Project Zomboid

Project Zomboid

Wilderness Zombie Spawn Tweaks (P42.8)
60 Comments
SJZ-BB-LONG 4 May @ 4:50am 
这个MOD和沙盒僵尸设置 只能有一种生效吗 不太明白
XeXeePhantoX 28 Apr @ 5:40am 
touch the grass bro🗿
SupervisedRacoon 26 Apr @ 6:46am 
Grass so good made me eat it
QS 22 Apr @ 12:15am 
Thank you so much it became so better for the atmosphere
cuteboy233 19 Apr @ 1:14pm 
There were too many zombies in the large buildings in the original game, this needs to be fixed
cuteboy233 19 Apr @ 1:13pm 
please do this same with big buildings
WORTWORTWORT 28 Mar @ 11:35am 
Do you know what the vanilla urban density number is in plasma_wildy.lua?
VinnieTheGuy 28 Mar @ 7:22am 
Thank you so much, game is more fun now
Alt 25 Mar @ 3:28pm 
@Additive Outlier Right? - Literally one day. One bloody day (ᕑᗢूᓫ∗)
Plasmasnack  [author] 24 Mar @ 4:56pm 
The timing is pretty funny and unfortunate. I appreciate him giving me a shout-out nonetheless. This mod is not obsolete but I wager most will no longer need it. I think most users are installing to remove spawns.

Has anybody tested the playability and feeling of settings other than my defaults? I also imagine somebody would want to do a super challenge run by setting the spawns to "stupid". That would be entertaining... and painful!
AddictiveOutlier 24 Mar @ 4:44pm 
@Alt And thank be Retanaru for testing that it's obsolete literally 1 day after that lmao.
Plasmasnack  [author] 24 Mar @ 3:23pm 
Yes, I made a small update to the description about it. Good news is that nothing broke, but now this mod's main function is to add zombies instead of remove. From my playtesting with VeryLow I actually think having some spawns is a good rather than zero.

In the future I may have another update to control more biome spawns.
Frontier 24 Mar @ 3:00pm 
It seems like they fixed it in the latest patch. There are now no zombies in the woods.
Alt 24 Mar @ 6:22am 
Thank be Retanaru for this mod recommendation.
lawsen 24 Mar @ 2:29am 
Retanaru
kusawwwww 23 Mar @ 8:24pm 
Retanaru
Plasmasnack  [author] 19 Mar @ 4:11am 
None means no procedural spawns, vanilla means it uses the vanilla spawn count. If you want no procedural spawns, you pick none. If you want the base game (vanilla) behavior, you pick vanilla.

I also fixed the default settings now.
Kate Reller 18 Mar @ 8:42pm 
Does the "None" setting mean that the mod will not do anything, or will it mean that no zombies spawn? Because when installing the mod, "None" is the default setting. If none means 'no zombies spawn' then will there be an option for the mod to do nothing and keep the spawns the same?
(2/2) zombie.iso.objects.IsoWorldInventoryObject.removeFromWorld(IsoWorldInventoryObject.java:955)
zombie.iso.IsoObject.removeFromWorldToMeta(IsoObject.java:5403)
zombie.iso.IsoChunk.removeFromWorld(IsoChunk.java:4206)
zombie.iso.IsoChunkMap.Left(IsoChunkMap.java:761)
zombie.iso.IsoChunkMap.LoadLeft(IsoChunkMap.java:562)
zombie.iso.IsoChunkMap.ProcessChunkPos(IsoChunkMap.java:868)
zombie.gameStates.IngameState.updateInternal(IngameState.java:1802)
zombie.gameStates.IngameState.update(IngameState.java:1507)
zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
zombie.GameWindow.logic(GameWindow.java:388)
zombie.GameWindow.frameStep(GameWindow.java:928)
zombie.GameWindow.run_ez(GameWindow.java:821)
zombie.GameWindow.mainThread(GameWindow.java:619)
java.base/java.lang.Thread.run(Unknown Source)
(1/2) Had a crash while driving into a different cell near my rural base which I'm not sure if it had to do with this mod or not:

[17-03-25 15:07:01.355] ERROR: General f:496598, t:1742238421355> ExceptionLogger.logException> Exception thrown
java.lang.RuntimeException: Stored entity mismatch at GameEntityManager.UnregisterEntity(GameEntityManager.java:295).
Stack trace:
zombie.entity.GameEntityManager.UnregisterEntity(GameEntityManager.java:295)
zombie.entity.GameEntity.removeFromWorld(GameEntity.java:619)
zombie.iso.IsoObject.removeFromWorld(IsoObject.java:5371)
Quill 16 Mar @ 4:11pm 
@florida man No. They changed the heat map around the rural areas so you didn't have a horde of zombies at rural cabins.

As stated in the Mod Forest Spawn zombies work on a different system
florida man 16 Mar @ 2:50pm 
i thought patch 42.5.1 fixed this?
Plasmasnack  [author] 16 Mar @ 1:42pm 
I am not against adding some options, but unfortunately it is not easy.

I have some ideas and am going to experiment and try to see if I can figure out anything better than just making a bunch of mod files to serve as those options.
mattc0m™ 16 Mar @ 11:41am 
Just agreeing that putting it behind a modifier would be nice, so we could lower the zombie spawns without removing them entirely.

Or even randomizing it somehow--some wilderness tiles being populated as much as vanilla, but some having 0, would also be nice.

0 spawns just removes a lot of the tension, even if the current spawns also feel unrealistic.
Mel 16 Mar @ 7:42am 
Would this remove zombies in modded maps placed in cells that are part of the wilderness in vanilla?
Moopy 16 Mar @ 2:28am 
P42
nony SKINS 15 Mar @ 6:11pm 
Finally, this gonna be fixed
I'm A Bot 15 Mar @ 12:17pm 
That way when you start a new save zeds wont be in the woods right off rip and would have to wander into them, only issue i see is if you decide you want your save to be a few months after day 1 zeds would still have to wander in as if its day 1.
I'm A Bot 15 Mar @ 12:15pm 
@Plasmasnack have you looked into the wandering zombies mod? you could eliminate the zeds from the wilderness altogether and create tracking path for certain amount of zeds to head into each cell of the wilderness
jaargo2000 15 Mar @ 10:21am 
Any chance for a option or alternative version that changes the 15-50 to a lower value like 0-10?
I think it still makes sense and feels appropriate to have a few zeds roaming in the trees.

Vanilla is way too many, but 0 feels wrong too. Just a few to keep the tension.

It's a zombie survival, so there should always be a chance of a zombie wandering into your camp or surprising when you pass between the trees.
Fylas 15 Mar @ 9:27am 
for a second I thought this is a mod that tells me to touch grass. XD
battlemad 15 Mar @ 9:10am 
Is this different that the fix in the recent hot fix patch 42.5.1?
D.K 15 Mar @ 2:34am 
Finally, the thing I hated most about project zomboid is fixed.
Lithar 15 Mar @ 12:27am 
Epic ;) Thank You, please do this same with big buildings. Some big structure can spawn 1000+ zombies....
sammiday 14 Mar @ 5:40pm 
thank you, i love the idea of this, and what you have planned ^_^ :health:
Dizzy 14 Mar @ 3:12pm 
Congrats on making it to the front page, my dude!
ZloyAndrew 14 Mar @ 10:07am 
Will NPS appear?
ZloyAndrew 14 Mar @ 10:06am 
Does the mod conflict with the bandit mod? will the signatures appear?
BlueMoonGaming 14 Mar @ 6:56am 
Incredible work
EUPHORIA 14 Mar @ 5:29am 
/
R o c k y J e t 13 Mar @ 4:51pm 
Thank you!
Richard Milhous Nixon 13 Mar @ 1:17pm 
Literally the best mod for Zomboid ever made. I always hated how now matter where you go, there will always be Z. The loop of finding a car and hitting a zombie every 10 meters until your car eventually dies is so frustrating. Thank you!
rethinoviy_pisyun 13 Mar @ 7:34am 
what about zombie migration system? would "heatmap zombies" try to fill emptied wilderness cells?
daygrindmike 12 Mar @ 8:48pm 
Does water generate past the main map? I thought there were borders. I would go as far out as I could if I knew water existed out there.
Plasmasnack  [author] 12 Mar @ 11:24am 
No, this mod is still needed to exterminate the nature loving zombies. Wilderness spawns =/= heatmap spawns, they are two different systems. I understand it can be quite confusing. I double checked anyway to verify.
R o c k y J e t 12 Mar @ 10:03am 
I think the new hot fix patch that rolled out today that fixed the smokers cough, Stendos emporium and also the the heat map in rural areas might have fixed it. I don’t know whether to use this mod or go by the recent patch fix.
MobileSuitCleb 12 Mar @ 9:43am 
@Palmput it should say in the patch notes what fixes are included, best to check yourself
Palmput 12 Mar @ 9:36am 
Did the recent hotfix make this redundant?
aether 12 Mar @ 3:50am 
lemme syd :steamsad:
shovel operator 12 Mar @ 2:28am 
Very thoughtful, properly explained. Props to you.