Project Zomboid

Project Zomboid

Jay's Pathfind Fix
25 Comments
aluthewox 20 Dec, 2024 @ 2:07pm 
Is this fixed in B42?
Lame Gamer 29 Oct, 2024 @ 5:49pm 
Hey myself im stuck at the instalation part and i cant find the folder to install the mod
Jiffydude 7 May, 2024 @ 4:47am 
I like the fix this mod implements for solid walls, but in a way I do wish zombies would still press up against fences instead of doing the weird shoulder dance when they see you. Could probably just download the "breakable world fences" instead.
Ryan 1 May, 2024 @ 3:59am 
is it compatible with better car physics?
Jay  [author] 30 Mar, 2024 @ 1:30am 
If you are talking about ladders from the ladders mod then it is likely an issue with the ladders mod. Unfortunately I cannot help with that. If you climb to the top of the ladder and step on the ground then the zombies will properly path to you.
Tnaz.v 30 Mar, 2024 @ 1:14am 
I scream from above being on the side of the ladder but not on the way up the ladder so that it is not so easy, and the zombies get disoriented or stay still or go below me as if the sound also came from below
Jay  [author] 29 Mar, 2024 @ 3:33pm 
Just tried it; I can't replicate the issue. How far away is the escalator from you? You might have to show me an image or vid of your base. If you decide to do so please create a new thread in the discussions
Jay  [author] 28 Mar, 2024 @ 9:19pm 
@Tnaz.v - I cannot replicate this error. The zombie walk up fine up stairs in houses and in escalators of the vanilla Grand Ohio Mall for me. Sometimes they get stuck for a second on walls but they recalculate to realize they should walk up the escalators eventually, which should also happen with vanilla pathfinding.
Tnaz.v 27 Mar, 2024 @ 6:22pm 
no it doesn't work with second floors, the zombies get confused and don't know how to go up the escalators on the xion map of the shopping mall
Jay  [author] 27 Mar, 2024 @ 1:59pm 
Tnaz.v - Yes, it should work just like vanilla
Jay  [author] 27 Mar, 2024 @ 1:59pm 
:steamhappy:
Retanaru 26 Mar, 2024 @ 11:50pm 
Nice work!
Tnaz.v 25 Mar, 2024 @ 8:39pm 
Do zombies distinguish if I am on the second floor or the first floor?
Jay  [author] 22 Mar, 2024 @ 2:05am 
This shouldn't have any effect on the character's pathfinding, since player pathfinding doesnt take thumpable objects such as things you place into account.
Васька Хроник 21 Mar, 2024 @ 10:01pm 
Does this apply to the character? When you put a mark on the map (not on the ground) “Go here” and sometimes he refuses to do it, because somewhere there is a body of water or a dense forest, or some other unknown obstacle
Jay  [author] 19 Mar, 2024 @ 1:26pm 
@objir - This might be caused if not all of the files from JaysZombiePathfindFix\zombie\vehicles were copied over to ProjectZomboid\zombie\vehicles. There should be 56 files copied. Please verify files and try installing it again and tell me if you continue to experience the issue.
objir 19 Mar, 2024 @ 11:54am 
Failed to load the save with this mod and get these errors:

ERROR: General , 1710874154534> ExceptionLogger.logException> Exception thrown java.lang.IllegalAccessError: class zombie.vehicles.PolygonalMap2 tried to access private method 'void zombie.vehicles.PolygonalMap2$ClosestPointOnEdge.<init>()' (zombie.vehicles.PolygonalMap2 and zombie.vehicles.PolygonalMap2$ClosestPointOnEdge are in unnamed module of loader 'app') at PolygonalMap2.<init> line:3113.
ERROR: General , 1710874154534> DebugLogStream.printException> Stack trace:
java.lang.IllegalAccessError: class zombie.vehicles.PolygonalMap2 tried to access private method 'void zombie.vehicles.PolygonalMap2$ClosestPointOnEdge.<init>()' (zombie.vehicles.PolygonalMap2 and zombie.vehicles.PolygonalMap2$ClosestPointOnEdge are in unnamed module of loader 'app')
Jay  [author] 18 Mar, 2024 @ 3:28pm 
I actually have a mod I made for private use that fixes that issue, but I didn't know something like that was in demand. I can upload it to Workshop.
King White Wolf 18 Mar, 2024 @ 12:04pm 
Does this fix things like newly crafted, unmoved compost bins being unthumpable? I figure that's a separate issue anyways so probably not, right?
Jay  [author] 18 Mar, 2024 @ 11:36am 
It shouldn't cause desync issues (i.e, zombies teleporting more than without the mod), but zombie pathfinding will behave differently according to which player they are pursuing if one does not have the mod installed, since that is done on the client.
Space Donuts 17 Mar, 2024 @ 3:48pm 
will this cause desync if one player did not install this?
Mila 17 Mar, 2024 @ 10:43am 
Modders fixing TIS's spaggheti code again haha
Jay  [author] 15 Mar, 2024 @ 6:35pm 
@Kindred - Yes, the mod works for MP! It does not need to be installed by a server, but each client will need to install it if they want to experience the fix.
Kindred 15 Mar, 2024 @ 5:14pm 
Is it possible to do this in MP?