Project Zomboid

Project Zomboid

Xonic's Mega Mall (Waiting for B42 mapping tool for major renovation and expansion)
Xonic  [desarrollador] 15 ABR 2019 a las 5:18 p. m.
User bug reports and suggestions
If you found any bug or glitches, or have suggestions, please post it here. Thanks!
Última edición por Xonic; 19 ABR 2019 a las 4:43 p. m.
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Mostrando 31-45 de 112 comentarios
Shu 18 MAY 2020 a las 3:09 a. m. 
Publicado originalmente por Xonic:
Publicado originalmente por Shu:
Hi, Xonic!

Your recent update seems to break the game.
The game said your map is missing after the update, and I checked it was "enabled" in the mod list. I disabled and reenabled it and the game still won't load my last saved game.

Thank you for your awesome map, it is a must have on my mod list :)

Sorry for the inconvenience, I was trying some new spawn options. It should be fixed for now :) please try again


Please there is no need to apologize!
I am very grateful for your constant update for the map, please keep on trying new things.
Thanks a lot and stay safe.
MarkJerue 21 JUL 2020 a las 11:16 a. m. 
Minor: the garage/freight doors in the western freight areas have walls, so when you open the door, you get a wall.

Xonic  [desarrollador] 22 JUL 2020 a las 9:27 a. m. 
Publicado originalmente por MarkJerue:
Minor: the garage/freight doors in the western freight areas have walls, so when you open the door, you get a wall.
Do you mean the department store warehouse? That one is by design as a security grate to protect the jewelry in the department store, you are free to destroy it with a sledgehammer =w=
Vilespring 22 JUL 2020 a las 10:31 a. m. 
He’s talking about the garage doors around the back on the northwest corner. You open the garage doors and there’s just concrete wall.
MarkJerue 22 JUL 2020 a las 1:39 p. m. 
What Vilespring said. That freight / delivery maintenance area, near the tools store? Those garage doors, when opened, show a wall instead of, well, the outside.

Which makes it way easier to secure, don't get me wrong! Makes it a lot easier to hold onto that spot as a base since zombies can't bash the garage doors down and get in.
Xonic  [desarrollador] 24 JUL 2020 a las 4:37 p. m. 
Publicado originalmente por MarkJerue:
What Vilespring said. That freight / delivery maintenance area, near the tools store? Those garage doors, when opened, show a wall instead of, well, the outside.

Which makes it way easier to secure, don't get me wrong! Makes it a lot easier to hold onto that spot as a base since zombies can't bash the garage doors down and get in.


Publicado originalmente por Vilespring:
He’s talking about the garage doors around the back on the northwest corner. You open the garage doors and there’s just concrete wall.

Ohhh the concrete walls in the loading bay garage doors were fixed month ago, if you are using an old save they maybe still there. Just destroy them with a sledgehammer would fix the issue.
M700N 11 FEB 2021 a las 8:04 a. m. 
When loading the server I get the following...

1613059357175 can't find map objects file: media/maps/Xonics Mega Mall Roof/objects.lua
1613059357175 can't find map objects file: media/maps/Xonics Mega Mall Interior/objects.lua
1613059357175 can't find map objects file: media/maps/Xonics Mega Mall Exterior/objects.lua
1613059357176 Loading: steamapps/workshop/content/108600/1713269594/mods/Xonics Mega Mall/media/maps/Xonics Mega Mall/objects.lua

Any idea what I am doing wrong?
Xonic  [desarrollador] 15 FEB 2021 a las 6:03 a. m. 
Publicado originalmente por M700N:
When loading the server I get the following...

1613059357175 can't find map objects file: media/maps/Xonics Mega Mall Roof/objects.lua
1613059357175 can't find map objects file: media/maps/Xonics Mega Mall Interior/objects.lua
1613059357175 can't find map objects file: media/maps/Xonics Mega Mall Exterior/objects.lua
1613059357176 Loading: steamapps/workshop/content/108600/1713269594/mods/Xonics Mega Mall/media/maps/Xonics Mega Mall/objects.lua

Any idea what I am doing wrong?

In your case, I think you can try going to "/mods/Xonics Mega Mall/media/maps/Xonics Mega Mall/objects.lua" and copy the "objects.lua" to the other folders that can't find the file
MelhemX 8 JUL 2021 a las 12:54 p. m. 
all the sink and water containers don't work in the mall.
FranklyFrank08 16 JUL 2021 a las 12:34 a. m. 
When walking up stairs in the mall I fall down at the end of them (back to ground floor)
Xonic  [desarrollador] 19 JUL 2021 a las 11:06 p. m. 
Publicado originalmente por MelhemX:
all the sink and water containers don't work in the mall.
Does the sinks work in other modded maps?
Xonic  [desarrollador] 19 JUL 2021 a las 11:06 p. m. 
Publicado originalmente por FranklyFrank08:
When walking up stairs in the mall I fall down at the end of them (back to ground floor)
Where is that stair?
Decima 28 AGO 2021 a las 1:58 p. m. 
Love the map, the interior has a lot of detail put into it (especially the loot from containers: you rarely if ever see anything stored in display furniture if it would not realistically have something displayed in it). Unfortunately, the way that this mod handles zombie spawns (over a 1000 or none at all) is a real bummer as neither are enjoyable for a play-through. I suggest making a version where the mall closed right before the zombie outbreak occurred thus you could have lot of doors and windows are locked/boarded up (reduce areas needed to be reinforced if you want to build a base here), reduce the zombie count significantly to include only employees and security (the skeleton crew that was there maintaining stuff while the mall was closed) plus some random looters (and looter/security corpses), and maybe some alarm doors on some of the stores or some/a lot of the stores have their security doors closed (those metal fences they pull over the entrances of each individual store). Doing this would give the mall a more abandoned/post-apocalyptic feel, make the capture/use of the mall more balanced and finally reduce the likely hood of people's games crashing when they get too close. Just my two cents though, if the you wanted a pristine mall design, then I suggest just lowering the zombie population in the store.
Xonic  [desarrollador] 28 AGO 2021 a las 2:16 p. m. 
Publicado originalmente por Uthur:
Love the map, the interior has a lot of detail put into it (especially the loot from containers: you rarely if ever see anything stored in display furniture if it would not realistically have something displayed in it). Unfortunately, the way that this mod handles zombie spawns (over a 1000 or none at all) is a real bummer as neither are enjoyable for a play-through. I suggest making a version where the mall closed right before the zombie outbreak occurred thus you could have lot of doors and windows are locked/boarded up (reduce areas needed to be reinforced if you want to build a base here), reduce the zombie count significantly to include only employees and security (the skeleton crew that was there maintaining stuff while the mall was closed) plus some random looters (and looter/security corpses), and maybe some alarm doors on some of the stores or some/a lot of the stores have their security doors closed (those metal fences they pull over the entrances of each individual store). Doing this would give the mall a more abandoned/post-apocalyptic feel, make the capture/use of the mall more balanced and finally reduce the likely hood of people's games crashing when they get too close. Just my two cents though, if the you wanted a pristine mall design, then I suggest just lowering the zombie population in the store.

Thanks for your feedback. Though currently I have no control of zomboid's zombie spawn mechanism indoor; it is controlled by the game's engine. I can only control the exterior space spawning like the parking lot. The game's coding was changed few update ago by the dev and caused very high amount of zombie spawning in a single room. I'm still looking for ways to bypass this mechanism. The dev teaming is making the Louisville city map, I think the coding will be optimized later for the city map as well as the mall.
Decima 28 AGO 2021 a las 2:32 p. m. 
Publicado originalmente por Xonic:
Thanks for your feedback. Though currently I have no control of zomboid's zombie spawn mechanism indoor; it is controlled by the game's engine. I can only control the exterior space spawning like the parking lot. The game's coding was changed few update ago by the dev and caused very high amount of zombie spawning in a single room. I'm still looking for ways to bypass this mechanism. The dev teaming is making the Louisville city map, I think the coding will be optimized later for the city map as well as the mall.

Are you able to compartmentalize the mall into different "buildings" for the sake of designating what the game engine uses for its spawning algorithms? If you are able to do so then you might be able to reduce the spawn count by designating some stores as "buildings" that do not spawn zombies at all. You might even be able to manipulate the stores such that they are more likely to spawn as "safe houses" or whatever so that those stores don't spawn zombies or only a controlled amount (the spawn frequency is controlled by the "Randomized House Chance" in sandbox settings but it might be worth looking into for use in this mod). Also, I know that zombie distribution is controlled by a setting for urban focused or evenly distributed, does that affect the zombie spawning in any way you can exploit? For instance: are you able to designate the cell as not urban such that games with the setting for "Urban Focus" don't have a large zombie population, or maybe it is tied to the cell's location to nearby towns so moving the mall further away reduces how "urban" the mall is and thus the number of zombies? IDK I am not a mod maker, just throwing out ideas with the hope it helps.
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