Project Zomboid

Project Zomboid

504 ratings
Wake Them Up
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File Size
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Updated
278.132 KB
6 May, 2023 @ 11:10am
26 Dec, 2024 @ 10:23am
5 Change Notes ( view )

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Wake Them Up

In 2 collections by Tchernobill
Project Zomboid Performances
3 items
B42
23 items
Description
Spawn building zombies fast optimizing performances costs.
Problem description in that video.
Ducks' Zombie Building Spawn Fix correction explained in this video.
This mod is a replacement to Ducks' Zombie Building Spawn Fix.
It adds the same improvement but with less drawbacks, see details below.

Technical stuff
  • does one room per cycle and suspends once the cell is fully woken up.
  • continues when the size increases (when new rooms are loaded). The trick is: the size never decreases.
  • as a primary consequence: the peak cost is only one room's cost. (instead of many as it occures a lot that many pop in one cycle) => that's what reduces / removes the stutters.
  • as a consequence: each room is only requested once. (instead of constantly)
  • as a consequence: long time server runs bigroom list is not a problem as the room list is never parsed.
  • Mimic Vanilla behaviour to avoid spawning Zombies in the player's spawning building.
  • Mimic Vanilla behaviour to avoid spawning Zombies in specific 'empty' rooms.

Remaining drawback
  • Spawning zombies faster than vanilla will increase the CPU load. So you have to choose between that CPU cost increase and the risk of last second zombie spawn as described in the video.

Non technical stuff


On Lockdown[theindiestone.com]
This mod cannot be modified by anyone else, for anything else, at all, ever. Even if the user disappears, he or she would much rather you didn't touch the fruits of their hard labour.

If you wanna support, kind words are very welcome.
If you don't have any, you can still give constructive criticism.

Workshop ID: 2972287975
Mod ID: WakeThemUp
128 Comments
Uriel-Sama 15 Nov @ 1:28pm 
It seems the mod becomes redundant as the world's erosion increases, due to the lack of doors and abundant broken windows, the zombies always spawn. Although I guess there are some places that would still benefit from it.
Dr Nilsson 🖖 9 Nov @ 9:46am 
Do you have the common sense mod?
=jF= 9 Nov @ 9:08am 
I do have CleanUI already, as well as like 280 other mods, so for sure always possible it's an issue with another mod I have in there.
Dr Nilsson 🖖 9 Nov @ 8:58am 
I think it's just the beta version that's buggy. I think it constantly checks the player inventory and all other container with items in it. Try using CleanUI v2.2
=jF= 9 Nov @ 8:48am 
I'm on B42 btw with a powerful computer that should run this game easy.
=jF= 9 Nov @ 8:42am 
Same issue here, just spent hours trying to find the mods that caused lag, and it turned out to be this one. I was based near Brandenburg, and each time I got close to the airport or mall in a car, the game would start to freeze every few seconds and stay that way until I restarted the game.

Teleporting to the Louisville hospital and getting in an ambulance with the siren on is a great way to reproduce this issue as well.
austiinos 4 Nov @ 2:33pm 
not sure if its this mod but driving through the main city drops me to 2fps, and once it does drop. It doesn't matter if I'm in the car or not. Idk if its loaded everything and it becomes corrupt. Idk if its this mod really. Idk where else to look but my save is broken because of this lag.
Dume 20 Oct @ 5:54am 
Going through debugging on a dedicated server, this mod appears to not function in our B41 dedicated server, vanilla spawn mechanics are taking place. Ducks mod still functions however but don't want to deal with spawning in cleared buildings or ontop of people. Is a shame.
Rubber Flubber 8 Oct @ 3:06am 
Fixed in B42.12.1
Rubber Flubber 2 Oct @ 3:47am 
What I've done when going through Echo Creek is I'll just disable the mod before I get too close.

Still haven't had issues anywhere else yet.