Project Zomboid

Project Zomboid

Definitive Zombies B41 (No Longer Supported)
 This topic has been pinned, so it's probably important
Maku, add Bashou on Ste@m  [developer] 23 Dec, 2023 @ 2:59am
How To Customise Zombies
Still confused? Ask your zombie customisation below

First we need to understand how data is kept and read, Using zombie speed as an example, each zombie state corresponds to a number, the "strongest" state would often be a value of 1

Sprinter = 1
Fast Shambler = 2
Slow Shambler = 3

Using the default settings, the zombies speed is a fast shambler, which is stage 2.

We will use default settings for temperature as this is the weather which mainly modifies zombie speeds.

Temperature interval 0 = -200
Speed effect = Decrease by 2 stages

Temperature interval 1 = 0
Speed effect = Decrease by 1 stages

Temperature interval 2 = 10
Speed effect = Nothing

When the temperature is -10 degrees, the zombie loses 2 stages in speed. This will make our Zombies speed stage go from 2 to 4. However, since the maximum stage for speed is 3, stage 4 gets clamped down to stage 3 which causes it to become a slow shambler.

When the temperature is 5 degrees, zombies loses 1 stage in speed. This will make our Zombies speed stage go from 2 to 3, which causes it to become a slow shambler.

When the temperature is 16 degrees, there is no change to the zombies state. Zombies will remain as a fast shambler.

Note that if for whatever reason the temperature went below -200(-80 is the lowest it can go), There will be no change to the zombie state. If the stage becomes smaller than 1(eg. 0, -1), the stage value gets clamped back to 1

We will now introduce the full moon. When the full moon is in effect, it will increase the zombie's speed by 1 stage (this is not a preset behaviour), when this interacts with the temperature, these are the results:

When the temperature is -10 degrees and on a full moon, zombies loses 1 stages in speed. This will make our zombies speed go from stage 2 to stage 3, which causes it to become a slow shambler.

When the temperature is 5 degrees and on a full moon, there is no change to the zombies state. Zombies will remain as a fast shambler.

When the temperature is 16 and on a full moon, zombies gain 1 stage in speed. This will make our zombies speed go from stage 2 to stage 1, which causes it to become a sprinter.

Zombie Randomisation
1) Enable the zombie stat you want to be randomised. (If you disabled the main stat, this will not work)
2) Adjust the weights for the seed. The values you use will be normalised, meaning if you put 100.0 in all 5 of the weights, the zombie will have a 20% chance to roll that modifier
3) Adjust what the modifier will do if the zombie rolls on that weight

Help Zombie stats are not changing?
Weather values are calculated every 10mins, if the weather changed before/after the 10min tick. You will need to wait for the next 10 min tick before the zombie will update.

There is also another delay after the 10 min tick where the zombie states are updated. This delay can be shortened by using smaller numbers for the "Update Interval" and "Update Reroll" (You will need a strong machine for this)

The value used in the weather intervals should be in ascending order, setting values like the following will cause issues:
Temperature interval 0 = 0
Temperature interval 1 = -200
Temperature interval 2 = 10

Help Zombie are not keeping their randomised stats between sessions!
This is due to the limits of the game engine, the game is very aggressive in pruning zombie data and hence they are not saved between sessions. Dedicated servers who do not reset should have no issue with this as the data is pruned only when the game closes.

Thanks to Albion from the PZ discord for helping me figure out why this was happening.
Last edited by Maku, add Bashou on Ste@m; 26 Dec, 2023 @ 12:39am
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Showing 1-15 of 25 comments
NiFoox 19 Aug, 2024 @ 1:34am 
Will there be a crawlers option?
Blizzard 12 Sep, 2024 @ 9:31am 
I'm wondering if anyone can help me with the settings. I'm trying to go for settings where some zombies gain the ability to sprint when temperatures reach 100 degrees farenheit, and when temperatures go below 0 degrees farenheit they get slow and more easily to take down.
Jarrod 18 Sep, 2024 @ 8:50pm 
Can you explain/give some examples of the weather interval settings? Like, what is "0.25" darkness over "0.50" or "0.75"? Is it affected by the "Darkness During Night" setting under World? Does it only reach above 0.75 if set to "Dark" or "pitch black"? If so what values are affected by the normal apoc settings? Is it just a percentage of "how far into the night you are"? Same with any of the Daylight, Snow, Wind, Fog, any of those, what's an example of how far along they are at the preset intervals?
Maku, add Bashou on Ste@m  [developer] 27 Sep, 2024 @ 9:10am 
Originally posted by NiFoox:
Will there be a crawlers option?
No plans for crawlers yet
Maku, add Bashou on Ste@m  [developer] 27 Sep, 2024 @ 9:15am 
Originally posted by Blizzard:
I'm wondering if anyone can help me with the settings. I'm trying to go for settings where some zombies gain the ability to sprint when temperatures reach 100 degrees farenheit, and when temperatures go below 0 degrees farenheit they get slow and more easily to take down.
Unless you are ok with using slow shamblers, there is no easy way to do it as it requires messing around with the randomisation and will lead to slow shamblers
Maku, add Bashou on Ste@m  [developer] 27 Sep, 2024 @ 9:18am 
Originally posted by Jarrod:
Can you explain/give some examples of the weather interval settings? Like, what is "0.25" darkness over "0.50" or "0.75"? Is it affected by the "Darkness During Night" setting under World? Does it only reach above 0.75 if set to "Dark" or "pitch black"? If so what values are affected by the normal apoc settings? Is it just a percentage of "how far into the night you are"? Same with any of the Daylight, Snow, Wind, Fog, any of those, what's an example of how far along they are at the preset intervals?

That's a good question, I have not seen if the 'Dark' or 'Pitch Black' affects the darkness variable. I will need to check it out.
But it is generally based on the game's climate. Different environmental factors affect the light levels like thunderstorms and cloudy days. I would recomend using the mod "Weather Moodles" as it gives you a visual indicator of what the light levels mean
Jarrod 27 Sep, 2024 @ 8:05pm 
Originally posted by Maku, add Bashou on Ste@m:
Originally posted by Jarrod:
Can you explain/give some examples of the weather interval settings? Like, what is "0.25" darkness over "0.50" or "0.75"? Is it affected by the "Darkness During Night" setting under World? Does it only reach above 0.75 if set to "Dark" or "pitch black"? If so what values are affected by the normal apoc settings? Is it just a percentage of "how far into the night you are"? Same with any of the Daylight, Snow, Wind, Fog, any of those, what's an example of how far along they are at the preset intervals?

That's a good question, I have not seen if the 'Dark' or 'Pitch Black' affects the darkness variable. I will need to check it out.
But it is generally based on the game's climate. Different environmental factors affect the light levels like thunderstorms and cloudy days. I would recomend using the mod "Weather Moodles" as it gives you a visual indicator of what the light levels mean
So it's more like "dusk is 0.50" and "full night time is 0.75+"? (on default apoc settings) I assumed it'd be like that but I've seen other mods that affect stuff via time of day use literal "darkness" as the change, and also others literally base it off of time-of-day meaning in-game seasons don't affect it. Was just curious.
Last edited by Jarrod; 27 Sep, 2024 @ 8:05pm
Maku, add Bashou on Ste@m  [developer] 28 Sep, 2024 @ 10:20pm 
I would not say that dusk = 0.50 and full night time = 0.75. It is very rare, but I believe a full cloudy and thunderstorm can lower the light levels during day time to trigger "darkness"

"I've seen other mods that affect stuff via time of day use literal "darkness" as the change" This is the same way the mod works, there is another setting to be time based like 0600, 1230, etc
Jarrod 29 Sep, 2024 @ 12:22am 
Originally posted by Maku, add Bashou on Ste@m:
I would not say that dusk = 0.50 and full night time = 0.75. It is very rare, but I believe a full cloudy and thunderstorm can lower the light levels during day time to trigger "darkness"

"I've seen other mods that affect stuff via time of day use literal "darkness" as the change" This is the same way the mod works, there is another setting to be time based like 0600, 1230, etc
So the darkness setting doesn't actually have to do with night time, it has to do with literally how dark it is? Well that changes a lot lol
alfn86 3 Oct, 2024 @ 10:56pm 
Originally posted by Maku, add Bashou on Ste@m:
Still confused? Ask your zombie customisation below

First we need to understand how data is kept and read, Using zombie speed as an example, each zombie state corresponds to a number, the "strongest" state would often be a value of 1

Sprinter = 1
Fast Shambler = 2
Slow Shambler = 3

Using the default settings, the zombies speed is a fast shambler, which is stage 2.

Zombie Randomisation
1) Enable the zombie stat you want to be randomised. (If you disabled the main stat, this will not work)
2) Adjust the weights for the seed. The values you use will be normalised, meaning if you put 100.0 in all 5 of the weights, the zombie will have a 20% chance to roll that modifier
3) Adjust what the modifier will do if the zombie rolls on that weight

Hi, could you help me with this part?

Like, I saw there is 5 seeds which one with 20% odds for getting some effect.

But my question is: among these 5 seeds just one will be taken as the effect or all these 5 are rolled and then more than one can apply its effect?

Example:

Velocity
Seed1 - 20% - increase 2
Seed2 - 20% - increse 1
Seed3 - 20% - nothing
Seed4 - 20% - decrease 1
Seed5 - 20% - decrease 2

On this case just one among the 5 effects would be chosen or is there a possibility of more than one getting lucky and then changing to a diferent amount (rolled succes on seed 1 and on seed 4, so the final result will be an increase of 1)?
Maku, add Bashou on Ste@m  [developer] 4 Oct, 2024 @ 9:54am 
Originally posted by Jarrod:
Originally posted by Maku, add Bashou on Ste@m:
I would not say that dusk = 0.50 and full night time = 0.75. It is very rare, but I believe a full cloudy and thunderstorm can lower the light levels during day time to trigger "darkness"

"I've seen other mods that affect stuff via time of day use literal "darkness" as the change" This is the same way the mod works, there is another setting to be time based like 0600, 1230, etc
So the darkness setting doesn't actually have to do with night time, it has to do with literally how dark it is? Well that changes a lot lol

Yes, that is correct
Maku, add Bashou on Ste@m  [developer] 4 Oct, 2024 @ 10:00am 
Originally posted by alfn86:
Originally posted by Maku, add Bashou on Ste@m:
Still confused? Ask your zombie customisation below

First we need to understand how data is kept and read, Using zombie speed as an example, each zombie state corresponds to a number, the "strongest" state would often be a value of 1

Sprinter = 1
Fast Shambler = 2
Slow Shambler = 3

Using the default settings, the zombies speed is a fast shambler, which is stage 2.

Zombie Randomisation
1) Enable the zombie stat you want to be randomised. (If you disabled the main stat, this will not work)
2) Adjust the weights for the seed. The values you use will be normalised, meaning if you put 100.0 in all 5 of the weights, the zombie will have a 20% chance to roll that modifier
3) Adjust what the modifier will do if the zombie rolls on that weight

Hi, could you help me with this part?

Like, I saw there is 5 seeds which one with 20% odds for getting some effect.

But my question is: among these 5 seeds just one will be taken as the effect or all these 5 are rolled and then more than one can apply its effect?

Example:

Velocity
Seed1 - 20% - increase 2
Seed2 - 20% - increse 1
Seed3 - 20% - nothing
Seed4 - 20% - decrease 1
Seed5 - 20% - decrease 2

On this case just one among the 5 effects would be chosen or is there a possibility of more than one getting lucky and then changing to a diferent amount (rolled succes on seed 1 and on seed 4, so the final result will be an increase of 1)?

One among the 5 effects will be chosen.

To simplify it, the mod rolls a value of 0.0 - 1.0. If the rolls falls between any of the ranges, the zombie would be assigned that value
Seed1 = 0.00 - 0.2
Seed2 = 0.21 - 0.4
Seed3 = 0.41 - 0.6
Seed4 = 0.61 - 0.8
Seed5 = 0.81 - 1.0

The ranges correspond to the % it was assigned
alfn86 4 Oct, 2024 @ 3:39pm 
I see, and one of those effects will be applied to all the population the same way or for each zombie there is an specific roll?
alfn86 4 Oct, 2024 @ 9:01pm 
What does the values in temperature means?
Like, the preset is -200, zero and 10
Is that the temperature in F, C or none of these?
I would like to understand better this part in order to know what will be the temperature to trigger the effect
HUNTAROH! 5 Oct, 2024 @ 4:25pm 
Originally posted by Maku, add Bashou on Ste@m:
I would not say that dusk = 0.50 and full night time = 0.75. It is very rare, but I believe a full cloudy and thunderstorm can lower the light levels during day time to trigger "darkness"

"I've seen other mods that affect stuff via time of day use literal "darkness" as the change" This is the same way the mod works, there is another setting to be time based like 0600, 1230, etc

Good to know. I thought "Night interval" refers to the time of the night and not the "light level". I wanted to have more active (speed+1) Zs for a couple hours at dusk until it is completely dark. Now I realise, that the speed buff would have also triggered during day with bad weather.. that explains some things in retrospective. I will use the time window then for dusk active zombies and use the light options only for visual stuff. I want to create a day/night cylce for the Zs with a time window of activity and time window with a more relaxed, sleep like stage. Have you considered giving more time windows than two? Four would be great ;)

And thank you, for creating this great mod ;)

-How are the moon phases calculated? Is the moon only during night time active like a weather event or for the entire 3.5 days? Can I see them in game? I'm fairly new to the game, are nights brighter on full moon in vanilla? How to know which moonphase it is?
-What exactly are "update interval" and "update reroll" for?
-If the randomized stats are not saved from seedind, I assume only the weather has an effect on zombies after loading the game? I guess, if I move to another cell the zombies that get active get a fresh randomization roll? What if I go back? Do the already existing Zs that have been virtualized for some time get new seeding rolls or are they normal forever?
Last edited by HUNTAROH!; 5 Oct, 2024 @ 7:42pm
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