Project Zomboid

Project Zomboid

Definitive Zombies B41 (No Longer Supported)
558 Comments
Viper 11 Jun @ 11:25pm 
to everyone asking: yes, the dropdown for the "sight" setting has the wrong strings attached. It's been that way since day 1. it's not a big deal, it's just bad strings attached to the setting. The setting still works. "Tough" is "Eagle", "Normal" is "Normal", and "Fragile" is "Poor".
Asaka 10 May @ 3:42am 
this is what i was looking for ! Thanks!
Hasa 23 Apr @ 4:55am 
great mod, very sad base game doesn't have this
williamasecas 28 Mar @ 9:04am 
How would this mod interact with the mod "Fast shamblers"?
marshmallow justice 27 Mar @ 4:01am 
In sandbox main Definitive Zombies -> Baseline Sight - the drop down menu is Tough Normal Fragile as opposed to Eagle, etc... Is that just typo or actually addressing different?
marshmallow justice 26 Mar @ 9:03pm 
Regarding this line:
If you modify "fragile" and "tough" from random zombies, disable "Enable Toughness" on Definitive Zombies
on RZ, it says those parameters must equal to 100, so there doesn't seem to be a way to "disable/not modify it" from RZ so I can use DZ instead. Is that right? Or does zeroing out all the numbers not cause a problem
Kr¡tZw!nG 6 Mar @ 11:08am 
Any suggestions for balancing this mod alongside Wandering Zombies? I really love both mods, but it quickly becomes overwhelming, especially with insane pop. I want to use both for multiplayer, as it makes the game far more fun (not using WZ makes the game feel extremely easy) (I ask this here because the creator of WZ turned off comments in his mod)
Maku, add Bashou on Ste@m  [author] 23 Feb @ 6:43am 
@Bheltanih
Zombie sounds is from this mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2786473675

Zombie custom A,B, and C are from B42, they act as a create your zombie. So if you want, you can have a total of 6 unique zombies.
Bheltanih 22 Feb @ 8:23am 
And how to have the sound of zombies in your video plz???
Bheltanih 22 Feb @ 7:14am 
Whats Zombie custom A, B and C plz, impossible to find any explanations!
Thebrokenbucket 31 Jan @ 5:49am 
thank you
Maku, add Bashou on Ste@m  [author] 30 Jan @ 8:27am 
@Thebrokenbucket
There is a b42 version, it is still pretty much bare bones though
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3415451766
Thebrokenbucket 29 Jan @ 11:30am 
hopefully someday you might wanna update this, the added dynamics make the world more alive
Thebrokenbucket 29 Jan @ 11:29am 
Not coming to B42? Thats alr, i loved using your mod on b41 man!!!!!
Maku, add Bashou on Ste@m  [author] 28 Jan @ 7:13pm 
@HexHyte
That is correct, your zombies will increase from normal strength to superhuman strength in one stage.

I am not sure what you mean by 6 stages as I am interpreting it in two ways:

If you are referring to the 99 stages, it is kind of a "permanent" toggle which will ensure that the zombie stat can not be modified easily unless countered with another 99 stage

If you are referring to why there are 6 stages when 1 stage seems sufficient enough to reach the maximum zombie stat, it is because the stages are added from all climates.

As an example, Zombie's hearing gets a stage boost at night to go from normal to pinpoint. But there is a heavy thunderstorm which removes two stages from the zombie hearing, so they go from pinpoint to deaf
HexHyte 28 Jan @ 1:36pm 
Hello, sorry for what must be a silly question, but how exactly does a stage affect a zombie?
For example, if my zombies are set to normal strength and one of the modded options increases their strength by one stage, does that mean they now have superhuman strength?
Also, why are there more than 6 stages?
Maku, add Bashou on Ste@m  [author] 27 Jan @ 6:07pm 
It is compatible with wandering zombies as there is no overlap.

There may be an issue if DZ updates the zombie speed when you are using wandering zombie's speed matching hordes (sprinters will only group with sprinters, shamblers with shamblers)
Kyrox 27 Jan @ 6:02am 
Apologies, I don't see this mentioned anywhere in your compatibility lists, is there any notes for Wandering Zombies? Or is it not listed simply because all it does it make them wander, thus really not causing any overlap?
Maku, add Bashou on Ste@m  [author] 26 Jan @ 5:49pm 
@Hekate
Random Zombies is one of those mods which have partial compatability, I remembered from testing that if you touch the speed from Random Zombies, it auto activates and you have to disable the speed on DZ.

The moon cycles are based on the in-game's calender. They should be accurate to the dates
Hekate 26 Jan @ 2:07pm 
@Maku oh didn't mean to make more work for ya, may have been something from my other mods. attempting to integrate this with random zombies, please don't feed the zombies, wandering zombies, and slower sprinters.

i believe what's happening now is that because i have random zombies loading under this one, it's overriding at least the speed settings of definitive zombies, so that while there are random runners, i wonder if the other speed setting i had placed in definitive will take effect for example relating to moon cycles. when i had random zombies above definitive zombies i never saw runners despite having seeded them, but maybe i will try again with fewer conflicting mods and see what happen.

thanks for your excellent work! fun mod regardless, i've set it so new moon makes them stronger and faster but full moon kind of freezes and blinds them, havent gotten far enough to see the effects though. do you know if the moon cycles are accurate for the dates?
sucgangclarence93 26 Jan @ 10:26am 
sprinters wont work with this mod
sucgangclarence93 26 Jan @ 10:26am 
why does this affect sprinters option???
Maku, add Bashou on Ste@m  [author] 25 Jan @ 9:21pm 
@Hekate
Strange that it has been months before I got anyone reported that randomisation is not working. I wonder if I messed up an update, but I already converted to B42 for updating the mod and dont want to hop between versions. I will revert it to an older version as the current version only contained translation and setting fixes
Hekate 23 Jan @ 8:34am 
I am also having the same issue with seeding, seems to have no effect so reinstalling random zombies to run under this one, dunno if that will effect the time of day changes I made in this mod.
Maku, add Bashou on Ste@m  [author] 21 Jan @ 9:22pm 
@Choko
Freezing may be possible, I am assuming that it is just disabling the zombie so they dont move. It will probably come at a later date though
Choko 17 Jan @ 1:52pm 
@Maku I want to make a request for build 42. I would like a standalone mod where zombies slow down with temperature and some freeze. Is that feature only possible? Should be slower than shamblers. I use a setup similar to The Walking Dead: high population and shambler zombies.
Maku, add Bashou on Ste@m  [author] 11 Jan @ 7:36pm 
@アクシャル
I tested it with bandits and there does not seem to be any conflict
アクシャル 10 Jan @ 8:32pm 
Does this affects NPCs from Bandit mod?
Maku, add Bashou on Ste@m  [author] 6 Jan @ 4:15pm 
@Viper
Thanks for answering the question from scehr. I doubt mod interference would be the cause, are you running any other zombie mods? There might be some new ones that came out that I missed.

The best way I can know if there is a problem with the mod is from the debug option
1) Turn on "Enable Debug" on the "[DZ] Definitive Zombies" page (Singleplayers need a mod like "Change Sandbox Options" to turn it on)
2) Restart the server/game, this is so the changes can take effect.
3) Run the game for 10 in-game minutes(you can fast forward), this will print out a report into the log which I can use to debug.
4) Open and copy the text inside "C:\Users\<USER>\Zomboid\console.txt" or your zomboid save file location equivalent
5) Paste the text inside Git or Pastebin and send me the link.
6) Any red errors that appear and unsure if it is from the mod? Send them as well.
scehr 5 Jan @ 6:38pm 
Thanks for clearing that up, Viper. :health: Unfortunately, I cannot help with the seeding issue as we're not using it. I hope you can solve it. :WH3_clasp:
Viper 5 Jan @ 5:28pm 
@scehr I'm not Maku but I can tell you he's got it designed such that if the condition no longer holds true, it will no longer apply the modifier. So no, you don't need to manually tell them to speed back up for daytime.

However, and this is @Maku now, I'm not sure speed seeding is working at all. I dunno if it's just me, but I'm not getting any response from it at all. I can "seed" 100% of my zombies up or down 1 and it just ignores that. I'm pretty sure I'm doing everything right in the settings. Instead all my zombies are taking their speed from the first page of settings "Definitive Zombies" where I check the box and set the baseline speed. It obeys that. 100% of my zombies obey that setting.

Could be that I have some mod interference somehow, but I specifically put DZ at the very end of my modlist, and I don't have any other mods active that touch zombie behavior anyway. No errors thrown, just not working. I dunno what to try next.
scehr 4 Jan @ 7:01am 
Hi there, Maku. I've started looking at the settings of your mod; are the stages being applied every update based on the baselines values? I.e. if I decrease the speed stage by 1 at night but then do nothing in the day, will that mean at night it decreases by 1 and then returns to baseline during the day, or must I specify that it should increase by 1 during the day to return it to baseline?

Thanks. :health:
Maku, add Bashou on Ste@m  [author] 2 Jan @ 2:26pm 
@dannyboy
Still updating it as it is a complete re-write for b42. Even then it will only be a bare bones version

@Viper
Off the top of my head, check if the seeding is enabled for the speed. I will need to see the debug logs to see what is happening.

@ROACH
It will overwrite strength, speed, toughness, cognition, memory, sight and hearing. You can also disable the above zombie lore in the settings so that the mod does not touch them.

'Always infected on' is not touched by this mod
R0ACH 31 Dec, 2024 @ 7:35pm 
I'm playing with Superb Survivors and I want to turn 'Always Infected' On. If I turn off 'Proper Zombies' and start adjusting the default zombie stats, will this affect how your mod performs? Or will your mod overwrite all default zombie settings?
Viper 31 Dec, 2024 @ 10:24am 
I am having a tough time figuring out what I'm doing wrong. I am trying to use the Seed Settings to get a certain variable initial speed distribution, which will then be modified by my various climate settings, but all my zombies are just sprinters. Which is what the mod has set for "baseline speed setting". So I change the baseline speed setting to Fast Shamblers and shift my seed settings to account for that, and now they are all just Fast Shamblers. It's almost like it's completely ignoring my seed settings, or perhaps it's not updating in-game. I have Update Interval at 500 and Update Reroll at 4 - both slightly reduced because I have low (but dangerous) zombie population, so I figured I could probably save some performance. Didn't notice any change in behavior when I switched those back to default numbers. So I dunno what else to try.

Maku, anything immediately come to mind? (yes I have the checkbox ticked to enable speed seeding)
dannyboy 26 Dec, 2024 @ 9:49am 
Hello greetings! Any progress to be able to update the mod to 42? For now it is the only mod I would like to use :( I love it.
Maku, add Bashou on Ste@m  [author] 19 Dec, 2024 @ 7:55am 
@VibrantGamer
Nothing happens, they can't go any lower(At least for B41, testing out the changes in B42 currently)
VibrantGamer 18 Dec, 2024 @ 1:55am 
what if they are already at the slowest setting?
Maku, add Bashou on Ste@m  [author] 17 Dec, 2024 @ 8:53pm 
@VibrantGamer
They will become blind, deaf and slow. To get to that point, you will have to have played for over an in-game year
VibrantGamer 17 Dec, 2024 @ 1:22am 
What does it mean by zombies will degrade? Will they look different, or will they slow down, or do they get weaker, what's up with that?
Maku, add Bashou on Ste@m  [author] 12 Dec, 2024 @ 3:33pm 
@Hermie
That should work

@ᛗᚨᚾᛞᚨᛚᛟᚱᛖ
That is not possible. You are better off using light levels to get what you need
Hermie 5 Dec, 2024 @ 11:20am 
@Maku

Sorry to bother you again, but does this seem correct? I use the default speed slow downs.

int0: -200 (below -15 celcius)
int1:-15 (between -15 and 1 celcius)
int2:1 (above one celcius)

Just want to be sure I've understood it correctly. Thanks again!
ᛗᚨᚾᛞᚨᛚᛟᚱᛖ 4 Dec, 2024 @ 1:00am 
This is my potential set up

Dawn : 4.0 ( 4am )
Sight : Decreased by 1 stage

Dusk : 18.0 (6pm )
Sight : Decreased by 1 stage


I want to simulate the sun in the eyes when dawn and dusk happen in real life and you become blnd for some minutes


When dawn and dusk is coming, make the zombie lost one stage of sight for maybe 1 hour max

(4 am to 5 am ) Sight decreased by 1

During the day it's normal

(6 pm to 7 pm ) Sight decreased by 1


Is that possible ?
ᛗᚨᚾᛞᚨᛚᛟᚱᛖ 4 Dec, 2024 @ 12:52am 
Thanks but you don't really answer my question
Maku, add Bashou on Ste@m  [author] 3 Dec, 2024 @ 8:11pm 
@Hermie
Yes, you should change interval1 to something like -1 in that case

@ᛗᚨᚾᛞᚨᛚᛟᚱᛖ
Set Dawn to Increase by 1 stage, or nothing.
That means from 4am to 5:59pm, the zombie's sight is not affected. From 6pm to 3:59am the zombies sight will decrease by 1 stage

decrease by 1 stage will just lower the zombie's stat. So if their sight is "norma", it will become "blind" when it decreases by 1 stage
ᛗᚨᚾᛞᚨᛚᛟᚱᛖ 3 Dec, 2024 @ 1:36am 
Hi

Time of day will affect zombie's stats, this is set up with a dawn/dusk cycle

I want to simulate dawn and dusk sun in the face for zombies with Sight Effect Decrease by 1 Stage. But I don't know how many time is the duration of this parameter.

I set up this :

Dawn : 4.0 ( 4am )
Sight : Decreased by 1 stage

Dusk : 18.0 (6pm )
Sight : Decreased by 1 stage

What is the duration of this stage ?
Hermie 1 Dec, 2024 @ 10:48pm 
@Maku

Thank you for answering! I really love your mod. I assume if I’d want the temperature slow down to be at freezing point, I set it to 0 instead of 10?
Maku, add Bashou on Ste@m  [author] 1 Dec, 2024 @ 7:57pm 
@Hermie
Anything below 10 degrees will cause them to slow down, you can remove the speed decrease at Temperature Interval 1

@[DKO]Der Pinkepank
They are called Seed Settings
ꑭ[DKO]Der Pinkepankꑭ 29 Nov, 2024 @ 6:45pm 
Where are the random settings? Don't see them in the options :/
Hermie 25 Nov, 2024 @ 5:27am 
Hi! I use default settings, but for some reason the zombies slow down at below 10 celsius. Shouldn't it only happen below 0? I have no other mods that alter zombies.