Project Zomboid

Project Zomboid

[B42] SecretZ Pandemic (Alpha)
111 Comments
Chakal16  [author] 19 Jun @ 5:57am 
@Bebomb :) i didn't play too much b42, so dunno about good mods to add at all, but i can recommend you Fort Preston map :steamthumbsup:

@Kimchi Warrior :steamthumbsup::steamthumbsup:
Kimchi Warrior 19 Jun @ 1:22am 
@Chakal16 I thought it wouldn't work because it wasn't a Pharmagen ID card. I'll try again with this one.
Bebomb :) 18 Jun @ 4:50pm 
i mean on top of 'THEY KNEW B42' ofc :)
Bebomb :) 18 Jun @ 4:48pm 
im getting a new mod pack just for this, any u know mods that might fit well with the theme? or that u just like using with this mod? :steamhappy:
Chakal16  [author] 18 Jun @ 2:51pm 
@Kimchi Warrior hello there mate, i've just checked it, you have 2 military IDs that's more than enough to pass through L-2, didn't you use their codes? :steamthumbsup:
Kimchi Warrior 18 Jun @ 2:31pm 
Dear @Chakal16, of course I’m aware of that. However, I wanted to show my viewers the proper route by unlocking the door using the password.
Chakal16  [author] 18 Jun @ 11:26am 
@ira Demon good luck with it mate! :steamthumbsup:

@Kimchi Warrior hello there, well, if you are unlucky and didn't get any ID card, you know you can bypass that zone without any card, you already been there, remember there is a secondary path to bypass L2 blast door :steamthumbsup:
Kimchi Warrior 18 Jun @ 10:50am 
@Chakal16 Sorry for constantly leaving questions during my playthrough. I'm currently progressing through the southern route and have obtained the L1 keycard, L2 keycard, and the High Security keycard.
I tried to open the doors to the High Security area and the L2 area, but a password input prompt appeared.
The issue is, despite having killed many zombies in the L1 area, I haven't found any ID cards. I'm confident I've checked all the items carried by the zombies I killed.
ira Demon 18 Jun @ 10:42am 
This looks fascinating. I always wonder why there aren't more roadblocks and camps. I can't wait to try this.
Chakal16  [author] 16 Jun @ 5:55am 
@stevemrpm cannot remember where exactly was placed, but i think was near the muldraugh crossroad so in that case yeah, would interfere :steamthumbsup:

@Kimchi Warrior hello there mate, there are keycards to find but not in the same way as in b41, sadly the code for items to spawn on the floor is broken in b42, until i find or craft a new one those won't appear that way, so there are a good amount of keycards to find outhere but placed as tiles, those won't appear searching for items you need to see them directly placed on the floor or other places and that's way more difficult, so you'll need to keep an eye open all the time :steamthumbsup:

@Angry Spanish Pirate didn't check it, but if you saw those are using the same cells, then for sure there is a conflict :steamthumbsup:
Angry Spanish Pirate 16 Jun @ 5:12am 
Noticed while using the map manager tool to compare cells that this and "Lilypool" By TwinCrows use the same cells and i would assume conflict
Kimchi Warrior 16 Jun @ 12:09am 
However, I encountered what might be a bug. After reaching floor -15 and entering the L1 area, I couldn't find any of the keycards necessary for further progression. While I was able to obtain the Armory Keycard and Restricted Area Keycard from the security room, I couldn't locate the Black Keycard, Green Keycard, or any of the L-zone access cards.

As someone who played this location for over 200 hours back in the Build 41 version, I'm quite confident I didn’t simply overlook them in containers or on the ground. Fortunately, I managed to get a sledgehammer, so I’m still progressing to some extent, but it's a bit disappointing not to be able to find the proper keycards this time around.
Kimchi Warrior 16 Jun @ 12:09am 
Dear @Chakal16,
Thank you so much for releasing this impressive B42 version of the mod. It must have been a challenging task using unofficial mapping tools, and yet you've created an incredibly detailed and massive research facility—so large and immersive that it truly feels like the ultimate underground lab dungeon.

The overall atmosphere, the increasing tension as you progress, and all the newly added elements were truly impressive. I found myself constantly amazed by the grand scale and meticulous attention to detail.
stevemrpm 15 Jun @ 5:38pm 
will it interfere with xonics mega mall?
bubby_pz33 14 Jun @ 6:17pm 
Who knows. Its b42 so it may likely be the game's fault
Chakal16  [author] 14 Jun @ 3:11pm 
@bubby_pz33 at the moment i did test all the wooden stairs and nothing happened, checked every container and all of them have their roofs located, so dunno what did happen there, but i'll keep checking it out :steamthumbsup:
Chakal16  [author] 14 Jun @ 2:55pm 
@bubby_pz33 okay np, if it is one of the wooden stairs i'll find it easy :steamthumbsup:
bubby_pz33 14 Jun @ 2:53pm 
No pics available. They're immediately left of the checkpoint when you're exiting MR. There's brown wooden stairs leading up one of them
Chakal16  [author] 14 Jun @ 2:48pm 
@bubby_pz33 okay, i'll check it, if you can post a pic or coordinates of the exact container will help to find it :steamthumbsup:
bubby_pz33 14 Jun @ 2:45pm 
@Chakal16 The military blockade on the road out of March Ridge
Chakal16  [author] 14 Jun @ 2:27pm 
@bubby_pz33 oh where is that storage container? use debug to escape :steamsad:
bubby_pz33 14 Jun @ 1:35pm 
Fell into some kind of storage container through the roof because there were stairs. Now I'm stuck inside the room with no doors lmao
Chakal16  [author] 14 Jun @ 1:18pm 
@Trainingday if you find any important bug just report it to see if i can manage to add good compatibility :steamthumbsup:

@slhirst92 at the moment i'm just trying to port whatever i can from b41, plus moving some bunkers to the underground, but as soon i can finish some stuff i'll bring new content not seen in b41 for b42 :steamthumbsup:
slhirst92 14 Jun @ 5:24am 
thanks man. i loved the immersion from the build 41 version and i'm glad its in build 42 now. cant wait to see what you come up with for the extended map
Trainingday 14 Jun @ 2:00am 
@Chakal16 Thank you! In any case, I only use the medium vegetation mode of 10 years, so it should not affect I imagine because it does not generate trees, only soil vegetation.
Chakal16  [author] 14 Jun @ 12:57am 
@Trainingday hello there, tbh dunno about exact conflicts, but for sure if there is any place around or where this modified cells are, then those will be different if the ones from 10yl changed something, apart of that kind of conflict shouldn't be any more, but i didn't test it in b42, so can't asure you about that :steamthumbsup:
Trainingday 13 Jun @ 11:56pm 
Hi! I love your mod! I wanted to ask if you know of any bugs with it 10 years later in b42. I saw some comments that there was a conflict, but it doesn't seem to me! Do you know anything about it? Thank you very much, sir!
liasluca 13 Jun @ 2:09pm 
:steamthumbsup::steamthumbsup::steamthumbsup:
Chakal16  [author] 13 Jun @ 1:56pm 
@sneck @liasluca yeah, it was compatible for b41 military vehicle zones, i'll need to check it for the one for b42 to add it :steamthumbsup:
liasluca 13 Jun @ 12:05pm 
I agree with sneck it would be really cool if it had support for the Vehicle Military Zone mod
sneck 13 Jun @ 11:07am 
The mod is awesome but it would be great if it has support for the Vehicle Military Zone mod
Chakal16  [author] 13 Jun @ 6:19am 
@pael it wasn't configured for it, but could be a good addition, so i'll check it out :steamthumbsup:
pael 12 Jun @ 11:17pm 
will this mod spawn army npcs from mod bandits?
Chakal16  [author] 12 Jun @ 7:10am 
@Hampamatta hello there, tents problem is mostly solved, but the changes made in the last update probably won't apply on all the tent's already generated before the changes. About the checkpoints, i made them in a way where if the road is obstructed, is by a barrier you can move or a vehicle you can move too, if this is not the case there are always a way to pass through the checkpoint moving to a side or another, anyway, is you can show which of those checkpoints are totally inaccessible i will take a look into them :steamthumbsup:
Hampamatta 12 Jun @ 12:03am 
hey. 2 points i need to bring forth. first, there are many military tents that never spawn loot, 2 i am not a big fan how these checkpoints and such completetly block of vehicle traversal. i am all for it making it so you cant just fly trhough but having the roads inaccessible by car just isnt fun. IMO!
Chakal16  [author] 11 Jun @ 10:06pm 
@kAnon if you can, post a pic of both bugs at Errors/Bugs so i can locate it check it out later better :steamthumbsup:

@Chii :spiffo:
Chii 11 Jun @ 9:22pm 
Your rock, love to have this
kAnon 11 Jun @ 4:15pm 
There's this bug where the highway cuts off, the turn right after meadshire estate is just cut off by a random piece of highway. i have also notice after installing this mod that opening metal gates spawn this random piece of metal in the way so my car cant pass
Chakal16  [author] 11 Jun @ 3:32pm 
@icy wiener most part of them nope, are build over vanilla cells in b41, those cells will change buildings and stuff in b42, so i can't get back the ones from b41, i'll need to remake them directly in b42 at some point, but not soon :steamthumbsup:
icy wiener 11 Jun @ 3:09pm 
@chakal16 will they be back cus they seem like really cool checkpoints
Chakal16  [author] 11 Jun @ 3:08pm 
@icy wiener nope, those were for the moment deleted, so i was not able to port those from b41 to b42 yet :steamthumbsup:
icy wiener 11 Jun @ 2:42pm 
what does depreacated build 42 mean? will there still be checkpoints or bases still in the locations that say that?
Chakal16  [author] 11 Jun @ 11:26am 
@M4R10 hmmm, yeah bcs it changes the room id of the buildings, so if those were generated before didn't change with the update, anyway it was something related to specific tents, other kind of military buildings should have loot :steamthumbsup:

@无聊的栀子 okay, thanks for the report :steamthumbsup:
无聊的栀子 11 Jun @ 11:22am 
Conflict with Frogtown too
M4R10 11 Jun @ 10:51am 
Hey so with the update that fixed the loot not spawning, If i arrived outside the Crossroads Checkpoint before the update, is the loot gone anyway?
Chakal16  [author] 11 Jun @ 6:14am 
@matiasby69 hard to make it compatible with how the cells work now, anyway it is just necessary to change the load order, Fort Boonesborough is in the middle of one of the main places of the map pack so that cannot be compatible, Grapeseed, you just need to be sure to overwrite the checkpoint with Grapeseed map :steamthumbsup:

@BLOBYMOOSEFISH i'm usually pretty bad explaining myself, so nice :spiffo:
BLOBYMOOSEFISH 10 Jun @ 6:26pm 
I've never seen such an official and clear to read mod page, hats off to you my friend
matiasby69 10 Jun @ 5:47pm 
are you going to make this compatible whit fort bonesburg and grapeseed?
Chakal16  [author] 10 Jun @ 2:27pm 
Update :spiffo: :

- Added B41 Riverside Military Checkpoint
- Corrected some bugs (hope there are no new ones)
Chakal16  [author] 10 Jun @ 11:13am 
@CookieSquirrel good to hear mate, this version still somehow raw and under changes, but hopefully will be able to give some fun :steamthumbsup:

@pinpon03 sorry to hear that, but well this will be here for any new game at some point :steamthumbsup:

@liasluca :spiffo::spiffo::spiffo: