Project Zomboid

Project Zomboid

Kingsmouth North Location B42
32 Comments
Monkey 1 Oct @ 12:46am 
So I was digging in the code. Resort zombie spawns are broken of how the game spawns indoor zombies. The number of zombies spawned in a building depend on the number of rooms that there are in a building. Unfortunately it can only be fixed with a Java mod.
Red 6 Sep @ 9:54am 
duh i wish there was a mod that lets you destroy stuff with a sledgehammer easier i hate tearing down the lighthouse up the kingsmouth to make a garage in its place
Red 6 Sep @ 9:36am 
i aint reading allat :steamsalty: :steamsalty:
梦才_MornTsuy 2 Sep @ 10:32pm 
Of course, it would be even better if you could design a bridge to connect to Brandenburg. The original author of the B41 version had forced a dependency on a boat mod for players to access the island at the time, and even after the mod malfunctioned, he stated he would not make any adjustments to the map.
梦才_MornTsuy 2 Sep @ 10:26pm 
If Kingsmouth could be positioned directly opposite the Brandenburg Broken Bridge, that would be ideal. The current issue with its placement is that the southern shore opposite it is dense jungle. If someone wants to build a bridge capable of supporting vehicles, they would first need to construct a bridge from the broken bridge to the open area on the opposite shore and then build another bridge westward to reach Kingsmouth

If its location were more reasonable, it would not only look more aesthetically pleasing on the larger map but would also attract more players to attempt using Kingsmouth in this location as a challenge. Honestly, the current placement of Kingsmouth near Raven Creek feels a bit odd, but thank you for all the work you’ve done.
Red 29 Aug @ 3:29am 
or maybe a heli spawn
Red 18 Aug @ 1:49pm 
someone need to make a bridge or maybe some boat mods i dunno
丰盛的基因科学家 16 Aug @ 9:48am 
The spawns in the resort are bad imo because its overpowered with how no other zombies spawn in the building its overpowered, and the spawn in the resort buildings on the water are bad because on higher pops theyre so concetrated with zombies its impossible to escape/fight your way out alive. if i knew how to id remove these spawns and just keep the spawns in the houses on the outskirts of the island
A Dogwork Orange 5 Aug @ 10:19am 
How do we get to it?
Bob The Builder 26 Jun @ 1:10pm 
Patrolling kingsmouth island almost makes you wish for a nuclear winter
BuchoJefe  [author] 25 Jun @ 7:38pm 
@InnocentDeadly, I'll check it
InnocentDeadly 25 Jun @ 11:06am 
no like the light switchs dont light up some of the floors and rooms in the resort thingy
BuchoJefe  [author] 25 Jun @ 3:31am 
@InnocentDeadly if you use the little things called switchs the lights on usually, try it. If you suspect is a issue desing share the locations so I can check it.
InnocentDeadly 24 Jun @ 5:12pm 
Lots of rooms are dark
Mxple4Leafs 20 Jun @ 9:17pm 
Sprinter hell
BuchoJefe  [author] 20 Jun @ 12:12am 
@Friend 4 Hire, Even after removing it, you'll still see the black tiles. Check my reply to @Hans-Landa in the comments section of https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3484263516
Doc / F4H 20 Jun @ 12:07am 
I do lol, removing it now
BuchoJefe  [author] 19 Jun @ 11:15pm 
@Friend 4 Hire, Do you have the Bloody Footprints mod installed? If so, that mod's behavior has already been reported, and its creator is in the process of fixing it. If you don't have that mod installed, please send me the coordinates so I can go check it out.
Doc / F4H 19 Jun @ 10:30pm 
there seem to be a lot of missing black squares all around the map
BuchoJefe  [author] 18 Jun @ 4:51pm 
@JOHNNES-TEC, Of course you can. You'll just need a considerable amount of nails and wood, but there shouldn't be any issues building over water. If you see anything unusual, just let me know.
JOHNNES-TEC 18 Jun @ 3:52pm 
I'm glad you laughed. I understand your point. Now is it possible to build a bridge from the island (Kingsmouth North) to the mainland?
BuchoJefe  [author] 17 Jun @ 7:45pm 
@JOHNNES-TEC, Sorry, you made me laugh with that; no, I can't port that mod. Let me explain: map mods, in a way, follow a completely different workflow from Lua code mods. They touch upon some points regarding game functionality but differ greatly. There's a version of this map in another location, completely surrounded by land to the south, where you can use the surrounding resources to build a bridge to reach the island.
JOHNNES-TEC 17 Jun @ 5:53pm 
Since you ported this one to B42, could you also port the "Aquatsar Yacht Club" to B42? So we can have access to the boats and be able to reach the island by water.
BuchoJefe  [author] 16 Jun @ 4:40pm 
@Mr. Coffee, yo estoy usando este fork del oficial: https://github.com/Unjammer/WorldEd/releases/tag/20250403
Mr. Coffee 16 Jun @ 3:26pm 
@BuchoJefe claro entiendo pero, como haces tu para hacer mapas que se vean bien y no tener este problema? no usas el editor de juego? probe hacerlo con los 3 editores oficiales pero estan todos en la misma situacion, el mapa que se genera queda rotisimo por todos lados. Help me please!
BuchoJefe  [author] 16 Jun @ 1:47pm 
Comparación entre métodos [upload.wikimedia.org]
BuchoJefe  [author] 16 Jun @ 1:41pm 
@Mr. Coffee, bienvenido a mi desesperado mundo lol. Efectivamente el WorldEdit produce polígonos deformados, pero es debido al algoritmo interno que usa para formar los mismos.
Al parecer hace uso del algoritmo Douglas-Peucker que es eliminar puntos basándose en la distancia perpendicular de un punto a la línea formada por sus dos adyacentes.
A mi criterio sería mejor usar un algoritmo menos destructivo como ser Visvalingam-Whyatt, pero bueno, eso requiere hacer las modificaciones al código de WorldEdit, recompilarlo y ponerse a probar según cada caso (caminos, agua, edificios, etc.)
Yo por ahora lo que hago es generar los elementos e ir borrando lo que se "ve" feo como ser caminos secundarios y terciarios, trails o caminos de tierra, etc.
Es un trabajo manual, pero por ahora no tuve tiempo de ponerme a desarrollar alguna herramienta más precisa.
Mr. Coffee 16 Jun @ 12:10pm 
Hola! estoy realizando un mod para pz y tengo un pequeño problema con los mapas, al crearlos con el world edit va todo joya pero a la hora de subirlos las carreteras de la celda se ven deformadas y por partes. Simplemente se rompe todo, sabes si han cambiado la paleta de colores del world edit? Me ayudaria muchisimo que me dieras una mano con esto, no hay mucha documentación al respecto sobre como hacer bien estas cosas
BuchoJefe  [author] 14 Jun @ 1:37am 
@Jesse Pinkman, of course
Jesse Pinkman 14 Jun @ 1:16am 
can i have both?
BuchoJefe  [author] 13 Jun @ 5:13pm 
@Friend 4 Hire :Glow_Tulip::lunar2019piginablanket:
Doc / F4H 13 Jun @ 5:11pm 
thank you so much