Muldraugh is a logistics town. The long highway strip, industrial targets, McCoy Logging, police complex and northern farms teach you to build repeatable routes instead of treating every loot run as a random walk. Build 42.20 reworked the town, so current pins are more useful than old screenshots.
Quick answer
Current map center: roughly 11181, 9725.
McCoy Logging and the northern warehouses are the town’s industrial backbone; the highway gas strip anchors fuel logistics.
The biggest beginner mistake is using the main road as the only route and fighting every group you see.
At a glance
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| POI | Approx world location | Use |
|---|---|---|
McCoy Logging | ~10320, 9320 | Tools, industrial containers, staging |
Northern warehouse | ~10620, 9310 | Storage/warehouse loot loop |
Highway gas strip | ~10610, 9760 | Fuel and commercial route anchor |
Police complex | ~10630, 10400 | Police/security rooms under loot settings |
Town center | 11181, 9725 | Orientation point |
Northern farmhouse belt | North of town | Long-term rural/base options |
Think in loops, not destinations
Muldraugh becomes much easier when the safehouse, warehouse, fuel and industrial areas form one repeatable circuit. Before you have a car, stay local; after you have one, use side streets and planned turnarounds instead of driving the highway until something blocks you.
The town rewards knowing how to leave as much as knowing what to loot.
McCoy Logging and northern industry
McCoy Logging is a major industrial reference on the west/north-west side, while northern warehouse targets support tool and storage runs. These areas become stronger once you have transport because heavy loot is painful on foot.
Do not treat “industrial” as “guaranteed generator or sledgehammer.” Container rolls remain setting-dependent.
Highway strip and fuel
The highway gas/commercial strip is strategically important, but the visibility works both ways: you can see danger, and danger has clean approaches to you. Clear an exit lane before turning a fuel stop into a long shopping trip.
After grid power fails, a generator can keep fuel pumps useful, which makes this strip part of the midgame power loop as well.
Police complex and southern pressure
The police complex can provide security-type rooms and useful staging, but it sits far enough from northern industrial targets that careless routing turns one day into multiple risky crossings. Treat it as a deliberate objective.
Enter rested and leave before your return route becomes a second fight.
Base shortlist
Northern farmhouses give space and calmer layouts at the cost of longer trips. McCoy or warehouse-adjacent bases give excellent logistics but larger footprints and more noise. Smaller eastern or residential houses are easier to control but less efficient for heavy industrial runs.
Pick the location that shortens your most common route, not the one with the biggest floor plan.
Troubleshooting and common mistakes
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| Problem | Fix |
|---|---|
Route keeps turning into a fight | Shorten the loop and keep a dedicated exit road. |
POI does not contain expected loot | Container rolls depend on sandbox loot settings; use POI type, not guaranteed items. |
Old screenshot no longer matches | Use current Build 42 map references because 42.20 reworked the town. |
FAQ
Is Muldraugh a good beginner town?
It is a good learning town if you like route planning; Rosewood is usually easier for a first character.
Is McCoy Logging a guaranteed tool jackpot?
No. It is a strong industrial container area, but exact loot rolls depend on settings.
Where should I base?
Northern farmhouses for breathing room, industrial-adjacent locations for logistics, or smaller housing for easier control.
