Project Zomboid

Project Zomboid

Way More Cars
54 Comments
Lorhelm 5 hours ago 
to be honest more deads in cars piss me off totaly
GamestaMechanic  [author] 20 hours ago 
@YeetMan64 There will not be an B41 version. I'd rather just focus my efforts on additions and learning with the current system than remaking it. I'm pretty much brand new to modding and I spent a work-week's plus amount of time on this already. But again, if anyone ever wants to try to reformat it for B41, I would incorporate it into this one so both version can be combined and credited appropriately (probably added as a contributor on this workshop page and mentioned at the top of the description for clarification).
YeetMan64 18 Jul @ 4:32pm 
I'm sure this question has been asked before, but when will there be a build 41 version?
GamestaMechanic  [author] 17 Jul @ 7:38pm 
Added a preview video to the mod page showcasing a small part of the update coming out at midnight (EST, so, just a 1.5 hours away)

The update will include many things. More corpses in cars. Car wrecks have been added across major roadways as a new obstacle to manage (you can disable them with the same vanilla sandbox setting that disables normal wrecks). The setting for spawn rate has been combined with the vanilla one, set it to high for maximum, the default is low because of apocalypse settings, the default is balanced for the number of car wrecks I added. SOME performance issues when loading in new cells is due to vanilla bugs, obviously we've all experienced this while driving, but SOME performance issues are still linked to KI5's cars (while loading in new areas). Be sure to allocate more ram to your system via the link in the description to help with this, the default is 3 (boo) and I've seen my system spike to at least 5-6.
GamestaMechanic  [author] 16 Jul @ 3:50pm 
I'm going to finish working on LV car wreck zones today and finish the rest of the map, which will be much easier because of the population density, later. DEAD zombies, or just corpses, will be a common occurance inside of vehicles that you will need to deal with.

MUST READ: If you did not know already, you can open and close doors from a vehicle by holding v inside of the green door box thing that shows up when you're near that door. This is the ONLY way to get a corpse outside of a vehicle, so you better figure out this mechanic that has existed for years. If a corpse is in the back seat of a 2 door vehicle, you must first enter the vehicle, THEN drag the corpse from the back seat to the other passenger seat DIRECTLY (do not attempt to put in your inventory, just drag and drop the corpse from seat to seat and obviously not the one you're sitting in), THEN you can take it out from the side.

I will put this all in the mod description when it releases.
GamestaMechanic  [author] 16 Jul @ 3:42pm 
Apparently, there are 2 different corpse types which is causing issues. Besides the obvious male and female, there is also a separation between the new and old corpses. The new one is obviously the most known one for B42, you kill and drag them around. However, the old one is still in the game only in the way that I'm using it, spawning in containers. Now the issue with this is when it comes to moving an old corpse. Once you have taken it out of the car and into your inventory, the tile you drop it on next is the tile it will stay on until it decomposes. If you try to pick it up, it will vanish like it never existed. The body will no longer exist and you will lose whatever was inside of it. Be careful! This ONLY applies to vehicle zombies fyi, all other are safe from this VANILLA bug (I can't fix it).
Planteas 16 Jul @ 10:13am 
Nice Mod. Never made sense to me why there are so few cars in the world of zomboid
GamestaMechanic  [author] 15 Jul @ 7:36pm 
If I had to give some numbers for what the next update would be... (based on some counting, very little testing or hard numbers)
none: No Normal Spawns
very low: 5-10%
low: 20-40%
normal: 50-90%
high: 100%
Remember, it's not a bug, it's a feature.
GamestaMechanic  [author] 15 Jul @ 6:50pm 
The next update will change a little. There will no longer be an exact number value for the spawn rate, instead, it has *accidentally* (but in a good way) fused with the vanilla option for car spawn rate.

This just means that the very high option from the vanilla option will now be spawning 100% instead of the 25% or whatever it was doing before.

The other options will not be changing, I will just be removing this one specifically so there is no confusion as to why it's not working correctly (since now the vanilla option affects it, the 2 settings for the same thing clash and may not function as expected).
GamestaMechanic  [author] 15 Jul @ 6:47pm 
I can try, no guarantees on that.
Doctor Groove 15 Jul @ 4:58pm 
Piggybacking off of a previous comment: increasing the odds of corpses/zombies in cars specifically on the road/in accidents would be awesome!
Doctor Groove 15 Jul @ 4:56pm 
There would it be too much to ask for a middle ground? So like, there are cars everywhere, but maybe it's randomized that some parking lots are just totally torched, and like maybe most cars on the road are fucked up in some way? Love the idea of having a realistic amount of cars, but that makes things a *smidge* too easy, and the fix of having the majority of them or all of them fucked up in some way or completely destroyed sort of takes away the realism, which for me is the entire point of the mod. Still gonna use it though lol thanks for the work, man!
GamestaMechanic  [author] 15 Jul @ 10:07am 
I'm halfway done with adding car wreck zones in LV. Keep in mind these can be disabled with the VANILLA sandbox setting checkbox that removes normal car wreck zones as well. If you don't know what I'm referring to, it's the burnt and wrecked cars that are placed in intersections and other areas, the most common one being the wreck zone on the bridge next to west point.
GamestaMechanic  [author] 15 Jul @ 10:03am 
Vehicle Military Zone is a required mod because...

A) it adds military zones, obviously, but my point is I'm removing the random spawning of military vehicles in normal areas where they don't belong, meaning you actively need to seek out a military vehicle to find one and not by getting lucky.

B) It's the framework for the second half of this mod, editing existing zones and adding new ones. I'm not just going to copy part of that author's work, so making it a required mod means the author is fully credited and even used.

That mod also has its own custom sandbox settings which are very similar to mine to mess with.
MercurialMind 15 Jul @ 9:56am 
why is Vehicle Military Zone required?
chloptik 14 Jul @ 9:12pm 
Also, amazing mod
chloptik 14 Jul @ 9:10pm 
I think an incredible number of cars must have spawned in Louisville. In small towns and villages, on the contrary, there are fewer cars, which suggests that most people tried to find a safe zone in Louisville or evacuate to another state
Collide 14 Jul @ 8:42pm 
@GamestaMechanic just passing through and noticed the line "DO NOT use multiple of the sub-mods at the same time, only enable 1 per save (I gotta figure out how to restrict that)" I've been using Tomb's Player Body and remembered seeing a few mod options that are exclusive so I checked it out. It looks like you can mark mods as incompatible in B42 in the mod.info file. For example the submod "TombBodyTex" is incompatible with TombBodyTexDOLL and TombBodyTexNUDE so the mod.info file contains the line: `incompatible=\TombBodyTexDOLL,\TombBodyTexNUDE`

I hope this helps! I'm excited to try this mod out!
GamestaMechanic  [author] 14 Jul @ 12:58pm 
@Brainsaw I can INCREASE the odds of a corpse spawning inside a car, that's already vanilla, it's just rare. The rest of what you said is impossible for me, but I bet week one mod could add that.

@Ylva Traffic is coming soon, I've already manage to place vehicles on the map in new zones, but controlling it is difficult.
Ylva 14 Jul @ 9:43am 
this is actually interesting to have. I've always wondered and looked for traffic and plenty of crashed cars to make it challenging to use vehicles. Like a grid-locked city and the only way to traverse is on foot or motorcycle.
Brainsaw 14 Jul @ 8:42am 
Could you add zombies inside of cars? With a chance to get bit if you just jump in fast without looking? Also way to lure out the zed from car
GamestaMechanic  [author] 13 Jul @ 9:14am 
The full rebalancing update has been uploaded! I traveled around most of the map to fix these zones for B42. A LOT of zones have been rebalanced and many modded vehicle definitions tweaked. If you find ANY parking lots with an obsessive amount of 1 vehicle type, lmk and I'll tweak it.
GamestaMechanic  [author] 13 Jul @ 8:33am 
Added a required item mod because it just makes sense with what I'm doing and it helps me out a ton with creating/editing zones.
GamestaMechanic  [author] 13 Jul @ 8:23am 
@Ampyr you can just disable it in the sandbox settings. I haven't gotten around to setting specific angle limitations yet (because a true/false boolean is easier to manage), but it's possible.

@#popkik# That is probably not the result of my mod, I have heard of that issue coming from multiple other mods though. if you need to troubleshoot, make sure you mod load order is correct first, then check for mod incompatibilities and mod bugs 1 by 1. OR if you don't feel like doing any of that (or did and still can't figure it out what the issue is), ask the official pz discord/reddit.
#popkik# 13 Jul @ 5:49am 
I have a problem when I get into the car, the car interface doesn't appear. Did I install it incorrectly?
Ampyr 13 Jul @ 3:28am 
Thanks for this! Breathes much more life into the game, and fits perfectly with Week One mod. Is there a way to limit max angle for random angles? Just weird to have cars parked at 90 degrees in driveways, but not a big deal and I'm just happy to see cars literally everywhere.
Stevenafc11 13 Jul @ 1:15am 
Mphmmm
GamestaMechanic  [author] 13 Jul @ 1:14am 
If someone wants to repackage my mod perfectly for me and put it in my lap through google drive to upload for B41, then yeah I'll do it. I'm not gonna allow anyone to just re-upload though, especially since I'm actively working on this and it's not abandoned.
GamestaMechanic  [author] 13 Jul @ 12:37am 
PSA: crashing (not lag or fps drops, just crashing) is most likely caused by all of KI5's vehicles and is unfortunately unfixable.

"this is a know bug that was introduced around 42.8 or so, it used to have more info attached to it, game is looking for java that is not there, i can only guess that it is some part of mp code that is stripped before we get the public builds, i can't do anything about it"

The only thing you need to do to avoid crashing is think ahead. If you know you're about to drive fast through a large area of vehicles, slow down. This bug only happens ONCE, and once you've discovered an area (by just rendering it in once) it will never crash again or at all.
Stevenafc11 13 Jul @ 12:35am 
Well, I read your message, then who gonna do this to port B41? If you said you don't plan it.
Maybe someone else will try port mod?
GamestaMechanic  [author] 12 Jul @ 11:45pm 
I searched for and read the article, I cringed a little, but not in a bad way. It was a little weird seeing that ngl, it's not exactly a popular source, but I don't think I deserved that. I once again state that this was not a difficult mod to create, but woooooow how has nobody done this before?

And while I'm here, progress on the upcoming rebalancing update is going very well. It should release sometime tomorrow. Car condition will remain as apoc default for the player to change in sandbox and it will still require enabling the other sub-mods (enable one at a time) to adjust additional settings.

The next update after that, unless something pops up into my head suddenly, is adding vehicle zones to roads/near road and some randomly empty parking lots. This update could take awhile since it's entirely new to me, so don't expect it any time soon.
Viper 12 Jul @ 11:21pm 
huh, i just saw an article about this mod on some gaming news website, few minutes later i sit down to play zomboid, pull up the workshop, and here it is. funny
GamestaMechanic  [author] 12 Jul @ 7:13pm 
@Gooch I recommend playing with one of the sub-mods and instead of lowering the spawn rate, you can increase the chance of a burnt wreck. Burnt wrecks have almost no impact on performance!
Gooch 12 Jul @ 3:53pm 
I was always annoyed by how few cars there are in proportion to the zombies. I am trying to find nice balance as the additional vehicles drop my frame rate.

Thank you for the mod. It's greatly appreciated.
GamestaMechanic  [author] 12 Jul @ 2:44pm 
I don't plan on updating this mod for B41 simply because that requires more effort than it's worth and B42 is better for the future (it's going to be an outdated mod version within the next year hopefully anyways).

Apparently people have found a way to add individual vehicle zones without any map tools, just lua code, Ima be doing that soon. There is a small bug with the game on the map regarding my attempted balance changes, but with this feature, I could probably fix it.
ElMIlanesas5100 12 Jul @ 2:05pm 
who tf still plays in b41
Stevenafc11 12 Jul @ 12:58pm 
I would like to see in B41. Since it can be take a time untill B42 will be stable.

So, why not also make B41 Compatibilty.
FlakPanda 12 Jul @ 12:44pm 
Plans for B41?
GamestaMechanic  [author] 11 Jul @ 5:14pm 
Front page image is now what it looks like in-game (on my end only currently, pre-update). Notice the proper distribution of vehicles? I'm going to continue to tweak all areas of the map until I find a good balance so I only need to post just one update (except for adding additional modded vehicles like fili b).
GamestaMechanic  [author] 11 Jul @ 2:17pm 
I'm currently working on a modded car rebalancing for many KI5 vehicles and the W900 trucks/trailers by Beathoven. This will change what spawns where, because school bus drivers aren't picking up groceries in their buses, and neither is any other truck driver. SWAT trucks will no longer spawn where Ambulances are supposed to spawn, and vice versa.

Another example would include KI5's '92AMGeneralM998 for which I have removed most of its spawning. It will continue to spawn in its appropriate zones. I fixed the traffic jams zone only spawning it when facing south, because "tafficjams" is not plural, the s stands for south.

I've edited special parking lots for special vehicles (police,fire,prison,ambulance,etc.) to have more or less normal vehicles. This means there will be more appropriate profession vehicles in their zone and not an obsessive amount like with vehicle zones such as kentucky transit and genfac co. where it was all the same van copy and pasted 100 times.
GerardotheCrusader 11 Jul @ 1:01pm 
Thank you for the mod wanted something like this for my bandit run!
WalbrechtGaming 11 Jul @ 4:54am 
finally
i can flip out for not finding a parking spot
realism 100
GamestaMechanic  [author] 10 Jul @ 9:29am 
By default, the spawn rate is set to 100% to match the default zombie population, not to match the town's parking situation (in which they lack parking spots). Vehicles per household was around 2, so there should be 1 in every parking spot for each house + 1 extra in a parking lot somewhere around the map.

Anything more than that comes down to opinion, and that's why there's a sandbox option.
камуууу 10 Jul @ 8:28am 
cool mod! never imagined how much life can a filled in parking space bring to the city landscapes.

i know it sounds like complicated task, but it will be cool if car spawnrates will depend on new zombie spawn heatmap, it will make it more... reasonable.

like, having a completely or almost full park outside the mall sounds and looks pretty realistic, while having no space to park your bike in some random neighbourhood is kinda.. off
GamestaMechanic  [author] 9 Jul @ 3:32pm 
If you disable the random angles, it is recommended that you also turn down the spawning rate a little to compensate for FPS. This because, with random angles enabled, some cars overlap on spawn and thus do not attempt to spawn, artificially lowering the cap on vehicle spawns, but also saving your performance.

I dropped from 165 to half that with random angles turned off. With random angles on, my computer was able to handle it as normal. Throwing modded vehicles into that mix will tremendously impact your cpu and memory, so this next step is important.

If you find yourself not finding the performance you seek, but still want the mod enabled, I recommend making most of the vehicles burnt wrecks in my sandbox settings. Burnt wrecks have very little impact on performance and can still be used as a great filler. That way, you still fill every car zone with a vehicle, the downside being that it's trashed and only useful for scrap metal, but it's still better than vanilla.
P3P3Ron1n 9 Jul @ 1:01pm 
fps drop in 3...2...1...HERE WE GOOOOOOOOOO
from 120 to 12
everoforch 9 Jul @ 12:08pm 
пж зделайте на 41 билд
please make it on Build 41
GamestaMechanic  [author] 9 Jul @ 11:10am 
Update time baby. Sandbox settings are available NOW under Vehicles.

More settings are available for the sub-mods since they just... do more.

Have Fun!
Hasa 9 Jul @ 10:14am 
Could you add some other options? For example, cars falling from the sky like it's raining, drive-by cars that run over the player, or even zombie cars that bite you and turn you into a car. I know you mentioned you're not an experienced modder, but these are just a few simple ideas to start with
GamestaMechanic  [author] 9 Jul @ 9:46am 
No need to make a seperate thread, I'll have the sandbox settings out sooner than I thought.