Project Zomboid

Project Zomboid

Choose Your Spawn!
 This topic has been pinned, so it's probably important
Serellan  [developer] Sep 19, 2024 @ 4:18pm
FAQ! Read this first please!
Choose Your Spawn FAQ!

When is the B42 update coming?

It's HERE! I have added support for B42 Unstable. Please see https://steamcommunity.com/workshop/filedetails/discussion/3287958074/510695796907193663/. Please post B42 specific questions to that thread.

What does this mod do?

Choose Your Spawn allows you to specifically choose an exact spawn location when starting a new character. No other game behaviors are affected, except your spawn location (character starting point).

How do I find a spawn location?

Build 41:

1. Go to map.projectzomboid.com, and zoom in on the location you want to spawn in.
2. Look on the lower left side of the page, and you will see the “Map Coordinates.” You want the Cell and Rel numbers. They are represented as such: “Cell: 34x31 Rel: 74x155” The first number in each section is the X, and the second number is the Y. Note that the numbers displayed related to your mouse position on the screen, as you move the mouse around the numbers will change.

Build 42:

https://steamcommunity.com/workshop/filedetails/discussion/3287958074/510695796907193663/

How do I enter the coordinates?

1. Enable the mod
2. Start a new game, choose Custom Sandbox in Playstyle.
3. In the “Select Spawn Location” screen, select “Choose Your Spawn!”
3. In Sandbox Options, click on the “Choose Your Spawn” options, and enter the Map coordinates from above into the appropriate fields.
3. Continue as normal.

What happens if I choose another Playstyle instead of Custom Sandbox?

If you don’t change the spawn location or if you choose another game mode instead of Custom Sandbox, you will spawn into the fenced house in north Muldraugh.

If you want to use the settings from Builder, Survivor, or Apocalypse Modes, you can choose Custom Sandbox Mode, choose the appropriate “Preset,” and then enter your spawn location.

My game crashed after I entered a spawn location and hit “play game,”, what happened?

Most likely, you entered an invalid spawn location (coordinates that don’t exist), or entered a coordinate and level combination that is invalid. See below for information on levels.

Because the game world doesn’t exist when you are entering the spawn coordinates, there is no way for me to verify that what you entered is valid, and if you enter an invalid spawn location (a non-pathfindable location), likely the game will crash.

I originally had a range limit to stop people from entering invalid cells, however this blocked the use of CYS with some modded maps that extend beyond the vanilla map borders. The valid ranges for Cells in the Vanilla map are X: 10-49 and Y: 4-44. B42 NOTE: The range of spawnable area has changed in B42, please see the B42 link above.

Does this work in multiplayer?

According to comments and forum posts, this mod works fine in multiplayer.

Why do I have to check a box to change spawn levels, and how do spawn levels work?

In Build 41, there are 8 levels available in the game (0-7). Level 0 is the “ground floor.” If you choose a spawn point with an invalid level associated with it (i.e., higher than exists in the game), the game will crash on start. Unfortunately, there is no way for me to verify the spawn point level you entered is valid, because at the stage you are entering it, the game world does not exist yet. This is why I put the warning in, and force you to check the box for the Level setting to be active.

Now, on the Map Coordinates display on the Map Project, it is displaying the coordinates at LEVEL 0 for where your mouse is. Because of the isometric view, if you increase the level you are looking at, it will appear as if your mouse is pointing at a location at a higher level, but in actuality you are pointing at a different location “below” the level you are looking at. So you need to choose the spawn point on the bottom floor (Level 0), and then increase the level to the appropriate location.

If this sounds very confusing, just leave the level at 0, and spawn on the ground floor!

Can I add this to an existing world save?

Yes! However, because the mod uses the Sandbox Options, the spawn location will be set at default (in Muldraugh) unless you edit the settings in the Sandbox Options. So you will need an additional mod like “Change Sandbox Options” (https://steamcommunity.com/sharedfiles/filedetails/?id=2670674997&searchtext=sandbox) in order to change spawn locations for your next character.

What happens if I die and start a new character?

If you select “Choose Your Spawn” as your next character’s spawn location, the game will use your last entered spawn location from the Sandbox Options (see above to change it on the fly).

I spawned into a building and it’s empty with no zombies, what’s happening?

This is the default game behavior. If you spawn inside a building, it will be marked as your “starter home” and will not be populated with normal zombies. You may also start with the key.

If you want to spawn at a location or large building and have it still be populated with zombies, I recommend spawning just outside the building, or on a patio or balcony (for example, the Helipad at the Mall).

If you spawn inside, it’s your ‘starter home.’ If you spawn outside, it’s not.

BUILD 42 NOTE: In Build 42, this is a sandbox option. You can adjust the spawning behavior inside your "starter home" under the Zombie tab with the setting Player Spawn Area options. I have not tested this behavior on creating new characters in an existing world using these settings.

I spawned into a large building and there are still some zombies in here, what’s happening?

The “Zombie Stories” function from the main game can still spawn small sets of zombies (like a zombie eating a body, etc) into buildings randomly. The larger the building, the larger the chance of this happening. If you absolutely want to ensure this does not happen, you can disable zombie stories in sandbox settings.

Can I choose the “standard” spawn cities instead of Choose Your Spawn?

Yes, if you have the mod enabled and choose another spawn set, the game will ignore any settings entered into the Choose Your Spawn Sandbox Options and use the standard spawn points from that selection instead.

Does this work with Monkey’s RV Nomad Starts?

According to comments, yes it does! I’m not sure what happens if you choose an inside spawn location, so I don’t recommend that. I would give yourself plenty of room for the RV. ;)

Does this work with modded maps?

Yes! However, you need to be able to find out the coordinates of the modded map where you want to spawn. You could ask the modder, you could load into the game in debug mode to find it, or you can correlate the location from the main map onto the mod.

From the comments:

“darkempire Jul 22 @ 3:37am
just gonna leave this here in hopes it helps anyone on modded maps (where there isn't a interactive map available)

so each cell is 300 in both x and Y in terms of cords, so this formula I will list is additional way to set your position

so if your position was in cell was 26x11, the readout of that would be 26x300=7800 11x300=3300

if your cords are x 7925 and y 3342, your rel then would be Rel X 125 and Rel Y 42, hopes this helps for those on certain modded maps.
Last edited by Serellan; Apr 22 @ 1:34pm
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Showing 1-9 of 9 comments
Pureheart Dec 1, 2024 @ 1:39am 
yo to which value should I change 0 to have level changes enabled by default? I've tried 1 and -1 but they don't work

option SCS.LevelEnable
{
type = boolean,
default = 0,
page = SCS,
translation = SCSLevelEnable,
tooltip = SCSLevelEnable_tooltip,
}
eromanov87 Dec 10, 2024 @ 6:22am 
In addition to your modded maps section, you set a hardcoded max of 44 on the option SCS.CellY some modded maps go beyond that like for example eerie country.
Serellan  [developer] Dec 16, 2024 @ 2:48pm 
Originally posted by eromanov87:
In addition to your modded maps section, you set a hardcoded max of 44 on the option SCS.CellY some modded maps go beyond that like for example eerie country.

Yes, I was trying to limit people putting in invalid spawn locations, which they were doing (and then complaining about crashes). Do you know the max range for modded maps?
Serellan  [developer] Dec 20, 2024 @ 8:28pm 
Originally posted by Pureheart:
yo to which value should I change 0 to have level changes enabled by default? I've tried 1 and -1 but they don't work

option SCS.LevelEnable
{
type = boolean,
default = 0,
page = SCS,
translation = SCSLevelEnable,
tooltip = SCSLevelEnable_tooltip,
}

Sorry, my first response to your question was because I misread what you were asking. Changing default to 1 should default the box to enabled.
Serellan  [developer] Dec 20, 2024 @ 8:31pm 
Updated FAQ for newest version and questions asked.
Bonkatak Dec 30, 2024 @ 8:30pm 
Build 42 update?
Serellan  [developer] Jan 3 @ 9:28pm 
Originally posted by Bonkatak:
Build 42 update?

Planned once B42 is Stable.
It appears everytime I use this mod I get into the default spawn. I am trying to spawn at the roseville firehouse at 8150x11738 and it keeps putting me in the default spawns.
Serellan  [developer] Feb 6 @ 10:12pm 
Originally posted by JamesNorrington:
It appears everytime I use this mod I get into the default spawn. I am trying to spawn at the roseville firehouse at 8150x11738 and it keeps putting me in the default spawns.

Are you in Build 41 or 42?

Spawning in the gated house north of Muldraugh usually indicates either not selecting "Choose Your Spawn" as your spawn location or not entering a valid spawn coords in the Sandbox Settings.
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