Project Zomboid

Project Zomboid

Definitive Zombies B42
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...
xdPleiades🗿 7 Oct @ 8:00am 
It scared me when I was driving in my car right after a beer, and said hey that zomboid looks like a deer, and it sprinted towards me while going 100 miles an hour, strafing for the trees and pulverized the rest of that mf on the street floor underneath my cool beautiful zomboid truck but anyways what made it happen? Like make that guy fast asf because aww hell naw
kosetation 27 Sep @ 9:05pm 
Is it compatible with Yes's Improved Stealth?
marty 27 Sep @ 6:33pm 
Hi @Maku, for some reason I thought you were looking for suggestions of things to add to this mod. Ah well, maybe some day :D
Maku, add Bashou on Ste@m  [author] 24 Sep @ 7:22pm 
@marty
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
marty 22 Sep @ 1:51am 
Great mod, thanks for making it! My wish list:

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.
Maku, add Bashou on Ste@m  [author] 18 Sep @ 9:26pm 
@TheKoris68
It is in celsius
TheKoris68 26 Aug @ 11:42am 
the temperature is in celsius or fahrenheit?
Maku, add Bashou on Ste@m  [author] 24 Aug @ 11:08am 
@Iadams
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
Maku, add Bashou on Ste@m  [author] 24 Aug @ 11:05am 
@ezeepeezee,
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
Its Over 9000!!! 11 Aug @ 12:11am 
I didn't quite understand how to set up my zombies. I want to turn on almost all the modules except entropy for fast wanderers, but so that they are strong and with weak strength. How do I turn on the modules?
Space 3 Aug @ 7:21pm 
Is this compatible with Bandits?
Depraved Arachnophile 27 Jul @ 12:15pm 
What timescale does the entropy option use? Days?
ladams 22 Jul @ 1:34pm 
You should add an option to dynamically check/change zombie stats based on distance to the player, to maximize performance while still improving immersion in the long run. In short, far away = slow updates, close = fast updates
VexyWexy 11 Jul @ 11:45am 
Would it be possible to just have a simple way to have random values for each zombie stat (memory, site, hearing, toughness, strength) instead of a bunch of presets? Like latest B42 has "random between normal and poor" for memory, site and hearing.
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?
Rabbit 4 Jul @ 12:20pm 
Fun Zombie Options Ideas for the custom zeds: (assuming using scent of blood, starving zombies, more zombie behavior, thump with friends and such mods)...

"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.
Wastelander 27 Jun @ 1:20pm 
i have a question about blind zombies, how blind are they? like don't see at all. could you set them to full blind if you wanted to? thanks
ezeepeezee 16 Jun @ 5:45am 
Am I misunderstanding the settings, or does this mod remove the ability to assign random attributes to zombies the way you can in vanilla?
Maku, add Bashou on Ste@m  [author] 15 Jun @ 4:37pm 
@PepperCat
Yes you can uncheck the default zombies without any issue if you have the three presets loaded
PepperCat 10 Jun @ 6:38pm 
Hello!! Loved this mod in B41 and I'm finally returning to it in B42! I wanted to ask, If I load the three presets (Shamblers, Sprinters and Fast Shamblers), I can safely disable the default, right?
fredders 5 Jun @ 6:03am 
Thanks for the recent updates! Many users want different things. NPC's ect. But i want dynamic convincing behaviour. Add in something like wandering zombies It completely change the game And also your mod and the updates your pushing. It could be one the best mods on the workshop for those looking for something else

So Thank you
Avihs158 27 May @ 2:23pm 
Add in at least one zombie module
AI WitchHunt 2069 27 May @ 2:02pm 
So how exactly do I negate the errors from happening? (ive tried only definitive zombies mod and still has erros).
Bosterk 26 May @ 1:43pm 
Thanks so much! It worked for me when I activated the zombie module as zombie A.
Then I activated the core, the zombie A module, and then activated the climates. It works like a charm!
Avihs158 26 May @ 1:06pm 
They are partly compatable, no real errors pop up or anything but zombs walk at normal pace until near, then the walker shamblers mod kicks in and they walk really slowly it's just a bit strange in some ways, best way is to see for yourself and try the shambler mod with this mod. I'm not best at explaining things really so for that I apologise
RagingLoony 26 May @ 12:49pm 
@Avihs158 Why would you need a patch? Just disabled sprinters and fast shamblers in the settings
Avihs158 26 May @ 11:47am 
Hi is there any chance of a compatability patch between this mod and walkers shambles twd please? Thank you for mod again
RagingLoony 25 May @ 10:37pm 
That will probably help with the confusion, judging my the comments a lot of people are having the same confusion lol
Maku, add Bashou on Ste@m  [author] 25 May @ 8:36pm 
@Bosterk
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
Bosterk 25 May @ 1:48pm 
I'm trying to play with a config I had in b41, now I'm trying to redo it in b42, it has wandering zombies, real weather, it has calm before storm, and it would be really cool to be able to play it with definitive zombie since real weather generates some really cool conditions. I've tried only activating the core and some modules like temperature and when the character starts to move the chunk starts to give errors, first 2 or 3 errors appear and then an aggressive count of more than 10 thousand errors starts, I've tried it with the mods and also with only DZ, I really don't know what to do
RagingLoony 25 May @ 12:18am 
The reason its assumed you dont need a zombie module is because you can tailor those settings in default sandbox options with the game, so when you look at it, the zombies modules look like extra presets you add on top of the vanilla games ones, not that they're modules the mod requires in order to run
the wok 24 May @ 11:42pm 
compatible with Yes' Improved Stealth v2?
Maku, add Bashou on Ste@m  [author] 24 May @ 9:57pm 
@RagingLoony, @Bosterk
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)
Bosterk 23 May @ 3:17pm 
Hi! When I try to play, I'm getting endless errors. It won't stop. How can I fix this?
RagingLoony 23 May @ 9:19am 
Any news on the fix for the spamming errors with no zombie module enabled?
TEMPEST 14 May @ 8:58am 
I'm struggling with these settings; can someone please tell me how or even if what I'm trying to accomplish is even possible. .

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?
KTHEDEVASTATOR 30 Apr @ 9:27pm 
Is there a way to make it so that only certain zombie types are affected by certain climate modules? And if not are there plans to do so?
Maku, add Bashou on Ste@m  [author] 27 Apr @ 8:54pm 
@Avihs158
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
Maku, add Bashou on Ste@m  [author] 27 Apr @ 8:52pm 
@Tempest, @Haypo
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
Avihs158 24 Apr @ 1:45am 
I was getting constant error when near zeds. put in a zombie module and it corrected the issue. Love the mod BTW, makes the game so much more challenging, thank you!
haypo 19 Apr @ 5:23pm 
I have to say I agree with Tempest. I had to examine each Lua file to understand that depending on which sub mod you have enabled "Interval" means different things. I definitely think it would help to expand on the tooltip in each submod