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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.
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.
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.
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).
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.
I hope this helps! I'm excited to try this mod out!
@Ylva Traffic is coming soon, I've already manage to place vehicles on the map in new zones, but controlling it is difficult.
@#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.
"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.
Maybe someone else will try port mod?
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.
Thank you for the mod. It's greatly appreciated.
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.
So, why not also make B41 Compatibilty.
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.
i can flip out for not finding a parking spot
realism 100
Anything more than that comes down to opinion, and that's why there's a sandbox option.
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
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.
from 120 to 12
please make it on Build 41
More settings are available for the sub-mods since they just... do more.
Have Fun!