Project Zomboid

Project Zomboid

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Definitive Zombies B42
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26 Jan @ 5:39pm
2 Jun @ 8:52pm
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Definitive Zombies B42

Description
NOTICE [08 Aug 2025]
Sorry for disappearing for 2 months, I got burnt out doing the moon climate and took a break. I am back and updates will start resuming

This is an early version of Definitive Zombies for B42. Currently it contains zombies randomisation and customisation and a few climate modules. If you want a B41 climate prioritised, please request it in the discussion.

If you are looking for B41, it can be found here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2981571303


What is this mod?
This mod makes zombies react to climate conditions (WIP) while still attempting to be compatible with other zombie lore modifying mods. If you prefer how another mod handles a zombie stat, you can disable the corresponding stat in Definitive Zombies.

Definitive Zombies has been updated to now load modules instead of a single large mod. This allows the user to only choose the modules which they want to use and not be overwhelmed with the large number of sandbox settings unless they choose to.

Definitive Zombies currently comes with 7 zombies modules. All zombies modules are modifiable
  • Default Zombie preset for fast shamblers. Loaded with the Core module.
  • Sprinters Zombie preset for sprinters .
  • Fast Shamblers Zombie preset for fast shamblers.
  • Shamblers Zombie preset for shamblers.
  • Custom A More presets to add variety to your zombies.
  • Custom B More presets to add variety to your zombies.
  • Custom C More presets to add variety to your zombies.

Definitive Zombies currently comes with 9 climate modules. All climate modules are modifiable
  • Daylight gives a boost to the zombie's sight when it is bright. Sight deteriorates when it is dark but gives a boost to their hearing.
  • Time When the in-game clock reaches 2000(8pm) zombies gain a +1 to speed and lasts until the next day at 0600(6pm)
  • Entropy slowly degrades zombies over time, slowly causing them to becoming blind, deaf slow shamblers.
  • Temperature now causes zombies to lose speed as it gets colder.
  • Wind causes zombies to become deaf the louder the wind gets.
  • Rain causes zombies to slowly lose sight and and will eventually become deaf and blind the heavier it gets.
  • Snow makes it slightly harder for zombies to see and track the player.
  • Fog greatly hinders zombies ability to see and track players the thicker it gets.
  • Cloud makes it slightly harder for zombies to see and track the player.

WIP
  1. Add Climate modules from B41
    Moon Cycle

To Do
  1. Add Speech for climates that are not easily observable in the game (Todo from B41)
  2. Rework the "toughness" stat so that it works properly (Todo from B41)
  3. Zombies react to light differently if they are indoors (?) (Todo from B41)
  4. Zombie health affects their stats (?) (Todo from B41)
  5. Frozen zombies when the speed stat gets too low (?) (Todo from B41)
  6. Proper support for randomised zombie lore for each zombie type (B42)
  7. Zomboid Forge compatability? (B42)
  8. Better tooltip descriptions (B42)

DONE
  1. Added zombie module: Default
  2. Added climate module: Fog
  3. Added climate module: Cloud

Compatible
Starving Zombies [B42]
Toppling Zombies [B42]
Wandering Zombies
Partially Compatible
Incompatible
Unknown Compatibility


Bugs, comments, feedback? Let me know in the discussion
Special thanks to the project zomboid discord for answering my questions

Workshop ID: 3415451766
Popular Discussions View All (2)
9
30 Mar @ 8:01pm
Errors inf 42.5.1
Space Donuts
9
22 Feb @ 4:28am
Bug on 42.3.1
Ullatec
101 Comments
Daevinski 25 Oct @ 9:06am 
How the mod is performance-wise, especially while using it alongside other mods like Starving Zombies and Wandering Zombies?
dyson0000 16 Oct @ 12:31pm 
On a B41 server with this mod and Starving Zombies, i've seen normal Z transformed in sprinters after eating a corpse. I don't know if it's a feature imlplemented or just a a random cool effect, but i really appreciated this ! :-)
dyson0000 16 Oct @ 12:26pm 
Did you ever consider to mix "Definitve Zombies" with "Starving Zombies" in a way who would makes, in conjunction whith the Decaying module eventually, regenerates and makes a boost to Zombies who have been reccently fed ?
Just an idea...
xdPleiades🗿 7 Oct @ 8:00am 
It scared me when I was driving in my car right after a beer, and said hey that zomboid looks like a deer, and it sprinted towards me while going 100 miles an hour, strafing for the trees and pulverized the rest of that mf on the street floor underneath my cool beautiful zomboid truck but anyways what made it happen? Like make that guy fast asf because aww hell naw
kosetation 27 Sep @ 9:05pm 
Is it compatible with Yes's Improved Stealth?
marty 27 Sep @ 6:33pm 
Hi @Maku, for some reason I thought you were looking for suggestions of things to add to this mod. Ah well, maybe some day :D
Maku, add Bashou on Ste@m  [author] 24 Sep @ 7:22pm 
@marty
There are some B41 mods which have that function I believe. I am interested in resurrecting them if they become abandoned once B42 is fully released.

For now I will be focusing on my mod
marty 22 Sep @ 1:51am 
Great mod, thanks for making it! My wish list:

1. Zombies go inside buildings at dusk and emerge at dawn

2. Zombies attempt to find shelter when raining

3. A percentage of zombies are silent and stationary inside buildings. They don't move or make noise until they see the player. Like their sleeping and/or waiting for you to find them.
Maku, add Bashou on Ste@m  [author] 18 Sep @ 9:26pm 
@TheKoris68
It is in celsius
TheKoris68 26 Aug @ 11:42am 
the temperature is in celsius or fahrenheit?