Project Zomboid

Project Zomboid

The Calm Before The Storm
447 Comments
THE REAL CAPT3N 23 Jun @ 2:56pm 
god tier mod, can't wait to incorporate it into 42
pointblank98 19 Jun @ 7:31pm 
Oh damn, it got updated to B42? Nice!
mtjoel 12 Jun @ 12:24pm 
Please update it to B42, its just best challenge mod i have ever played and really want this to be on new version
~GreenMann~ 18 May @ 2:20pm 
pls add it to b42 :}
domix0n 14 May @ 7:49am 
I got so used to playing with this in 41 I just cant play without it in 42!!!!
Seibutsu 20 Apr @ 7:48pm 
that feel when the best mod for PZ still hasn't been updated for B42 :(
GoofBall 19 Apr @ 7:49am 
@pointblank98 ty
FINALXIII 18 Apr @ 12:06pm 
@socialtroglodyte I think there is something wrong with this mod. I just set the Cooldown phase to 720 and leave everything else as is, but nothing happens. Even if I restart my save, can you check this for me?
pointblank98 16 Apr @ 8:26pm 
@GoofBall: You change their homing offset. By default, it's set to 0, meaning they'll home in on you. If you set it to 150, they will roam an entire cell away from you.
GoofBall 11 Apr @ 12:59am 
How do i tweak the config so that hordes can form in the world but not home in on a player? I am trying to create a threat of random hordes just shambling around the world on our server instead of them always knowing your location and beelining towards you.
ChopSushiii 8 Apr @ 4:19pm 
Does this work with Surviving Through Seasons ?
gavers 29 Mar @ 7:43am 
does the mod work with RV interior?
F1N 20 Mar @ 4:53pm 
Yeah i'd honestly like to see this mod on b42
blues38 17 Mar @ 5:21pm 
42 plz
dawfydd 29 Jan @ 10:30pm 
love the idea of this mod hopefully its updated for build 42 soon!
Reggin Kcalb 28 Jan @ 5:43am 
B42 B42 B42!!!!
jonnyhotbody 14 Jan @ 7:19am 
b42?
whateverr 25 Dec, 2024 @ 5:54pm 
@shafynotfound does it work?
BIGDAWG92 23 Dec, 2024 @ 8:09pm 
B42?
shaftnotfound 15 Dec, 2024 @ 4:04pm 
Is this compatible w bandits?
Jerry The Terrorist 29 Nov, 2024 @ 7:31pm 
Unfortunately the multiplayer issues have forced me to remove this mod. It's exactly what I wanted but if it's going to by client side time instead of global time, it's broken.
lightfm90 27 Nov, 2024 @ 8:34am 
This looks amazing, great job! Does it work with Bandits NPC ?
donya. 25 Nov, 2024 @ 11:43pm 
@SocialTroglodyte my dude can you provide compatibility with Bandits NPC? The developer has a mini-instruction for isolating bandits from zombies:

If you are a modder and you wish to recognize bandits from other zombies, here is the proper way to do it:
local isBandit = zombie:getVariableBoolean("Bandit")
where zombie is an instance of IsoZombie class.
N'Golo Crampté 23 Nov, 2024 @ 10:17am 
doesn't work in multiplayer as advertised, no server sided sync. pretty neat idea apart from that detail
Fancy Man of Cornwood 21 Nov, 2024 @ 11:16am 
Patch to make it global, not per player in MP?
FINALXIII 18 Nov, 2024 @ 3:43am 
@Gr0gnak If you play this mod in multiplayer you should setup calm phase update frequency to 30 it will take 30 minute in real life to next calm phase and make zombie in storm phase not run away from you.
CrazeFury69 12 Nov, 2024 @ 12:15am 
Seems like even during cooldown phase the zombies avoid me, ill attack a horde and while backing up killing them half of them will go back to where they were standing. cool mod but it doesnt seem to function properly for me, the storms never arrive even with 24 hour length. all it does for me is make the streets feel empty and for some reason makes zombies run away mid fight
tupperwEri 2 Nov, 2024 @ 6:25pm 
Really good mod but if a horde rolls up and you're on 2x pop. the game immediately begins to implode
MrComp 16 Oct, 2024 @ 1:33pm 
Interesting to note: Every player in a server has their own calm before the storm timer from the moment they join/play.

If one player is in the storm phase while the other player is in the calm phase, zombies will constantly run away from the location.
colbub 5 Oct, 2024 @ 2:26am 
@Slider-Man Even though i havent played since around mid August, but even back then i was using it for a while with no issues.
Slider-Man 11 Sep, 2024 @ 7:28am 
Also curious if this plays nice with Bandits mod, been trying to test this but no horde yet with settings i put in
DadRadSkittle 6 Sep, 2024 @ 7:50am 
Any chance for compatibility with Slayer's Bandits mod?
lukaV 5 Sep, 2024 @ 1:42pm 
this is a really great mod, it does not fuck around. make sure to extremely prepare because there will be a lot of zombies. really hard to survive.
Jack Rossman 24 Aug, 2024 @ 8:47pm 
STFR firepumper spotted in the screenshots.
GREAT MOD YOU GOT HERE!!!
Keep up the great work. :3
Reaper 23 Aug, 2024 @ 2:46am 
@morti Look into Zombie Culling, google it.
Flandre Scarlet 6 Aug, 2024 @ 11:25pm 
IF we disable zombie respawn , can this mod work ?
Arvalaan 6 Aug, 2024 @ 1:52am 
Sadly didn't work for my group as the zombies kept walking back and forth. A lot of hordes were clumped up which made performance quite terrible but they never seemed to attack. Hopefully this gets resolved and allows for an actual multiplayer experience as I truly love the concept.
Crisp 26 Jul, 2024 @ 2:23pm 
my calm phase keeps restarting every time i log back in. It was at 8000 seconds roughly 141 minutes. Now after logging in again it is at 9000 something seconds roughly 166 minutes. I started on July 9th and it is currently July 21st and have not seen a single horde. The mod is working and i am alone in mp. Not sure what is causing the prep phase to keep resetting
DinDin 14 Jul, 2024 @ 10:14pm 
☮Morti, you can check your console.txt log file to see if CBTS is working, and what phase it is in.

It is different for each player, but you can check on your own horde.

It is possible that you've set the distance to be too great, and the duration to be too short, so that the distance is greater than the horde can travel in that time.

One problem with CBTS working independently for each player is that if the phase are overlapping out of sync, another player entering the calm phase during your storm phase could be stealing your horde.
If that happened, the zombies would just walk backwards and forwards a short distance as the phase updates happened.

That's why I really think this mod should be updated to be synchronization with the server on login.
☮Morti 11 Jul, 2024 @ 12:02pm 
At several occasions we run into a group that is larger than what is set in the server's sandbox settings, so I'm assuming this is horde that has been gathered. But driving back they're suddenly gone; like they're migrating away from us. Naturally I'd assume that this has to do with the 'calm phase' where zombies form hordes away from the player in order to gather for an attack. But the attack never seems to happen, and we never see the horde again.
☮Morti 11 Jul, 2024 @ 12:02pm 
Got a server running for about a 5 in-game months. We had a total of one mini-horde in the beginning of the wipe and never seen any again. The towns seem to be deserted, as stated before migrating phase, so I'm guessing their migrating but never seem to attack. Rather confusing as it seems like the mod doesn't work properly? Or it might be my settings.

I hear the sound of the horde event starting, as do other players on their own individual timers, but there is never an attack. This leaves me wondering if (a) hordes disappears or (b) the horde gets stuck somewhere, or (c) the hordes migrate to far away to take to long to get to our base.
DinDin 23 Jun, 2024 @ 4:49pm 
The best solution i could come up with to ensure everyone's timers went off at the same time was to set the Cooldown to an obscenely long value in advance to ensure it didn't go off prematurely.
Then immediately before we wanted to hold the event, changed the settings to 0 Cooldown, 1 hour Calm, 2 hours Storm, and restarted the server.
Everyone logged in within a few minutes of each other, their timers started from 0, and our phases all triggered at the same time. (I used the StormAlertMessage to verify)

This was a kludge solution to a ridiculous problem that I only confirmed by reading the LUA files.

You shouldn't be claiming to support multiplayer without declaring the HUGE caveat that this is mod is NOT synchronized in multiplayer.
DinDin 21 Jun, 2024 @ 6:58pm 
I'm an admin on a server which just added this mod, and we're trying to coordinate times for having a streamed event, so I tried to figure out the nuts and bolts of this mod.

The first odd thing I noticed is that the debug counter in console.txt only counts when I'm logged in.
The second odd thing I noticed is that all the logic for the hordes is in the client lua.
The third odd thing I noticed is that when I logged in as a test account, the debug counter in console.txt is completely different.

As far as I can tell, all the logic for this mod - including the event phases - is done by each client, separately. So everyone has their own horde, and separate times, which only counts down when they're logged in.

Is that correct?
15 May, 2024 @ 5:55am 
is it possible to put a limit on the size of the horde? this feature would help a lot with a large pop
StormSpiritGB 8 May, 2024 @ 11:39pm 
cant hear the sound and when turn text on nothing pops up there also no way to tell when horde thing is over if its ever over cause would stop trickling in 6 at a time every 2mins htis was after the 50+ major horde
guardians25 15 Apr, 2024 @ 3:13am 
감사합니다! 당신은 천사에요!
Tregedy 15 Apr, 2024 @ 12:16am 
fun mod,but not recomend to use on 2.5pop and above for obivous reason :steamfacepalm:
socialtroglodyte  [author] 14 Apr, 2024 @ 11:32am 
@guardians25 Just added it. Hope it helps
guardians25 14 Apr, 2024 @ 1:35am 
I can't hear well when I start. Can you add an option to tell me in text?
JoaGamo 7 Apr, 2024 @ 8:20pm 
where is exactly the setting that makes zombies not knowing where you are? couldn't find it server side