!
Homeless Harry Oct 24 @ 2:45am 
The KI5 fire engine is unable to be driven out of a garage if it spawns inside, I.E. in rosewood fire station.