Project Zomboid

Project Zomboid

928 ratings
Zombies Fear The Sun
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29.740 KB
30 Jul, 2020 @ 6:01pm
17 Dec, 2024 @ 7:48am
16 Change Notes ( view )

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Zombies Fear The Sun

Description
Makes zombies seek indoors and go inactive at day time.
The zombies seek to go indoors in the morning, and wake up at night, based on time of year.

Settings
Sneak Loudly Chance - chance of waking zombies while sneaking. Default is a tiny chance of getting unlucky.
Wake Building Chance - chance of waking all of the zombies after waking one zombie.
Step Loudly Chance - chance your step is too loud and wakes a zombie.
Hit and Collision Chance - chance you wake a zombie from walking into it (collision), or hitting it.
Lure chance - chance zombies decide to come out at night. Applied to each individual zombie. Default is 75 percent of them will wander outside.
This was inspired by the zombies in the show "Kingdom", and I used a good portion of code in FearTheRain by Stephanus van Zyl AKA Viceroy.

This mod is open source with GPL https://github.com/crispiboi/FearTheSun

Updates
2024-12-16 - 2.3 Sandbox options
  • Make all modifiers variables changable in the sandbox settings menu on a new tab. You can now ignore the default design of this mod and play to your own rules, based on overwhelming demand to change behaviors. Default rules are based on zombie behavior in the show Kingdom.
    2023-02-16 - 2.2 Behavior improvements
  • change the way zombies are initialized. Because it seems zombies are created before buildings they were failing checks for closest building and being set to docile outside.
  • when zombies are initialized they are immediately given a travel command.
  • modify night routine to encourage more zombies to go outside. Improve logic that gives zombies commands.
  • various code comment documentation updates
    2023-02-15 - 2.1 Bug squashing and improvements.
  • add function to calculate if a target is too far
  • add function to lure zombies to a distant target helping in rural areas
  • change some logic on daytime and night time routines to make zombies more likely to move and reduce false positive docile zombies outside
  • change tick calculations slightly to make sure zombies are more likely to move
  • add lure chance to static variables to allow spicing up night time by pushing a certain percentage of zombies outside
    2021-01-07 - change target to avoid error spam.
    2021-01-05 - upload to steam, small change to luresound, turn off loadzombie function due to issues.

    Workshop ID: 2182855819
    Mod ID: FearTheSun
Popular Discussions View All (7)
7
28 Apr, 2023 @ 4:27am
Ungodly amount of error spam // Help Me, I'm Begging you //
Asbolos
6
8 Dec, 2021 @ 5:51pm
Error
Kable
2
2 Aug, 2020 @ 10:24am
The Weather
star
460 Comments
Memati 14 Sep @ 3:01pm 
I wish this actually worked as intended... Would be pretty cool like in "I AM Legend"
IronLungs 3 Sep @ 10:10pm 
can you add banditsV2 support?

local isBandit = zombie:getVariableBoolean("Bandit")
if isBandit then
return;
end
Ciclon153 3 Sep @ 11:12am 
Does this mod still work?
Its not showing up for some reason
chicken leg 18 Jun @ 9:49am 
it doesnt? it kinda does for me
hulasquid 18 Jun @ 12:21am 
Right, but the B42 one the other guy posted doesn't work.
chicken leg 14 Jun @ 9:28am 
@thyfalloutfan23
..? theres literally a version of this for b42? if you just searched it up youd find it
thyfalloutfan23 14 Jun @ 8:52am 
add build 42 DAMMIT PLEASE
Cyrisa 15 May @ 1:38pm 
Is there an option to set this behavior in only urban areas? That way zombies dont flood rural houses.
pointblank98 6 Apr @ 11:41am 
@The InfamousDick Twister :3: Use the Random Zombies mod if you want them to be more similar to Dying Light zombies. I usually set it to 1% crawlers, 5% sprinters, 85% shamblers, and 9% fast shamblers.