Project Zomboid

Project Zomboid

Research Facility, KY [B41]
269 opmerkingen
Sabin 8 apr om 3:47 
@ spoon - Modded maps also didn't work for me. The solution is to add the map Muldraugh, KY, at the bottom of the map load order on your server settings and all the modded maps at the top of the list.
spoon 23 mrt om 18:09 
look im playing on b41, in the betas tab in properties (none) not the legacy builds, i cannot get any map mods to work, raven creek, nope ,fort knox, nope ,fort redstone, nope , research facility nope, ive done everthing i could think of, nothing works please help
Sierra 1 mrt om 22:32 
B42 please
StormFather  [auteur] 24 feb om 18:04 
@B-Shep it should be destroyable with a sledge or fire. I haven't tested it with Bandits/Week one so no clue on compatibility.
B~Shep 22 feb om 22:29 
Is there a way to destroy that big green fence? I was able to use a torch on the inside of the same fence at large gun store. But when i tried the outside of military base fence it wouldn't let me. I playing with weekone mod and wasn't sure if they disabled that fence from being destroyed.
Kale 16 feb om 9:14 
So many different ID's and map folders. Which ones to use? Who knows. I'll just put all of them in and hope for the best. Wish there was an explanation to each one so I know what I'm adding, especially because this has an optional addon road or whatever
supernova backshots 6 feb om 0:33 
Compatible with SP saves when the cells aren't loaded?
Yohanan 28 jan om 2:26 
The mod just don't work with already saves in MP.
Mr.giray 21 jan om 3:52 
this works with b42 ????
Дмитрий 18 jan om 23:22 
dude this place is like hell, I have spent hours trying to get out after spawning in. Nice job on this:spiffo:
Sanetless 9 jan om 10:48 
How well does this work with the Insurgent mod?
More Attractive Than You 6 jan om 5:36 
Happy to hear about the update plans. The new underground facility the devs added is neat, but I always loved the "closed town" vibe of this one. Seeing you're planning to add underground stuff to it too is really nice.
EdgySofia666 1 jan om 12:23 
Awesome MOD
StormFather  [auteur] 31 dec 2024 om 18:28 
@Iowa_59 - Ill look into making a submod with spawns disabled.
@Dr. Qauckers - Thanks for the info
StormFather  [auteur] 31 dec 2024 om 18:27 
Hi all, i thought id give an update on the state of this mod. I am planning to update this mod to B42 as is, and then publish a V2 rework with underground stuff. I havent done PZ mapping in a while so itll take me a bit to get my head around it to. Please be patient! :) and if you'd like to help please consider a small donation (not necessary at it all it just helps with the coffee!)
Iowa_59 25 dec 2024 om 19:25 
is there a way to make zombies not spawn in the research facility at all so where it could just be me in there all by myself
Ìяöη mคidєи ☢ ☠ 25 dec 2024 om 13:06 
Hi, great mod, when u can, can updated to B42 pls? ty a lot! :steamthumbsup:
Baezron 22 dec 2024 om 4:02 
Hello, I have been playing this map for a long time, but lately no cars are spawning in this map.
Dr. Quackers M.D. 12 dec 2024 om 19:13 
has a map conflict with new denver
Quill 29 nov 2024 om 14:21 
@jifn put on your Gordon Brain (you gotta go around and look for wall tiles that look like vents. They act like windows and allow you to climb through them)
skibber 4 nov 2024 om 2:45 
i spawn in the base but since its all on lockdown i straight up cant leave
vaknopp 1 nov 2024 om 10:29 
The main building in the west have several death trap,
my character died after fell from second floor because there are no floor, or the rooftop are not a solid object
FlyingSquid96 6 okt 2024 om 5:05 
was this base researching how many people they could cram into their base?
Serfs 8 sep 2024 om 9:23 
Is the access road (old version) ID rbrA and MAP rbr_road?
Soulsteal 13 aug 2024 om 20:31 
@Turgid Yes, I found the vial just today in the Administration facility of the base.
TurgidJuiceTree 13 aug 2024 om 18:04 
compatible with insurgent mod that adds the vial?
netonava012 2 aug 2024 om 20:08 
intento ponerlo en un servidor nitrado pero no aparece
matthewwwww 29 jul 2024 om 23:17 
black messa
samfin1991 29 jul 2024 om 6:53 
Great little expansion but somewhat annoying that the residential area is so full of zombies; within two minutes of entering the base they’ve annihilated all the doors and windows so I’ve ended up holing up in the security office by the main gate 😂
Adamek321 13 jul 2024 om 5:49 
Ok but if i didnt "activate" particular cells (by entering them) is there any option i could use this mod ? Because i didnt cross forest between base and rosewood yet. But i used to uncover map layout by sandbox options mod so i dont know if it count in ? But other story is that beside map i have fog of war on minimap and when i enter new cells it brighten it up on minimap.
Swanky 13 jul 2024 om 5:31 
Map mods work best with a new game. Loading it into an existing save with the cells already explored will not work.
Adamek321 13 jul 2024 om 1:31 
Is it save game compatible ? Or have i to start a new game ? I downloaded it on steam, enebaled in lobby, enabled in save and nothing happened - still vanillla secret base. What am i doing wrong ?
the lord's miracle 9 jul 2024 om 15:55 
the science team fucked up again. :gman:
Yes1555 14 jun 2024 om 22:28 
map is gud!!! honestly UNDERrated!!!!!
:D
Swanky 14 jun 2024 om 12:28 
What followed was 4 days of almost non-stop killing in the research center, somewhere around 3000 to 4000 kills and I still hadn't fully explored the place when I left. Normal zombie spawns.
Had no bugs or anything else except for the sound to go a bit weird in Medical due to all the Zeds banging on the sealed windows. Fixed itself after killing them. Thankfully you included a well stocked armory and checkpoints with additional ammo.
Thanks for the maps, great work!
Swanky 14 jun 2024 om 12:28 
Played this for the first time... glad I cleared out Fort Redstone before that, then made my way through the forest - used the alternate road addon but didn't realize it was completely moving the road, not just adding it. It was already partially overgrown (2 1/2 months in), so had to go on foot.
It was already late after I had cleared most of the welcome committee at the northern gate so I made the incredibly dumb decision to sleep in the chair in the guard booth and got punished - Zed attack at night, laceration to the head.
StormFather  [auteur] 12 jun 2024 om 7:01 
@Esce no there isn't any custom sounds or events in my mod that could cause that. Its just a map. Must be caued by some other mod or gameplay thing.
Esce.Diablo 10 jun 2024 om 11:39 
is it possible that inside this facility sound event reach the entire map? cuz just happened. the whole map get activated, so you could imagine what happened, i have a screenshot in my profile
[Chris312] 29 mei 2024 om 13:46 
Gordon doesn't need to hear all this, he's a highly trained professional!
MishaXG 29 mei 2024 om 6:35 
@StormFather thanks for the answer will update this on the giant google sheet i m preparing with all maps of the workshop =)
StormFather  [auteur] 11 mei 2024 om 20:26 
@Misha - yep rbr & rbra2 are the right ones. When I do the v2 it will all be cleaned up. I'll post those coords on the desc cheers
StormFather  [auteur] 11 mei 2024 om 20:23 
@Cernofile - check the vents!
Cernofile 11 mei 2024 om 6:55 
how to i get out of the hospital??????
MishaXG 8 mei 2024 om 9:38 
If i understand correctly:

MOD ID: rbr = base
MOD ID: rbrA2 = road
MOD ID: rbrA = old legacy version (don't use it anymore on a new map / server)

MAP Folder: researchbase = base
MAP Folder: researchbaseroad = road
MAP Folder: rbr_road = old legacy version (don't use it anymore on a new map / server)

I think most of this is true, but i'm not sure about "rbrA2" if it's mandatory for the base or it's only for the road.

Some clarification on which ID / Folder is what would be great cause with Base + Road + Legacy it's hard to tell what to use if you want for example only the base but not the road.

In addition written details of: Base cells used (which is allready done) + Road cells used would be great. Just so it's easy to find without having to go on screenshots & commentaries.
Normally those Cells should be:

BASE => 18x41 / 19x41 / 18x42 / 19x42
ROAD => 20x41 / 21x41 / 22x41 / 23x41 / 24x41

Can someone confirme or give clarification please?

@StormFather
Microsoft Excel Spreadsheet 22 apr 2024 om 10:40 
hey how do you spawn in this base i want to know!
caligulasAquarium 12 apr 2024 om 16:52 
I for the life of me cannot get this to work. ive ran it as the only mod on a solo game, thinking there was interferance and still nothing :/ kinda running out of ideas
이방인 6 apr 2024 om 19:06 
zombies from near surrounding woods cling to indestructible walls at biomedical research causing below 30fps 15 ~ 20 fps. indestructible walls should be removed or changed to normal breakable windows.
A Hoonter of Hoonters 4 apr 2024 om 22:56 
I have been loving exploring the base and finding all the little nooks and crannies. Kudos for making an area that's interesting and rewarding to explore on its own terms. It'd be fun to make my way through the warehouse/office building even if there weren't the tantalizing stockroom at the end.
Morgan 28 mrt 2024 om 17:18 
May I use this in my modpack?
Scorpion 18 mrt 2024 om 14:54 
Can this be added midway through a multiplayer run? I've tried adding it to a server on indifferent broccoli but there's no change to the map