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Project Zomboid is an open-ended zombie-infested sandbox. It asks one simple question – how will you die? In the towns of Muldraugh and West Point, survivors must loot houses, build defences and do their utmost to delay their inevitable death day by day. No help is coming – their continued survival relies on their own cunning, luck and ability to evade a relentless
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虚拟存在
2026-02-13 09:03:33 · 发布在 「Project Zomboid」
[B41] 最佳基地位置
在本指南中,我将为你介绍在《僵尸毁灭工程》(Project Zomboid)中可以建造/布置基地的地点 简介 事先为图片质量不佳致歉,因为Steam不支持高清图片 交互式地图:https://map.projectzomboid.com 地图上的标识:在我看来最好的地方 位于路易斯维尔和西点之间的谷站区域的大型农场[优点+] 有鱼的湖泊 农田耕地 舒适温馨的房屋 车库 安静的地点 靠近路易斯维尔 [缺点-] 抵达时僵尸数量多 房屋周围树木少 罗兹伍德(Rosewood) 基地1号要占据这个位置,你需要在红线处为僵尸建造障碍物。建造此处后,你将获得三栋位于该区域的豪华双层住宅,可在其范围内开辟菜园 [优点+] - 高大围墙 - 靠近森林 - 警察局 - 大量食物资源点 - 大量载具刷新 - 药店 - 图书馆 - 服装店及洗衣店 [缺点-] - 工具较少 - 僵尸数量多 - 距离加油站较远 ------------------------------------------------------------------------------------------------------- 基地 №2建造此处后,你将获得一个包含3间小屋、两侧高大围栏以及大量供初期建造使用的原木的建筑场地。[优点+] - 高墙 - 只有1个僵尸入口 - 靠近森林 - 警察局 - 大量空闲空间 - 免费木材 [缺点-] - 距离市中心较远 - 距离加油站较远 - ------------------------------------------------------------------------------------------------------- 基地3号这个地方的优点是远离城市,而且这里的僵尸很少。[优点 +] - 靠近加油站 - 临近森林 - 有菜园区域 - 带工具的谷仓(可能有发电机) - 靠近主干道 - 僵尸数量少 [缺点 -] - 距离警察局较远 - 离市中心有点远 - 没有围墙 马尔德拉夫 | Малдро 基地 №1这是一个氛围感十足的基地,配有睡眠区和冰箱。你可以把所有东西搬到二楼,拆掉楼梯,换成悬挂的绳索。在屋顶上,你可以放置水桶来收集雨水,还能开辟菜园。[优点+] -安全性 -独立屋顶 -临近森林 -附近有非常近的湖泊可钓鱼 -靠近主干道 [缺点-] -无书店 -无医疗设施 -距离市中心较远 基地2号位于马尔德罗边缘的房屋,只需建造入口,僵尸就无法闯入你的领地。[优点+] - 僵尸数量少 - 靠近森林 - 有围栏 [缺点-] - 距离工业建筑远 - 区域面积小 基地3号储物仓库里能找到不少好东西。但要居住的话,得搬来冰箱和床。关键是要用大门建造主入口。[优点+] - 有围墙 - 仓库里有很多好东西 - 位于市中心 [缺点-] - 僵尸数量多 - 距离森林较远 西点(Westpoint) 基地1号要想将这座建筑据为己有,你需要拆掉楼梯,从二楼垂下绳索,并且搬来床之类的家具,毕竟睡在椅子上可不是什么好主意。[优点+] - 食品店和武器店近在咫尺 - 所有必需品都在一个区域内 - 靠近森林 - 僵尸数量较少 [缺点-] - 没有围墙 - 距离部分工业建筑较远 - 城市里僵尸数量较多 23号基地 学校附近的房屋对于西点军校(WestPoint)而言,这个基地适合那些刚开始在西点军校发展的人。是否长期留在这里由你选择,这是个不错的选择。提议者:Humort[优点+] -学校 -附近有树木 -不远处有含有用战利品的车库 [缺点-] -距离工业区较远 -僵尸数量多 -没有围栏 基地3号 位于杂货店上方的居住楼层,对面是加油站。 为安全起见,建议用斧头拆掉楼梯,并在二楼悬挂绳索,以便上下二楼。提议者:NaGibo_Terapevt[优点+] -市中心 -家对面有加油站 -附近有树木 [缺点-] -僵尸数量多 -需要大锤来保障安全 基地4号位于西点市市中心的公寓。各类商店近在咫尺。从窗户可以爬到建筑物的屋顶,在那里可以搭建农场。////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////其他地点基地1号3栋位于西点镇附近的豪华双层住宅,其中两栋带有壁炉。这里有一片漂亮的私人湖泊可供垂钓,还有一片森林可用于搜集资源。如果你懂得利用大自然的馈赠,就能在这里长久生存,唯一的缺点是附近没有加油站,如果你想依靠燃油发电机发电,这个地方可能不太适合你。【优点+】 - 附近有森林 - 有鱼的湖泊 - 僵尸数量少(清理后无僵尸) - 壁炉 - 两层楼 【缺点-】 - 缺少汽油 基地2号大型且富有氛围感的高尔夫俱乐部。设有壁炉、树林和钓鱼池 [优点 +] - 鱼类 - 树林 - 壁炉 - 2层楼 [缺点 -] - 远离大城市 - 没有汽油(除非从停车场的车上抽取) - 僵尸 基地3号中部州农场,设有水井、储藏室、种植区和舒适的两层房屋 [优点 +] - 附近有森林 - 水井 - 两层房屋 - 大面积区域 - 地图中心位置 [缺点 -] - 通往农场的道路会逐渐长满树木,需要砍伐树木 - 没有可供钓鱼的湖泊或河流 基地 №4在远离城市的区域有咖啡馆、酒吧、商店、卫生间和舒适的凉亭。我建议你住在商店的二楼居住区。唯一让我不满意的是附近只有一个加油机的加油站。 [优点+] - 僵尸数量少 - 靠近森林 - 有用于钓鱼的河流 [缺点-] - 附近只有一个加油机 - 远离城市 基地5号农场区域内有带工具的谷仓和车库。房屋只有一层,设有种植区 [优点+] -无僵尸 -附近有一座小镇 -道路状况良好 -毗邻森林 -如需食物,可前往附近的湖泊钓鱼 [缺点-] -没有汽油 -房屋和区域面积较小 基地6号带车库的两层房屋,车库里存放着工具,还有巨大的种植区域。旁边有一个小村庄,可以找到药品、汽油、食物和衣物。只缺少一个图书馆。[优点+] - 可搜刮的小镇 - 两层房屋 - 房屋附近僵尸较少 更新:新增旅游商店,可在其中找到优质服装和武器 [缺点-] - 距离森林较远 - 距离大型城市较远 - 缺少湖泊和河流 基地7号带居住二楼的加油站,顺便说一下,非常方便。附近有小河、大型仓库、普通仓库,而且离购物中心不远。开发者计划在《路易斯维尔》中添加一座新城市,如果我没记错的话,它应该就在这一地区附近,加油干吧。8号基地:马尔德罗和西点镇之间的十字路口,地理位置十分便利。你可以占据四栋建筑中的任意一栋(推荐斯皮福餐厅或加油站)。为了方便起见,建议在屋顶搭建楼梯,然后在那里建造你的基地。最棒的是,你拥有一个带两个加油柱的加油站。提议者:Daniil10001209号基地 谷站区域您可以选择3座漂亮且便利的双层房屋,没有车的话在这里会很不方便 [优点+] -漂亮且便利的房屋 -2号基地内有壁炉 -附近有用于钓鱼的水域 [缺点-] -位于地图边缘 基地 №10斯坦顿谷休闲基地[由Митище提议]对于想在野外生存中尝试自己的人来说,这是一个很棒的基础。[优点 +] - 鱼塘 - 壁炉 - 近在咫尺的森林 - 大量提升建造技能的家具 - 足球场 - 僵尸数量少 - 武器室 [缺点 -] - 道路不便且杂草丛生 - 附近没有可获取战利品的地点(购物中心非常危险) 路易斯维尔 湖边小屋:拥有私人豪华车库和室内壁炉的基地,距离路易斯维尔市中心近在咫尺,你可以坐在岸边钓鱼,闲暇时还能从事汽车修理工作。只剩下建造大门和完成河边的栅栏了。如果不想拥有车库,你可以占用这个河岸上的任何其他房屋。建造:几乎空旷的围场,您可以在其中按自己的喜好建造基地吉姆的汽车修理店——位于工业区的氛围感基地,设有屋顶出口,是从事汽车修理的绝佳场所3座受保护的房屋发起者:gOOse优点: - 领地防护措施已尽可能完善。 - 拥有无限水源及钓鱼点。 - 生活配套设施齐全。 缺点: - 步行至景点距离较远。 结束请在评论区留言你占领了哪个基地,这会非常有趣。我的其他指南:https://steamcommunity.com/sharedfiles/filedetails/?id=2921745539 https://steamcommunity.com/sharedfiles/filedetails/?id=2772220777 https://steamcommunity.com/sharedfiles/filedetails/?id=2562163736 https://steamcommunity.com/sharedfiles/filedetails/?id=2611258915 https://steamcommunity.com/sharedfiles/filedetails/?id=2617952799 https://steamcommunity.com/sharedfiles/filedetails/?id=2730093696 https://steamcommunity.com/sharedfiles/filedetails/?id=2711054007 https://steamcommunity.com/sharedfiles/filedetails/?id=2851459579
视力下降
2026-02-13 09:03:34 · 发布在 「Project Zomboid」
模组政策
这是您可以在我们网站上找到的《模组制作政策》镜像:https://projectzomboid.com/blog/modding-policy/ 你好,幸存者!Here’s the scoop on modding Project Zomboid. By mods, we mean modifications of Project Zomboid (or part of it) and/or new content or tools made for it by you, whether standalone or integrated. Long story short, you can make mods, but must follow the rules below. This Modding Policy (last updated 04/10/2022) should be read alongside the Project Zomboid Terms and Conditions[projectzomboid.com] (which are legally binding on you), Valve’s Mod Content Usage Policy, and Valve’s Steam Subscriber Agreement. We may update this Modding Policy from time to time – so we recommend you check it periodically. 1. Your responsibility 1.1. Modders are solely responsible for: 1.1.1. their mod, including (but not limited to compliance with any hosting platforms such as Steam Workshop). 1.1.2. obtaining the necessary consents or licences for any third-party materials in the mod. (This includes if you want to use assets or materials from another mod – you need their permission to use it yourself). 1.2. Users of mods are responsible for their usage of mods – we don’t check them, and we can’t be responsible for them. 2. Modding restrictions 2.1. If you are a player that uses mods: respect the time, dedication and talent of your favourite modders. Remember that they have lives too and are generally not remunerated for their time or skills. They will update their mods as soon as they can and haranguing them will not speed up the process. 2.2. Mod content. You are allowed to edit Project Zomboid in any way you want, provided that you do not: 2.2.1. edit it in such a way that it is either intentionally damaging to people’s PCs or other devices, removes the login system, or enables people to play Project Zomboid (or parts of it) without purchasing. This clearly also covers all future unreleased content and versions of Project Zomboid. 2.2.2. create nor publish content that is objectionable and inappropriate. This includes but is not limited to content that is intentionally offensive, abusive, obscene, discriminatory, racist, pornographic, aimed to harass someone or a group of people, threatening, hateful, xenophobic, invasive to the privacy of another person or group of people, sexist, and/or defamatory. 2.2.3. call or make your mod appear to be “Official”. 2.3. Donations. Modders are free to receive monetary/gift donations from the players who use their releases, and appreciate the time and effort put into them. However, having mods created exclusively for those who choose to donate (or separate ‘in-mod’ content and bonuses) is not allowed. 2.4. Commercialisation. Unless any arrangements to the contrary have been made with us, mod creators cannot sell access to a mod and/or mod content. Mod creators are permitted to work on commissioned mods provided such mods are not sold. Please see section 4 of the Terms & Conditions for more information on this. 2.5. Political Statements. We reserve the right to remove content that displays any overt political messaging (from any side of any argument, and from any nation) that we reasonably believe could cause disruption within our community or more broadly. Whether The Indie Stone, or most, would agree with the statements made is not relevant – as it’s a dangerous precedent that modders can add political messaging of any kind that could silently update in the background without it being evident that messaging wasn’t made directly by the developers. (If you don’t like a mod author’s choice to add anything you do not appreciate to their mod, unsubscribe, perhaps leave a polite comment if that is your wish, and move on. Harassment will not be tolerated.) 2.6. Hidden / Unexpected Content. Any hidden or unexpected content and/or messages made in updates to mods that are not flagged on the Steam Workshop description / pages or isn’t evident in the mod itself must have attribution VISIBLE as to where (and from whom) said content has originated. 2.7. Be Lovely. Following this mantra, we ask mod authors to be respectful to other players, other modders and the time everyone has put into supporting Project Zomboid. Do not say anything that is unlawful, gives rise to civil or criminal liability or could harm the game, its players, or The Indie Stone. 3. Ownership 3.1. You own mods that you create. We own Project Zomboid, our other property and everything in them. 3.2. We need a right to use your mods so that we can distribute them, and so that others can play them through Project Zomboid. In legal terms, you grant us a non-exclusive, permanent, sub-licensable, royalty-free, irrevocable, and worldwide licence to use, modify, reproduce, create derivative works from, distribute, transmit, perform communicate and exploit your mods (or any part of them) in connection with Project Zomboid. In all circumstances Spiffo’s Workshop abides by the exact same rules as Valve for mods made for Project Zomboid and hosted on the Steam Workshop. “It’s a sad fact, but in some cases content is [also being] lifted from one mod to another. It’s often a misconception that just because a mod is free to download, its contents are also free for you to take and choose from as you wish.” “Even if a mod is free or not, the creators of any original work included within it (sounds, materials, models, source code) own the copyright for their work. This is true if you are a high-school kid, a corporation, or just some other modder who puts stuff together for fun. Every author gains these rights by default when they create their work.” “The authors alone can decide how and who may use their work and have the law behind them should they decide to take issue of anything used without permission. If you see something in another mod that would be of use to you in your own mod or map, your first step should be to contact the mod team and then specifically ask the creator of the item you’re after. They and they alone can give you permission to use their work.” “If you create contents for mods and don’t mind other people using your content, then it could save a lot of trouble and benefit the community as a whole if you release your works under a Creative Commons license. See the Official Website to select a License for your works.” 4. Third party content 4.1. Modification of other users’ workshop submissions is allowed under personal use, but you are NOT allowed to submit work that is not your own, without permission of the mod owner. 4.2. As mentioned in 1.1.2, if you put any third-party property into your mod, then it’s your responsibility to make sure it’s all done in an appropriate, legal fashion, including offering credit within the Workshop description of your mod. 4.3. Even if permission not to credit a mod owner is obtained, if a mod creator raises an issue with our moderation staff, failing to credit modders for any substantially unique or direct link to their work will potentially result in your own mod being delisted until credit is given. 5. Our use of your mods 5.1. We are, technically, permitted under Steam’s Subscriber Agreement to incorporate any mods submitted to Steam into Project Zomboid. 5.2. However, as a matter of policy, should this ever happen with Project Zomboid (and the relatively infrequent occasions when it has happened in the past) it is after direct communication and signed agreement between all parties. Upon allowing The Indie Stone to use a modification in the game modders cannot claim entitlement to any past, current or future profits from the game unless this is agreed upon at the time. 5.3. Separate from this, we reserve the right to implement any general gameplay ideas or features in Project Zomboid irrespective of whether mods exist that accomplish the same goal. While we will respect people’s personal creations and always ask for permission and offer credit within the game before intentionally including any code, art or dialogue directly from mods with the core game: we do this out of respect to the authors and are not legally obliged. 5.4. We say this primarily to protect ourselves from the potential for mods to beat us to features we already intend to add, and then having the origin of that idea disputed. 5.5. Our plans for Project Zomboid are long and varied, but have always closely aligned with the wants and desires of the community. 6. Representations and Warranties 6.1. You represent and warrant that: 6.1.1. your mod does not violate Valve’s Mod Content Usage Policy, the Steam Subscriber Agreement, or our Project Zomboid Terms and Conditions; 6.1.2. you have sufficient rights and permissions to the content within your mod, which includes – without limitation – any kind of intellectual property rights or other proprietary or personal rights. 6.1.3. the mod was originally created by you and/or that you have the right to distribute the mod and the entirety of its content. 7. Modpack Permissions 7.1. For the use of expansive modpacks, we are going to differentiate between the following three types: 7.1.1. Public. Public modpacks require permission for each and every mod included in the pack from their respective mod authors. If no explicit permission for modpack inclusion was given, this is the equivalent to it being denied. A complete list of included mods must be available in the description. Using the Workshop’s Collection feature can also be considered instead, which keeps the relevant mods up to date and makes sharing the mod easier. 7.1.2. Semi-Private. These are packs that are usually tailored to a customised server experience, and are posted as “Unlisted” on the Steam Workshop. These modpacks still require permission. Mod authors who find their mods in an Unlisted modpack are still free to ask to have their mod pulled, or for the modpack to be removed from the Workshop until their mod has been taken out. 7.1.3. Private. These are packs solely intended for your personal use, and redistribution is strictly forbidden. Permission is not necessary as long as these types of modpacks are not available for public download. Private/personal-use modpacks are not to be published or made available for others to download under any circumstance. A modpack that is intended to be private but available to the general public is effectively published, and as such will require permissions. 8. Abandoned and Broken Mods 8.1. In some instances the community will step in where mods created by an absent user have become abandoned – or have been broken for a long time. If and when this occurs we ask the following: 8.1.1. That the Project Zomboid Steam moderation team is informed of your plans, and you have asked for their opinion via a private message, or failing that, an email to info@theindiestone.com. 8.1.2. That EVERY avenue has been explored in terms of contacting the original mod author to ask permission. 8.1.3. That the original mod author’s wishes are respected should they have left directions prohibiting expansion and/or reupload of their mod. 8.1.4. That should an abandoned mod be reuploaded with a working version, the original author is given FULL credit. Thank you for your time and attention! Modding is the lifeblood of the Project Zomboid community, and by adhering to these simple rules we can make Spiffo’s Workshop a better and more enjoyable place in which we can all build, play, and survive.

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