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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.
It only needs to be one mod file, with toggles in the menu. They can even default to off for each module.
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!!!
Just an idea...
There are some B41 mods which have that function I believe. I am interested in resurrecting them if they become abandoned once B42 is fully released.
For now I will be focusing on my mod
1. Zombies go inside buildings at dusk and emerge at dawn
2. Zombies attempt to find shelter when raining
3. A percentage of zombies are silent and stationary inside buildings. They don't move or make noise until they see the player. Like their sleeping and/or waiting for you to find them.
It is in celsius
Thats a good idea, I will add it to my to do list
@Depraved Arachnophile
Yes, entropy uses days
@Space
From my own testing yes, it works with bandits
@Its Over 9000!!!
Load the modules you want to play with. For your requirement load all the climate modules except for entropy. For Zombies, You can either configure the DZ default zombies to be fast shamblers, or disable them and load the fast shambler preset
yes randomisation is removed. You can do a pseudo randomisation by adding the "sprinters", "slow shamblers", etc.
@Wastelander
AFAIK, zombie sight only affects detection radius, If I remember correctly it is like 16 tiles on normal. Once a player is detected, zombies have unlimited range and will track the player until line of sight is broken
@VexyWexy
That was how it worked in b41. The problem is that the method creates a greater memory load since it has to "remember" each zombie stat per zombie. Fine if you like low zombie pop. But a nightmare if you like high population
Right now you're just limited to the presets and having more presets would just make it so much more complicated to configure. Maybe have a single preset that allows you to just pick "Random between x and y" for each stat?
"Chaos Sprinter" - high speed but low int, sight, memory, hearing... will run to smells/sounds, etc, but probably not see you on the way.
"Smart Shambler" - slow, but with high cognition and memory - will get there eventually, and open the door for the others...
"Smart Sprinter" - Fast, high cognition but low toughness/strength - good for those fun surprises!
"Pinpoint Shambler" - Slow, but pinpoint hearing, & long memory - these are the ones that will find you and start thumpin' on a door or window to call in the others.
The fact that I can spread out their traits like above, divide by approx percentages, and then have ALL of them dynamically affected by weather/time/worldage/temp/daylight&dark, etc.. is amazing.
Yes you can uncheck the default zombies without any issue if you have the three presets loaded
So Thank you
Then I activated the core, the zombie A module, and then activated the climates. It works like a charm!
You need to load a DZ zombie module for now.
I just finished testing the new Climate which comes with the fix, but its pretty late, so I will release it tomorrow as I will be around to rollback if I break something
@RagingLoony
Good point on usability, I will have to add a "default" DZ zombie with the CORE module in that case
Endless errors fix is done, but I am releasing another climate with it, hopefully by tomorrow.
As for the endless errors...is there a reason why you want to play with DZ when it is not working? (DZ requires at least a climate and zombie module active)
What I want:
ALL zomboids start off as sprinters for the first couple of weeks, then they slowly degrade to fast shamblers and then about 6 months later they become as slow as possible but also walking skeletons - I'm trying to model the bodies breaking down until after about a year or so they all die as the organic matter have degenerated until they are just bones on the ground.
Can I do this, if so, please can someone explain how?
I have added a fix for the infinite error, the downside is that unless you look at the console logs, you will think that DZ is broken
Sure, I will look at a way to make the tooltips more informative
@Ebat_Axyel
You cant do that with this mod, it is from another B41 mod which I dont think is updated to b42