{"id":548910,"date":"2024-07-01T12:05:32","date_gmt":"2024-07-01T17:05:32","guid":{"rendered":"https:\/\/jbsgame.com\/?p=548910"},"modified":"2024-07-01T12:05:39","modified_gmt":"2024-07-01T17:05:39","slug":"project-zomboid-inter-city-wilderness-is-becoming-survival-sandbox","status":"publish","type":"post","link":"https:\/\/jbsgame.com\/project-zomboid-inter-city-wilderness-is-becoming-survival-sandbox\/","title":{"rendered":"Project Zomboid’s intercity wilderness is becoming a survival sandbox all of its own"},"content":{"rendered":"

Project Zomboid<\/em>‘s upcoming Build 42 release is promising nothing short of a complete retrofit of the entire game, more or less, and the developer The Indie Stone is adding more goodness to the mix with every new monthly blog post. This time, we learned more about wilderness generation, for example.<\/p>

Specifically, while it’s clear as day by now that Build 42 will run, look, and play better than Project Zomboid<\/em> ever did before<\/a>, there’s way more where that came from. “One aspect of [Build] 42 is that we no longer have a rigid black border, and instead have generated wilderness at the map\u2019s edges,” explains The Indie Stone. What this means in a practical sense is that we will no longer come across huge swathes of nothingness between manually created content. Instead, the developer has now zoned-out all the unused bits so that the game generates natural-looking, resource-heavy areas of wilderness to survive in.<\/p>

The picture featured below gives us an example of how a particular region of the Zomboid <\/em>map handles biome generation, with each biome having its own wildlife (yes, wild animals are<\/em> a part of B42), foraging opportunities, and maybe even campsites every so often.<\/p>

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Image via The Indie Stone<\/figcaption><\/figure>

Build 42’s procedurally generated wilderness is exciting for survivalists<\/h2>

In Build 42, Project Zomboid<\/em> will pull its generated wilderness data from a grand total of six unique biomes:<\/p>