Project Zomboid

Project Zomboid

Coryerdon B42
28 Comments
BuchoJefe  [author] 11 Sep @ 5:54pm 
@JesusChristIsLord, yes of course, they can co-live together.
JesusChristIsLord 11 Sep @ 1:29pm 
would this work with raven creek + this?
흉내쟁이 2 Sep @ 6:37am 
@BuchoJefe Oh Jesus, thank you for your work.
BuchoJefe  [author] 2 Sep @ 6:17am 
@흉내쟁이, @redcom1229: will be bridges added soon
redcom1229 20 Aug @ 6:13am 
hi i have played thsi in 41 and ther is an extra mod for bridge connecting cory to oakshire, would appreciate if you can add that as an extra mod too or included in cory...
흉내쟁이 19 Aug @ 5:55am 
Could you add a bridge connecting Coryerdon to the Taylorsville side? I’d like to use the combination of Daisy County + Sector-7 Breach + Banana's Beach House instead of Taylorsville. In that case, the only remaining route to access Coryerdon would be from the Riverside side.
BuchoJefe  [author] 29 Jul @ 11:17am 
@Kresteel, of course conflict with Project Indiana. PI takes all the cells over the river. We can move to another place if you have a suggestion.
Kresteel 29 Jul @ 10:59am 
Conflicts with Project Indiana... PI is huge thou.. so this is a good alternative.
BuchoJefe  [author] 26 Jul @ 5:52pm 
@LimpLungs, I have no time this month. But I can help you to make a improved version of the mod.
LimpLungs 26 Jul @ 5:19pm 
Thanks <3. Any chance of updating the Muldraugh Military Base? The author stated they won't be updating to B42. I'm downloading tools to try my hand at recreating an inspired version if no one else is taking up the task
LimpLungs 26 Jul @ 4:21pm 
Does anyone know if this conflicts with project indiana at all?
Extazz 10 Jul @ 12:35pm 
Zombie spawns are really messed up. There are thousand of zombies in the countryside around the city, and on the roads leading out of the city, but almost 0 Z's inside the city...
melos_tiles 29 Jun @ 11:44pm 
@BuchoJefe: I hope this situation gives you some room for thought. I don't mind anybody using my tiles but you have to ask and then files would need to be renamed. In my case *.pack file, *.tiles file, pack ID have to be different to my main pack, otherwise it would conflict with my main pack and people would come to me complaining while my pack is not working right, even though my tilepack is not even updated for B42 officially.

B42 has changed drastically to version before, there has to be depthmaps to tiles now, new tiledefinitions and a lot more. Simply porting tilepacks is not enough, let alone just repack it. But I hope you get the deal now. Please be more careful and ask for permission before.
melos_tiles 29 Jun @ 11:34pm 
@Leo5 You can call it a mistake but if its happening for weeks now with multiple uploads, I would call it something else.
Leo5 29 Jun @ 8:18pm 
bro made a mistake and you tell him he should not mod, thats kinda messed up melo
BuchoJefe  [author] 29 Jun @ 3:48pm 
@thepelona, :Glow_Tulip::lunar2019piginablanket:
thepelona 29 Jun @ 3:24pm 
Vamoooo
BuchoJefe  [author] 28 Jun @ 9:19pm 
@melos_tiles, Hi Melos and really sorry, that wasn't my intention; it's part of a really convoluted workflow. Thanks for letting me know. I'll make a note so I can get a prior report for future conversions. I've already updated it without the tile mod; you can check it. It's faster to find me on Discord next time; you have my contact.
BuchoJefe  [author] 23 Jun @ 10:59am 
@alyssonchoy6390, si instalas Taylorsville puedes usar los puente de esa ciudad para llegar a Westpoint. Quizás más adelante modifique la vieja celda del puente para hacer uno directo a Westpoint. Solo recuerda poner DEBAJO de Taylorsville a Coryerdon en la lista de prioridades de mods en caso de usar ese mapa.
alycho6390 23 Jun @ 10:54am 
es genial solo uqe falta la conexcion el puente que daba para west point , pero por lo general muy bien extrañaba este mapa
贤狼赫萝 23 Jun @ 1:49am 
原地图作者就是这样设计的 左边出生地么有僵尸 中间核心区全是怪
old 8 20 Jun @ 10:23pm 
Actually, there are thousands of zombies in the woods below the map, but not a single zombie in the residential area on the top left
BuchoJefe  [author] 20 Jun @ 10:14pm 
@old 8, Original Coryerdon B41 distribution:
https://imgur.com/9WADt5U

Notes from 42.9.0 release:
Zombie spawn map is now generated automatically.
Two levels of noise are applied to the spawn map to generate a variety of Z spawn configurations.
Noise is seed-based so each new game will return a different configuration, unless a specific seed chosen.
Details: An improved Zed Spawn Heat Map system has been implemented. The Heat map is now generated automatically based on certain tiles' locations on the map. Each of those selected tiles is given a certain radius of influence and a zombie spawn multiplier. For instance, Military tiles will have a large radius and a high zombie multiplier, while Vacant tiles (ie: broken windows for instance) will have a medium radius and a low zombie multiplier.


Source: https://pzwiki.net/wiki/Build_42.9.0
old 8 20 Jun @ 10:07pm 
The distribution of zombies is uneven. There are almost no zombies on the left side of the city, while some places are overpopulated with them
P3P3Ron1n 20 Jun @ 8:17pm 
the city looks a bit empty, lacks small details, but overall it's cool
BuchoJefe  [author] 20 Jun @ 3:31am 
@PopkaShketa :Glow_Tulip:
P o p k a S h k e t a 19 Jun @ 4:08am 
good mod