Muldraugh's Map Makeover in Project Zomboid Build 42 (42.19)
Build 42.19 · Muldraugh map pins, basements, animals & water · as of 2026-07-17
Build 41 vs Build 42 — what still holds
Muldraugh remains the classic central highway town: commercial strip and gas, police south of the core, McCoy Logging on the northwest industrial edge, residential streets, warehouses/storage, and farms north of town. Build 42 expands the western map with Ekron, Echo Creek, Brandenburg, Irvington, and Fallas Lake, so Muldraugh is no longer “edge of the world” for westbound runs.
| Topic | Build 41 (historical) | Build 42.19 (current) |
|---|---|---|
| Map neighborhood | Muldraugh + Dixie / trainyard / McCoy as the main local industrial pair. | Same core plus western towns (Echo Creek spawn, Ekron, Brandenburg, Irvington, Fallas Lake). Town label still ~10754, 9926. |
| The Rusty Rifle | Long-standing south-edge bar / motel complex (flyer: 820 Perrine St.). | Still a named POI with map range ~10736–10787 × 10538–10615. Layout polish may differ by lot; treat loot as container RNG, not a fixed inventory list. |
| Police station | Primary weapons/security target for the town. | Map pin above. Rooms can include gun storage / offices / garage — not a guaranteed full armory. The PD basement is a fixed map lot, not a random house-basement roll. |
| Basements | Most homes had no basement layer. | Random basements are mostly house templates. Unique lots (including Muldraugh PD and Rusty Rifle) are fixed map content, not random rolls. |
| Animals | Trap game (including dead squirrel items) without the full livestock/wildlife simulation. | Living animals: chicken, cow, pig, sheep, deer, rabbit, raccoon, rat, mouse, turkey. Ranch zones exist in/near Muldraugh. Squirrels remain trap/forage carcasses; coyotes are not in vanilla. |
| Population feel | Often treated as a mid-density classic start on default-ish settings. | Do not plan around fixed “200+ at Fossoil” claims. Use Population / Peak / Respawn / Migration (and multiplayer multipliers) plus what you count on your seed. |
| Water late-game | Rain collectors / wells after the water shutoff. | Basic rain crate: Carpentry 3, 4 planks, 4 nails, 4 garbage bags (+ hammer keep). Barrel: Carpentry 5, 6 planks, 5 nails, 4 bags. Open water still needs purification before drinking. |
Full pin tables for warehouses, school, medical, and base candidates live on the Muldraugh POI & base guide. Regional base ideas (Echo Creek, McCoy, western towns) sit on the B42 base shortlist.
Quick map jumps: Town label Police Rusty Rifle Fossoil McCoy Logging North farmhouse East medical Echo Creek Ekron
Key POIs & map pins
Coordinates below come from in-game map labels, flyer/print ranges, or the maintained Muldraugh POI page. Grid is this site’s map pin (about world ÷ 10). Fine-tune inside that 10×10 block in-game.
Muldraugh Police Station
World ~10621–10655 × 10394–10450 · grid ~1064, 1042
· Map
Primary security loot route. Gun-storage / locker / garage rooms can roll firearms under your loot settings — never a fixed SWAT cache. The police basement is a fixed map lot, not a random house-basement roll.
The Rusty Rifle
Flyer address: 820 Perrine St., southern edge of Muldraugh.
Range ~10736–10787 × 10538–10615 · grid ~1076, 1058
· Map
Bar + lodging style complex. Expect food/alcohol containers and residential-style motel rooms, not guaranteed weapons. Its basement is fixed map content for that building, not a random roll.
Fossoil (town strip)
~10600–10639 × 9750–9779 · grid ~1062, 976
· Map
Highway-edge fuel and shop rooms. Default gas is finite; pumps need power after the grid dies. Zombie pressure here scales with sandbox population — treat any “hundreds of zombies” anecdote as seed- and settings-specific.
McCoy's Logging
Map label ~10321, 9331 · range ~10260–10419 × 9220–9479 · grid ~1032, 933
· Map
Timber yard / mill complex (flyer: Old Mill Road). Strong for tools, nails, warehouse-style storage, and vehicle parking space — not a lakeside mansion.
East medical cluster & Dr. Cortman lore
POI pin grid ~1086, 1004 (medical / dentist / optometrist area)
· Map
Knox Knews print text names Janine Cortman as a local doctor treating early cases — lore only. Medical containers can roll first-aid items; there is no guaranteed full clinic restock.
Northern farmhouse / Hodgetts Farm
Base-candidate pin grid ~1082, 907
· Map
In-game key label for this area shows as Hodgetts Farm. Nearby ranch zones include chicken and other livestock types. Good long-term shell for farming and animal work; do not assume a fixed generator spawn or a fixed wall-segment count.
| Location | Note | Grid (approx) | Planning tip |
|---|---|---|---|
| Town label | Map town name | 1075, 993 |
Center of the highway town |
| Police | Flyer / map pin range | 1064, 1042 |
Fixed basement lot; RNG for guns |
| Rusty Rifle | Flyer + map pin range | 1076, 1058 |
South edge; fixed basement lot |
| Fossoil | Flyer / map pin range | 1062, 976 |
Fuel; density = sandbox |
| McCoy Logging | Map label + flyer range | 1032, 933 |
Industrial tools / storage |
| U-Store-It | Flyer / map pin | 1069, 983 |
Storage units; tool rolls vary |
| Holy Grace area | Bake sale flyer range | 1078, 1018 |
Church parking-lot reference |
| Dixie Trailer Park | Map label | 1163, 883 |
North-east of town on the spine |
| Trainyard | Map label | 1165, 989 |
Industrial / rail loot |
Basements: random houses vs fixed lots
Build 42 adds basements, but not every basement is a random roll. Some town buildings (police, Rusty Rifle, and other unique lots) have fixed basements built into the map. Those will not appear under a random house elsewhere.
| Kind | Examples | What it means in play |
|---|---|---|
| Random pool | Mostly house basement layouts, plus a few non-house templates (e.g. wooden bar basement) | Some residential buildings can gain a basement at world generation. You cannot reliably spot them from the street — check interiors. Loot is still container RNG. |
| Fixed map lots | Muldraugh police basement, Rusty Rifle basement, plus other town-specific lots elsewhere | These are not “maybe this police station rolls a basement.” They are fixed map content for that building. Treat them as part of the lot, not a lucky roll. |
- Basements are interior spaces: limited exits, poor light, easy to get trapped if zombies follow you.
- Do not treat basements as a guaranteed helicopter hide — helicopter detection/sound rules are separate systems; verify on your sandbox before relying on any “safe underground” claim.
- Smashing a second exit with a sledgehammer is a player tactic, not a special basement feature — bring tools, noise plan, and a retreat route.
Wildlife and farm animals
For Build 42.19 vanilla, plan around this set — not community wish-lists or older guide screenshots.
| Category | What exists in Build 42.19 vanilla | Planning note |
|---|---|---|
| Livestock / ranch (living) | Chicken, cow, pig, sheep | Ranch zones near northern farms and other town pockets can spawn them by type |
| Wildlife (living) | Deer, rabbit, raccoon, rat, mouse, turkey | Useful for hunting and live animal care routes |
| Trap / forage carcasses | Includes dead squirrel and related cooked/burnt forms | Squirrels are not living ranch animals |
| Not in vanilla | Coyote and other unlisted predators/species | Do not plan routes around hearing coyotes or herding squirrels |
Muldraugh has ranch zones near the northern farms and other pockets around town (chicken, small chicken, small pig, rabbit, and other ranch types). Zone type selects spawn tables — you still need to find the actual animals in a given seed.
- Use northern farm pins and ranch-adjacent lots for animal work and farming space.
- Hunting and trapping make noise or leave you exposed — clear zombies first, then process animals.
- Eggs, milk, and butchering depend on animal care / butchering systems; do not treat any farm as an automatic free food machine on day one.
Vehicles, fuel, and water
Vehicles and keys
Keys can appear in containers, on zombies, or related to vehicle state — there is no reliable “every driveway car has house keys on the kitchen counter” rule you can treat as fact for every seed. Hotwiring still matters when keys do not show up. Practical loop:
- Loot houses and zombies near parked cars.
- Check the vehicle itself and nearby containers.
- If keys fail, fall back to Mechanics / Electrical hotwire skills or another car.
- Guides: car keys · hotwiring
Fuel
- Town Fossoil pin: grid
1062, 976. Other Fossoil stations exist across Knox Country (West Point, Rosewood, Ekron, Brandenburg, Louisville area, etc.). - After the power shutoff, pumps need a working generator nearby — and generators produce toxic fumes indoors (place outdoors; read the in-game toxic warning).
- Default gas is not infinite; plan storage cans and secondary stations.
Water after shutoff
| Build | Skill | Materials (keep hammer) |
|---|---|---|
| Rain collector crate | Carpentry 3 | 4 planks, 4 nails, 4 garbage bags |
| Rain collector barrel | Carpentry 5 | 6 planks, 5 nails, 4 garbage bags |
Lakes and ponds are large outdoor water sources but are not automatically safe drinking water — purify first. Wells and pre-placed outdoor collectors (where present) are seed-dependent; verify on the lot rather than assuming every farm has one.
Survival tips (condition-based)
These are play habits, not version magic. Adjust for your population multiplier, loot rarity, and multiplayer rules.
Early routing
- Secure a bag, weapon, and food before committing to the police lot or Fossoil.
- Use vehicles when you have them — but do not force the gas station on day one if the approaches look bad on your seed.
- McCoy Logging and northern warehouses are strong tool/storage targets once you can hold the industrial edge.
Base shortlist
- North farmhouse (
1082, 907): space, ranch adjacency, quieter than main street on many seeds. - McCoy / warehouse shell: industrial storage, worse perimeter work.
- Storage units / warehouses SE of police: container density, busier streets.
- Always plan two exits, outdoor generator placement, and a fallback house.
Noise and night
- Night lowers your vision as much as the zombies’ — it is not an automatic stealth buff.
- Use windows, fences, and long sightlines for pulls; clear small groups instead of shotgun-clearing the gas island.
- Sheet ropes and roof access are player fortification tools; they do not make a motel “zombie-proof” by themselves.
Westbound expansion
- Echo Creek (spawn option) ~ grid
359, 1095. - Ekron ~
63, 975; Brandenburg ~206, 607; Irvington ~243, 1419; Fallas Lake ~725, 828. - Treat new towns as full expeditions: fuel, spare tire, repair kit, and a reason to go (loot type / base hop).
Muldraugh B42 checklist
Local-only progress (this browser). Use it as a route reminder, not a completion score for the game.
- Note spawn house and nearest main road / highway exit
- Bag, weapon, water bottle, bandage before major POIs
- Open interactive map pins for police / Fossoil / McCoy / farm
- Check nearby cars + containers for keys; plan hotwire fallback
- Tools run: McCoy or warehouse/storage pins (not generator guarantees)
- Medical cluster pass when you can clear the east block
- Police route only with escape plan and bag space
- Fuel plan after power dies (generator outdoors + cans)
- Rain crate/barrel skill path or verified well/lake purification
- Choose base with two exits; mark fallback house
- If ranching: secure northern farm ranch zones and feed tools
- Optional: Echo Creek / Ekron expedition when fueled and repaired
Numbers at a glance: Build 42.19 map pins for police, Rusty Rifle, Fossoil, McCoy Logging, U-Store-It; fixed basements at PD and Rusty Rifle; vanilla animal set above; rain crate Carpentry 3 / barrel Carpentry 5. Zombie counts and wall lengths are save-specific — measure before you trust them.