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Well, it'll be far easier to download, and update, if you add it to the modlist, you'll just need to always check which mods Steam updated when it does (which you should do anyway, so it ain't specific to this mod) and thus redo the replacement; you should use symlinks (short for symbolic links) instead of copying for that reason, but I dunno if Steam is smart enough to detect a symlink instead of writing to the symlinked file.
I’m running a Project Zomboid B41 server hosted on AxenHost, with the mod " project france " installed. I tried installing the “No Mo Culling (Formerly known as Zombie Fix)” mod to reduce zombie-related bugs in multiplayer. The mod is installed in the correct location. ( java/zombie/popman )
However, after installing it, my server fails to start. The server log mentions a “disk full” error, even though yesterday the server only needed about 9GB of space, and now it still doesn’t start even with 13GB allocated.
I’m not sure why this is happening. Has anyone experienced this issue before, and do you have any guidance on how to make the server run with this mod installed?
i'v try many thing , internet research , chatGPT asking , but nothing seems to work..
Thank you very much for your help!
- Render further zomboid in lower FPS.
- Cut/Black out the one that further away.
But wasn't CPU still memorize them? Feel free to correct me if I'm wrong, I just want to know how exactly does this will boost my server performance? - If you can, walk me through it a lil' bit!
This is why we wrote that it's not strictly necessary for clients to use the patch but it's probably still better to do it because who knows how much cpu/network load the infinite counting adds (we didn't test it extensively). It's over there in the FAQ under "How does this mod increase performance exactly?".
So yes if your client is not patched you will see "Culled" stats but as long as "Server" stays at 0, it doesn't matter.
Now I can't tell you why you still have disappearances. I'd need to see it in action and we'd have to investigate, because that's not normal.
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Basically there's 2 sources of disappearances that we could find, a bug we fixed in the server's code (you're using that fix when patching your server), and a limitation put in by the devs (of 500 zombies max).
For that 500 limit, we initially patched the clientside code that would parse zombies and send requests to the server for deletion. But it was annoying for servers to expect each player to patch their game so eventually we made a hack for servers too, so the code would simply stop handling deletion requests and just never delete anything.
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