Project Zomboid

Project Zomboid

108 ratings
Definitive Zombies B42
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
986.844 KB
26 Jan @ 5:39pm
2 Dec @ 8:32am
11 Change Notes ( view )

Subscribe to download
Definitive Zombies B42

Description
NOTICE Dec 12th 2025
The following climates have been added
- Moon Climate
- Fog Climate
- Snow Climate
- Cloud Climate

This is an early version of Definitive Zombies for B42. If you are looking for B41, it can be found here:
https://steamproxy.com/sharedfiles/filedetails/?id=2981571303


What is this mod?
This mod makes zombies react to climate conditions (WIP) while still attempting to be compatible with other zombie lore modifying mods. If you prefer how another mod handles a zombie stat, you can disable the corresponding stat in Definitive Zombies.

Definitive Zombies has been updated to now load modules instead of a single large mod. This allows the user to only choose the modules which they want to use and not be overwhelmed with the large number of sandbox settings.

Definitive Zombies currently comes with 7 zombies modules with presets. All zombies modules are modifiable
  • Default This comes with the Core module, zombies are preset as fast shamblers.
  • Sprinters Zombie preset for sprinters .
  • Fast Shamblers Zombie preset for fast shamblers.
  • Shamblers Zombie preset for shamblers.
  • Custom A More presets to add variety to your zombies.
  • Custom B More presets to add variety to your zombies.
  • Custom C More presets to add variety to your zombies.

Definitive Zombies currently comes with 7 climate modules with "realistic" presets. All climate modules are modifiable
  • Daylight gives a boost to the zombie's sight when it is bright. Sight deteriorates when it is dark but gives a boost to their hearing.
  • Time When the in-game clock reaches 2000(8pm) zombies gain a +1 to speed and lasts until the next day at 0600(6pm)
  • Entropy Zombies slowly degrade over time, becoming blind, deaf slow shamblers.
  • Temperature now causes zombies to lose speed as it gets colder.
  • Wind now causes zombies to become deaf as it gets stronger.
  • Rain Zombies initial lose sight and slowly will become deaf and blind in the most extreme of rain. They will lose track of the player more easily
  • Fog Thick fog causes zombies vision to be reduced and have a harder time tracking players
  • Snow Causes zombies to lose slight and track of the player
  • Cloud Slightly reduces zombie sight when the sky is overcast
  • Moon Zombies become super zombies during a full moon.(sprinters, better hearing and vision)

WIP
  1. Add Speech for climates that are not easily observable in the game (Todo from B41)

To Do
  1. Rework the "toughness" stat so that it works properly (Todo from B41)
  2. Zombies react to light differently if they are indoors (?) (Todo from B41)
  3. Zombie health affects their stats (?) (Todo from B41)
  4. Frozen zombies when the speed stat gets too low (?) (Todo from B41)
  5. Proper support for randomised zombie lore for each zombie type (B42)
  6. Zomboid Forge compatability? (B42)
  7. Better Sandbox Settings (B42)

DONE
  1. Added climate module: Time

Compatible
Starving Zombies [B42]
Toppling Zombies [B42]
Wandering Zombies
Partially Compatible
Incompatible
Unknown Compatibility


Bugs, comments, feedback? Let me know in the discussion
Special thanks to the project zomboid discord for answering my questions



Workshop ID: 3415451766
Popular Discussions View All (2)
9
30 Mar @ 8:01pm
Errors inf 42.5.1
Space Donuts
9
22 Feb @ 4:28am
Bug on 42.3.1
Ullatec
108 Comments
Maku, add Bashou on Ste@m  [author] 2 Dec @ 2:26pm 
@Anach
Is a tradeoff for better server management as one of the feedback I got in b41 was that it made mod management a pain as there were pages which did nothing.

@Oddie_Jackal
I agree the settings are ass. I would like to give them a second run through but there is such a big backlog of to-dos

@zбir
Unsub and resub, that bug should have been fixed long ago. The base game "zombie lore" is overwritten

@xDZ2k
Everything is set up with a "realistic" preset. Zombies see better in the daytime vs night, thunderstorms will make zombies deaf, etc.
Anach 15 Nov @ 2:09pm 
@zбir I feel the same, and was just coming to unsub. Part of the problem with too many modules, is also the lack of descriptions both in the mod, and on this page, to know what they do, and which to enable.

It only needs to be one mod file, with toggles in the menu. They can even default to off for each module.
zбir 14 Nov @ 1:24pm 
I mean I got this mod just because it's the only mod I found for b42 with an entropy (zombie decay) fucntion, which is a really attractive feature, and the climate modules are a HUGE bonus. The bugginess and redundancy of the 7 zombie modules, however, is what makes the mod not worth it for me.
zбir 14 Nov @ 12:40pm 
@Oddie_Jackal exactly, very unintuitive. I get infinite errors if I don't have the fast shamblers in the defualt module enabled, along with the shamblers, fast s., and sprinters too. Especially that I cannot actually set anything to "random between..." ---- Do the settings override those "zombie lore" custom settings?
xDZ2k 9 Nov @ 12:06pm 
can you make presets like i have a very hard way of balancing it and i want difficult but not impossibility
Oddie_Jackal 9 Nov @ 8:07am 
Love the idea of this mod, however the in game config in the sandbox options is... ♥♥♥♥... The sandbox needs updating so badly. Otherwise really good idea
PsyRa 6 Nov @ 3:54pm 
(sorry for the autotranslate)
I'm really looking forward to the update. One of the best zombie mods and the central one in my build. I wish you the strength to sort out all your affairs in order to update your mod with a fighting spirit.
I'm so grateful for your work!!!
Daevinski 25 Oct @ 9:06am 
How the mod is performance-wise, especially while using it alongside other mods like Starving Zombies and Wandering Zombies?
dyson0000 16 Oct @ 12:31pm 
On a B41 server with this mod and Starving Zombies, i've seen normal Z transformed in sprinters after eating a corpse. I don't know if it's a feature imlplemented or just a a random cool effect, but i really appreciated this ! :-)
dyson0000 16 Oct @ 12:26pm 
Did you ever consider to mix "Definitve Zombies" with "Starving Zombies" in a way who would makes, in conjunction whith the Decaying module eventually, regenerates and makes a boost to Zombies who have been reccently fed ?
Just an idea...