Project Zomboid

Project Zomboid

Operation Genesis Code - Quests [Enhanced]
109 Comments
Blod  [author] 16 Sep @ 5:48am 
@safwanbaharin9898, Hello friend, every place marked as "Important" on the mission map truly is important, you will always find quest items in those areas.

You'll need to search more thoroughly and make sure to check every container in the zone carefully. It's tough to do under pressure, but that's exactly what makes the mission both challenging and rewarding.

Also, remember to check your journal when necessary to keep track of your quest progress.
safwanbaharin9898 16 Sep @ 4:40am 
Hello. I have a question. I've been playing and I am now at EVAC Louisville. According to mission map, this location is marked as important. I have searched everywhere but could not find anything. Is there actually an imporant item located there?
Blod  [author] 15 Sep @ 12:26am 
@DoXeS, Hello friend, you can check the images on the mod page for reference.

You need to select the Insurgent spawn point (from the Insurgent mod) when creating your character. After spawning, open the journal icon (as shown in images) and read the mission task. From there, head north until you find the white circle (also shown in the images). Interact with it to initiate the mission.

Enjoy your time.
DoXeS 14 Sep @ 1:38pm 
Ehh.. I have no idea how to start the mission or where is the white circle
Blod  [author] 25 Aug @ 9:05am 
@Jägermeister, Hello friend, glad to know the mod is to your liking.

Regarding the Secret Bunker near Checkpoint 4, the quest item is inside one of the offices (check the desks and drawers too).

I appreciate your positive feedback, and enjoy your time. :steamthumbsup:
Jägermeister 25 Aug @ 8:31am 
Hi, I’m having an issue with the quest item spawn. I wasn’t able to find the quest item in the secret bunker next to Checkpoint 4. For reference, I was able to locate the items in the first secret bunker (near General Ironside’s location) and at Deerhead Military Camp without any problems.

Overall, really enjoying the mod—it’s honestly one of the best I’ve played so far.

Cheers🍻!
Blod  [author] 24 Aug @ 3:47am 
@Mastodonte, Very good, the three side quests run on a different logic system than the main quest and each provides unique rewards when completed.

As for extraction, the SSR Quest System doesn't support extraction functionality. If you'd like to extract after finishing everything, use the "Wolf Extraction Quest" mod, which is included in the "Collection for Operation Genesis Code" on the module's page. That way, once all missions are done, you can extract through that mod. :steamthumbsup:
Mastodonte 23 Aug @ 11:02pm 
@Blod Yes, I finished the three side quests too. So I guess there’s no extraction yet?
Blod  [author] 23 Aug @ 10:40pm 
@Mastodonte, Glad to know you finished the quest and enjoyed it. Excellent work, that mission isn't easy, but with smart tactics and solid preparation, it can be done.

By the way, did you try the side quests included with the main quest? There's still plenty more to do.

As for the issues you mentioned, there are none in the "Operation Genesis Code" module itself. The logic was built and tested countless times for flawless functionality. Any problems usually come from other mods / required mods.

I appreciate your positive feedback on the module. :steamthumbsup:
Mastodonte 23 Aug @ 3:15pm 
Just finished it, was really fun to play, little issues but overall great! The AA-12 was definitively a must for the Complex Laboratory.

I just hope it blows up so there's a part 2 :steamhappy:
Blod  [author] 22 Aug @ 1:54pm 
@Mastodonte, Yes, that's very effective. Try to gather even more ammo for your weapons so you can move forward without too much pressure. Always check your quest journal about the Complex Laboratory, and head straight to the mission zones, wandering around aimlessly in there isn't recommended unless you're in the mood for exploration.
Mastodonte 22 Aug @ 1:35pm 
@Blod Yeah... luckily I found a stash inside the checkpoint I had troubles with, over 450 boxes of 308 ammo, perfect for the M60 lmao
Blod  [author] 22 Aug @ 1:16pm 
@Mastodonte, Plague Inc? I remember that one, fun game :).

Take your time, stock up on weapons and ammunition. You'll need thousands of rounds, easily over 4k bullets. Going in unprepared is just certain death.
Mastodonte 22 Aug @ 1:10pm 
@Blod my mini map currently looks like a gameplay on Plague Inc. I had to turn back because I ran out of ammo, in the first area :(. My AA-12 is going to go nuts
Blod  [author] 22 Aug @ 1:09pm 
@Mastodonte, Game crash isn't normal in that area, most likely your PC couldn't handle the sheer load. The Complex Laboratory is extremely demanding, with hordes far beyond normal zones. If you can continue, make sure to back up your save before pushing deeper. It's a very difficult area. :steamthumbsup:
Mastodonte 22 Aug @ 12:51pm 
@Blod while I'm at it, I just entered the Complex Laboratory... it crashed my game :D (Something like 10000 zomboids wtf)
Blod  [author] 22 Aug @ 12:50pm 
@Mastodonte, Nah, believe me, the top brass are desperate for the operator's help to clean their mess and clumsiness :) They could barely pack the important stuff during the outbreak, but the virus and the zombies were too smart to hinder them.

That's good, you're close to the Complex Laboratory now. The difficulty increases there because it's practically a city-sized building. :)

And 18 propane tanks in one crate? That's insane luck, I've never had that myself. Special areas are ideal for looting weapons, ammunition, and vital military supplies, making the mission more fun and rewarding.
Mastodonte 22 Aug @ 12:08pm 
@Blod I see, maybe it was the high ranking personel just doing a little bit of trolling too x). Just reached the place with 2 files in it, hopefuly it'll go easier. (Also, I found 18 CANS OF PROPANE in a SINGLE CRATE :SkullR:)
Blod  [author] 22 Aug @ 12:01pm 
@Mastodonte, Deep and careful searching during the apocalyptic pressure is what makes this mission challenging, it is the mission of mankind's savior to do the difficult searchings. :)
Mastodonte 22 Aug @ 11:52am 
@Blod Yep, somehow the only container I managed to pass next to was the one ;-;
Blod  [author] 22 Aug @ 11:50am 
@Mastodonte, It's no problem, you're never bothering anyone.

Area with the power plant? You mean “Checkpoint 7”? If yes, have you checked any towers with ladders?
Mastodonte 22 Aug @ 9:12am 
@Blod Sorry to bother again, but could you give me a hint as to where the document is in the SecretZ area with the power plant? I've been stuck 30 mins on it now, I doubled check everything :steamsad:
Blod  [author] 21 Aug @ 10:43am 
@Mastodonte, You're most welcome and enjoy your time. :steamthumbsup:
Mastodonte 21 Aug @ 10:41am 
@Blod Aight. Thanks a lot though, it helped me greatly.
Blod  [author] 21 Aug @ 10:36am 
@Mastodonte, Yes, the videos are outdated, they were made before "Operation Genesis Code" even existed. They only covered SecretZ items, which serve no purpose here, and their random spawn makes them meaningless to collect.

You can still use the videos to learn the layout of the important areas (for example, part 3 shows the structure of the Complex Laboratory).

Summary: Use the mission map to reach the “Important” areas. The videos are only useful for understanding the layout, disregard all SecretZ or unrelated items.
Mastodonte 21 Aug @ 9:50am 
@Blod My bad, also is the guide you made with 3 parts a bit outdated? An item that I tried to find for 20 minutes wasn't where you showed on the video?
Blod  [author] 21 Aug @ 9:13am 
@Mastodonte, You're doing well to survive and move forward.

But... it's not about General Ironside alone, it's about all humanity. You're their last hope to stop mankind's extinction. :steamthumbsup:
Mastodonte 21 Aug @ 5:46am 
@Blod Thanks for the tip, just exited Fort Redstone and OMW to Muldraught, I will not disappoint General Ironside!
Blod  [author] 21 Aug @ 5:42am 
@Mastodonte, Good to know that you found it, but that's just the beginning, your mission only gets more challenging from here. :)

Also keep in mind, when searching containers, don't just approach them and hover the mouse to the inventory of the container. Better select the container and check its inventory for best results.

That's because the main SSR Quest mod has some limitations, but they never affect your progress, everything works perfectly. :steamthumbsup:
Mastodonte 21 Aug @ 2:55am 
@Blod I found the issue. When I started exploring the secret bunker, I ran across some desks, but the item appeared for a split second before vanishing, now I came back a couple of days later (IRL), and it reappeared, seems I just had bad luck :(
Blod  [author] 20 Aug @ 4:09pm 
@Mastodonte, The quest item is not inside the buildings with metal barriers. Instead, check the next building, the one with a kitchen and rooms with beds. In the military supply room (beside the tool room), you'll find a quest item inside the military metal container. (Double-check them)

No, there's no possibility of it not spawning, it's a 100% guaranteed spawn. If it were otherwise, there would've been no point in me creating this fantastic quest.
Mastodonte 20 Aug @ 3:54pm 
@Blod Well, that’s what I thought, but I really found nothing of value on the secret bunker, I swear I looked in every room, even broke some metal barriers to check behind them, still found nothing :(

Maybe the loot didn’t spawn? Is that a possibility?
Blod  [author] 20 Aug @ 3:49pm 
@Mastodonte, Hello friend, You can examine the "Mission Map" given to you by "General Ironside", right-click it in your inventory and select "Examine". The map has two pages, so use the arrows to switch between them.

After you understand the map, simply head to the locations marked as "Important". That's where you'll find the special quest items for the "Operation Genesis Code" module. Ignore the items from SecretZ or other mods, as they serve no purpose.

The important keycards from the SecretZ mod are automatically added to your character's inventory when you start a new game. They're only for the Complex Laboratory. (You already have them.)

Quest items for Operation Genesis Code are always inside "Containers", never lying on the ground. Once you find and grab the quest item, your mission will progress.

If you've got more questions, don't hesitate to ask, and enjoy your time. :steamthumbsup:
Mastodonte 20 Aug @ 1:47pm 
@Blod Thanks man, but I got a question with like the secret bunker on the east. I looked everywhere but only found some keycards and 2 papers I didn't bother read since it was from SecretZ. Also, does the not important places contains some stuff? Or is it just to list them on the map?
Blod  [author] 19 Aug @ 3:47pm 
@Mastodonte, Hello friend, I'm glad to know you're enjoying this unique mod.

Perhaps it didn't gain much popularity because the B42 update took all the attention, this mod was released right before it. On top of that, not everyone fully understands how it works. Some might think quests made by an "unknown modder" (that's me) would be buggy or poorly implemented, but in reality, it's quite the opposite, it's perfect. Operation Genesis Code is the most immersive military quest module out there, and it's far superior to all the so-called popular quest mods.

Anyway, I truly appreciate your positive feedback. Only real Legends recognize other Legends, and you're one of them. Enjoy your time. :steamthumbsup:
Mastodonte 18 Aug @ 6:20pm 
I'm just baffled at how good this mod is. I'm only on the bunker 1, but I already love how it goes, how tf is it not more known???

Like no joke, thanks a lot for making this, but I'm sad it didn't blown up the way it deserves.
Blod  [author] 26 Jun @ 6:41am 
@Greenjack, Once I have some free time, I'll think about it. Just something I might do on the side when I feel like it, nothing more. Appreciate the suggestions though. :steamthumbsup:
Greenjack 25 Jun @ 4:26am 
yeah bro i can totally feel you, since 3-4 years passed and all we got is this crappy B42, instead of a way more involving process of fixing and adding stuff that the community wants and that makes mod for it, baby steps we would have had everything
Like for istance QoL mods (for repairing lightbars or reconditioning engine or change from cars and having more horse power and so on) but this game actualy keeps running bc of modders that fill those gaps
So i was wondering if you can and if you are able maybe you could work on some little stuff like mods that are incomplete/abandoned for istance, or cool features like adding that radar or sound system that we talked about in the Item GPS DZ12 that lets you see zeds around you
Blod  [author] 24 Jun @ 2:40am 
@Greenjack, I appreciate the kind words. Truth is, I could create more mods, but I don't invest serious time into non-lucrative work. Operation Genesis Code was created for fun during my free time, but like many mods, it didn't get the same attention as simpler, trendy ones.

I have the skill to add more features that requires Lua coding, but I'll only do so if the mod gains proper support. As for The Indie Stone, I wouldn't work with them. After more than a decade, the game is still incomplete, delivering content at that pace isn't something I'd engage in.

Besides, I already work in a far more rewarding industry compared to most game development roles. Truth is, unless a project is backed by investors with serious marketing and structured development, it won't see large-scale success. The gaming industry is tough, major studios dominate, and solo or small developers are often just drops in the ocean.
Greenjack 23 Jun @ 6:20am 
You're goddam right bro, i really i wonder what you could pontentially pull off the hat with ur modding skills and mind
Even if redundant you're amazing, IndieStone should have more ppl like you for real, the game would be so much better
Blod  [author] 20 Jun @ 6:24am 
@Greenjack, RNG has its place, but not when it comes to tools meant to support the player. I accept randomness for enemy spawns, it keeps things unpredictable and prevents players from memorizing exact positions, but for equipment or vital gear, I prefer certainty over chance. If it's not guaranteed, I'd rather give the player nothing at all. RNG on support items can easily lead to unfair disadvantages or worse, death.

Enjoy your time. Mods should make the game more fun and challenging, not frustrating, always with balance in mind.
Greenjack 20 Jun @ 2:54am 
oh that's even better cause i was referring at "Start with GPS" mod that basically pulls a random GPS and it's condition it's randomized too, but since i'm so unlucky i always get it damaged or almost broken and i struggle to find a repair kit
Anyway ur amazing for making that fix :)
Blod  [author] 19 Jun @ 11:56pm 
@Greenjack, You're most welcome my friend. The DZ12 comes in perfect condition, equipped with essential tools for extended use. Enjoy your time and stay safe. :steamthumbsup:
Greenjack 19 Jun @ 2:14pm 
omg Blod you're the GOAT really, you are one of a kind and i can't say any words to appreciate than a massive THANK YOU m8
Just the DZ12 was enough for me but since i always get it already damaged, spawning with repair kits it's even better
Anyhow thank you again bro :)
Blod  [author] 19 Jun @ 7:43am 
@Greenjack, Hello my friend, As requested, I made a small mod that adds a trait to spawn with the DZ12 GPS and its maintenance tools. Works independently from the Vortex Corps profession. Here's the link:
Start With DZ12 GPS - Custom Trait (itemGPS Required)

Enjoy your time:steamthumbsup:.
Greenjack 18 Jun @ 10:17pm 
Heyo Blod! I was wondering since ur mod has a scripted spawn with DZ12 gps device and since the modder of "spawn with GPS item trait" (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3020791459&searchtext=gps) seems to just ignore ppl, is it possible that you make like a small mod or script to spawn with DZ12 outside of using Vortex profession?
Blod  [author] 18 Jun @ 7:02am 
@adolf niggler, Hello my friend, Double-check and follow the mod load order (Installation Instructions) I provided. It works perfectly if followed exactly. The mod has been tested extensively under Build 41 and is fully functional with the correct setup.

If you're still encountering issues after correcting the load order, feel free to describe the problem in more detail. I'll help if possible.
adolf niggler 18 Jun @ 3:29am 
yeah bro i think u might be right abt it being on my end. whenever i check the mods loaded in game it says there is an error for SSR core and SSR quest system. whenever i run it in debug, it comes up with an error for a file called a_requires.lua
Blod  [author] 17 Jun @ 6:43am 
@adolf niggler, Hello friend, Something went wrong on your end. Are you on Build 42? If so, it won't work, the mod works on Build 41 only.

I've provided clear installation instructions, and they're simple to follow. The mod is fully functional; I've personally played and tested all quests many times, everything works exactly as intended.

Describe the issue in more detail so I can help you, if possible.
adolf niggler 17 Jun @ 4:22am 
the quest dosent work for me