Project Zomboid

Project Zomboid

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No Mo Culling (Formerly known as Zombie Fix)
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3.091 MB
16 Dec, 2023 @ 5:37am
23 Dec, 2023 @ 11:03pm
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No Mo Culling (Formerly known as Zombie Fix)

Description
No Mo' Culling (AKA "I want persistent zombies on my server")
Requires manual install (do not just activate the mod in-game! it will do nothing!)

You may or may not have noticed, but your server has forever been plagued with disappearing zombies…

Well say "No Mo!"

What this does

This mod fixes ALL instances of disappearing zombies that plague vanilla servers.

That includes:
- Zombies disappearing above a count of 500
- Zombies disappearing when being kited

As long as your server has zombies, your zombies are getting unduly removed by bugs and purposeful limitations. We fixed those!

Bear with us though, as the awesomeness of this mod will require you to manually install it. Don't worry, it's a very simple process and we'll guide you through it!

Who needs it

Everyone who wants to play Zomboid in multiplayer!

If server files are patched, it affects the entire server (and all its players). If regular game files are patched, it affects the individual player even on an unpatched server.

Everyone should get this and patch their game, but especially server owners should patch their server with it.

How to install

There are two ways to procure the files:
- Subscribe to the mod
OR
- Visit the github link in the pinned discussion below

If you subscribe to the mod, you will find the files in your steam workshop folder under Steam\steamapps\workshop\content\108600\3115293671\mods\No Mo Culling

Here is the full default windows path for your convenience: C:\Program Files (x86)\Steam\steamapps\workshop\content\108600\3115293671\mods\No Mo Culling

If you prefer using github, you will find the files in the latest release. Direct download links included (check the pinned discussion!).



Once you have the files, copy them and navigate to your Project Zomboid game or server install:
- If your server is hosted via the game ("Host" option in menus), find your normal game install
- You can find your game install in your Steam library. Right click Project Zomboid, Manage -> Browse local files.
- For servers, connect via ftp if on a hosting platform, or simply browse to its install folder if on your machine.

Once in the game/server install, browse into zombie\popman (on a server, java\zombie\popman)

Here is the full default windows path: C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\zombie\popman

Paste the files in popman, overwrite and you’re done!

Credits and more info

If you have any questions, please check the FAQ pinned discussions post. If you want more info about zombie disappearances and how the mod works, please check the More Info pinned post.

Credits and Special Thanks to Sooner535{UFIP}, Fed_Cap for their help in figuring out a solution, to everyone sharing in bug forums, and to Retanaru for making the video.

A very special thanks to EnigmaGrey for believing in us and giving us the drive to figure it out.

3D rendered art for the title card by: Ash

Workshop ID: 3115293671
Mod ID: No Mo Culling
Popular Discussions View All (4)
15
28 Apr @ 9:04am
PINNED: F.A.Q
Modinstaller
0
25 Dec, 2023 @ 12:40am
PINNED: More Info
Modinstaller
0
21 Dec, 2023 @ 11:45pm
PINNED: Github Links
Modinstaller
356 Comments
Mopop  [author] 26 Oct @ 6:58pm 
You don't have to add it to your mod list if you don't want to. Though if you ever verify files you'll need to redo the process again, keep that in mind.
[+| CL rautamiekka 20 Oct @ 5:46am 
@Hola Amigo

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.
Hola Amigo 18 Oct @ 11:06pm 
Do i even need to add this to my mod list? Or is it just the file replacement?
Mopop  [author] 16 Oct @ 11:59pm 
Since this is a bug fix and not really a mod, if something new came up in B42 we wouldn't know about it and will not begin testing till we have an official release from TIS.
DarkSmile 15 Oct @ 10:50pm 
Hi could u update this mod for 42 pls, The Death Legion mod came out, which allows you to play online in 42, and I encountered this bug
LTT - iFuuXi3 6 Sep @ 10:21am 
Hello,

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!
Gojita 31 Aug @ 12:12am 
Okay, here is what I understand:

- 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!
Mopop  [author] 29 Aug @ 10:16pm 
Yes it works on existing saves.
Modinstaller  [author] 28 Aug @ 11:40am 
What we noticed is that when the server is patched but not the client and there are more than 500 zombies around, the client will naturally continue parsing zombies and sending requests, which, if I remember correctly, is what shows in your admin panel as "Culled Client". In fact I remember that it would constantly count up to some number then go back to 0 then count up, back to 0 etc..

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.

2/2
Modinstaller  [author] 28 Aug @ 11:40am 
Hey, so it's been a while since we made this so I'm a bit rusty, but from what I can remember, the admin stats panel thing is just visual.

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.

1/2