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
91 Comments
Maku, add Bashou on Ste@m  [author] 24 Aug @ 11:08am 
@Iadams
Thats a good idea, I will add it to my to do list

@Depraved Arachnophile
Yes, entropy uses days

@Space
From my own testing yes, it works with bandits

@Its Over 9000!!!
Load the modules you want to play with. For your requirement load all the climate modules except for entropy. For Zombies, You can either configure the DZ default zombies to be fast shamblers, or disable them and load the fast shambler preset
Maku, add Bashou on Ste@m  [author] 24 Aug @ 11:05am 
@ezeepeezee,
yes randomisation is removed. You can do a pseudo randomisation by adding the "sprinters", "slow shamblers", etc.

@Wastelander
AFAIK, zombie sight only affects detection radius, If I remember correctly it is like 16 tiles on normal. Once a player is detected, zombies have unlimited range and will track the player until line of sight is broken

@VexyWexy
That was how it worked in b41. The problem is that the method creates a greater memory load since it has to "remember" each zombie stat per zombie. Fine if you like low zombie pop. But a nightmare if you like high population
Its Over 9000!!! 11 Aug @ 12:11am 
I didn't quite understand how to set up my zombies. I want to turn on almost all the modules except entropy for fast wanderers, but so that they are strong and with weak strength. How do I turn on the modules?
Space 3 Aug @ 7:21pm 
Is this compatible with Bandits?
Depraved Arachnophile 27 Jul @ 12:15pm 
What timescale does the entropy option use? Days?
ladams 22 Jul @ 1:34pm 
You should add an option to dynamically check/change zombie stats based on distance to the player, to maximize performance while still improving immersion in the long run. In short, far away = slow updates, close = fast updates
VexyWexy 11 Jul @ 11:45am 
Would it be possible to just have a simple way to have random values for each zombie stat (memory, site, hearing, toughness, strength) instead of a bunch of presets? Like latest B42 has "random between normal and poor" for memory, site and hearing.
Right now you're just limited to the presets and having more presets would just make it so much more complicated to configure. Maybe have a single preset that allows you to just pick "Random between x and y" for each stat?
Rabbit 4 Jul @ 12:20pm 
Fun Zombie Options Ideas for the custom zeds: (assuming using scent of blood, starving zombies, more zombie behavior, thump with friends and such mods)...

"Chaos Sprinter" - high speed but low int, sight, memory, hearing... will run to smells/sounds, etc, but probably not see you on the way.

"Smart Shambler" - slow, but with high cognition and memory - will get there eventually, and open the door for the others...

"Smart Sprinter" - Fast, high cognition but low toughness/strength - good for those fun surprises!

"Pinpoint Shambler" - Slow, but pinpoint hearing, & long memory - these are the ones that will find you and start thumpin' on a door or window to call in the others.

The fact that I can spread out their traits like above, divide by approx percentages, and then have ALL of them dynamically affected by weather/time/worldage/temp/daylight&dark, etc.. is amazing.
Wastelander 27 Jun @ 1:20pm 
i have a question about blind zombies, how blind are they? like don't see at all. could you set them to full blind if you wanted to? thanks
ezeepeezee 16 Jun @ 5:45am 
Am I misunderstanding the settings, or does this mod remove the ability to assign random attributes to zombies the way you can in vanilla?