Project Zomboid

Project Zomboid

No Mo Culling (Formerly known as Zombie Fix)
351 Comments
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
Tr4ppeR 28 Aug @ 11:38am 
does this work on an exisiting hosted save?
Burryaga 20 Aug @ 3:40am 
Okay, so IF I install this mod on BOTH server AND client, then both values stop culling. The description suggests that only the host needs this, but my testing and the stats page suggests that clients who want to avoid culling also need this.

https://imgur.com/a/eXFW6Oa

I haven't yet gone looking for disappearing zombies visually, but the stats in this image and the one below strongly suggest that having this on client in addition to server will have visible culling consequences.
Burryaga 20 Aug @ 3:14am 
Okay, so after checkin that panel, it seems that the mod successfully prevents serverside culling when installed on server, but not clientside culling. I never see anything culled serverside, but I see many clientside culls. Image for evidence. I suspect this could be the cause of at least some observed disappearances with the mod running, but perhaps they are temporary and would come back under the right circumstances if the server still has them stored.

https://imgur.com/a/qq1d8pJ

I wouldn't expect to see any culling since your page suggests that "the entire server" is affected by a serverside installation, but perhaps I misunderstand what you're saying in your page. Clientside culling does seem to persist, however, with the mod only installed on the server. I'm going to throw it on my client as well and see if this has any effect on the stats page.
Burryaga 20 Aug @ 2:00am 
I'll check that panel and report back. It's entirely possible that what we experienced is not culling on a technical level. Still, the player losing a body doesn't care so much whether it's technically culling as they care that their zombie self disappeared. 😅
Mopop  [author] 19 Aug @ 9:47pm 
I'd need to see a video or something happening. I doubt it's culling though, you can easily check that in the admin panel, statistics and there is a column for culling.

But yeah a video of what is going on would be nice.
Myuuritsu 18 Aug @ 2:36am 
I'm currently experiencing what Burryaga is experiencing, where under bigger hordes zombies seem to stop walking after being kited for awhile or "get stuck in their decision-making process" and then despawn.

Based off of the admin panel, under statistics, under client and server, I observed that the number of "Loaded" zombies, were decreased by an amount equal to the sudden spike in number of "Reusable" Zombies. I can only assume that even with this .java patch, to the code, zombies were still being actively culled.

I have followed the instructions above and patched the dedicated paid server running on Nitrado, and on my computer as well, alongside trying out the patch with the Github version instead. We definitely installed it properly, for all of us.

My group of Zomboid Players would be extremely grateful if we could seek help regarding this issue, as it has ruined some of the high zombie count fights that we geared up for, only for the zombies to just, disappear.
Burryaga 14 Aug @ 5:22pm 
For what it's worth, I can show you via screen share and you can watch it happen if you don't believe me. Your mod was the only Java mod I've tried, so unless a Lua mod can somehow induce culling, or perhaps my host automatically verifies file integrity on every server restart (seems unlikely but I guess theoretically possible to me), my best guess is that there are rare situations that are not handled by this mod.
Burryaga 14 Aug @ 5:11pm 
Yes. It is rather simple to install according to your instructions above. I navigated to java\zombie\popman on my dedicated server and overwrote the files there with the two filles provided in your mod folder. The right files were there, so the instructions made sense, and we may have seen some decrease in culling (though I did not extensively test the degree of culling reduction), but we still got occasional culling, generally in crowded situations where zombies seemed to get stuck in their decision-making process. Since some risk still remained for us, it seemed worth sharing this info with passersby.

Context: I've written about 40 mods for this game, copying files where I'm told to copy them is not a big ask for me.
Mopop  [author] 14 Aug @ 4:21pm 
I've never seen a single zombie culled by this, did you install it properly?

As for it causing crashes sounds like it could be on your end this changes two lines of code that effect the game in a minimal way, unless your crank up zombies far more than your PC can handle.
Burryaga 12 Aug @ 7:53am 
Unfortunately, while this mod may reduce culling, it does not completely address the issue. Zombies that bug out animating or walking still seem to get culled. For those who want a way to restore player data in emergencies where the a player's zombie is culled, Advanced Death Log can help.
therokito 8 Aug @ 8:38pm 
This fix may be broken after the zomboid update last sunday. narrowed it down with every single mod, and this ended up being what fixed the crashes once i removed it.
RainGamma 8 Aug @ 5:25pm 
confused,

NetworkZombiePacker.class fixes disappearances serverside.

ZombieCountOptimiser.class fixes disappearances clientside.

do you put both in the server files? Thats what I did
RainGamma 8 Aug @ 5:23pm 
I have my own server so its in
C:\SteamCMD\steamapps\common\Project Zomboid Dedicated Server\java\zombie\popman

for me, thats where I put it
RainGamma 8 Aug @ 5:17pm 
For some reason zombies still despawn for me, (was just 2 tho)
keyzeyy 3 Aug @ 3:47am 
@GeorgeStand maybe your CorpseRemoval setting on sandbox options is set too low.
GeorgeStand 25 Jul @ 2:35am 
Do you know what could be causing the zombies on the ground to disappear after a while after my friend kills them?

I have everything I need on the server and the zombie hordes don't disappear. But the corpses on the ground for my friend do.

Could it also be caused by his poor connection? Something like desync?

If anyone has had a similar experience and would like to help, I would be happy.

Server is on B41
Varlun 21 Jun @ 12:28pm 
Read the description bud.
null 21 Jun @ 11:25am 
If the server owners add this does the client need to aswell?
Varlun 20 Jun @ 12:00pm 
Which I would actually suspect to be the case, because I don't believe I have any anti-culling mods for B42. Anyway, I've gone back to B41 for the time being to play with a friend.
Varlun 20 Jun @ 11:59am 
There is still a singleplayer setting for culling in B42. Unless they just have the setting there as a leftover from B41 and it doesn't do anything in B42 yet.
Mopop  [author] 20 Jun @ 11:49am 
It's not needed for B42 because B42 is single player and culling is a MP thing. Also just subscribing to the mod does nothing.
Varlun 17 Jun @ 1:06pm 
Not necessary for B42? Or is there a B42 version? I thought I had this mod installed already (maybe I did it a long time ago), but stumbled across this again and I'm not subscribed. I haven't noticed any culling in my games. Pretty sure I'd notice it if they were, I'm playing on 16x. I turn around and all the zombies are still there.
ryland_thomas 6 Jun @ 10:38am 
when installing the filse into the packman folder is it all 4 or just the .class ones ?
Viper 4 Jun @ 12:39am 
it's important to remember that the steam function to "verify integrity of game files" will replace these back to default. If you run a "verify", you'll need to re-overwrite these files again with the mod's versions.
[+| CL rautamiekka 24 May @ 7:46am 
@Goose

Fair enough.
Goose 23 May @ 7:54am 
@[+| CL rautamiekka Thanks, I overlooked that, was tired when I was reading it
[+| CL rautamiekka 23 May @ 6:47am 
@Goose

Read the description.
Mopop  [author] 29 Mar @ 3:12pm 
Welcome to 16x how it was meant to be played.
ЯΞxx 28 Mar @ 4:59am 
Dude, after I've patched my dedicated server with this, zombies just keep coming. They form hordes and hordes. No matter how much I kill lmfao. I killed 3k zombies in a single street. My server has 16x zombie and respawn disabled, but seems that they just don't stop coming.
Mopop  [author] 21 Mar @ 1:17pm 
Have fun, don't die couldn't imagine wandering zombies at 16x, probably die of FPS death first lol.
marshmallow justice 20 Mar @ 11:00pm 
seems to work just fine with WZ on our dedi server. Entered Debug after a number of zombie-related mods added and still see them behaving like WZ intends. Great :)
Mopop  [author] 16 Mar @ 5:22pm 
if you install it correctly, yes.

I don't see an issue with Wandering Zombies, should be fine.
EHOT 16 Mar @ 8:48am 
If I add this mod to my server when I have already created it. The question is , will everything work correctly and will it work for my friends ?
marshmallow justice 14 Mar @ 4:11pm 
will it be ok to use with Wandering Zombies mod?
I dont know if it interacts with the AI that mod does regarding their movements and whatnot (sorry if dumb question)
Mopop  [author] 13 Mar @ 1:56pm 
No your friend doesn't really need it as long as the server has it.

The patch in no way messes with connection so it's just something happening on your end.
leeblee 12 Mar @ 5:40pm 
This seems amazing.

I'm locally hosting a server from the in-game menu. Do my friends also need to manually install the mod or is subscribing sufficient?
huwah2 12 Mar @ 6:47am 
Anyone else have an issue where they add this and their server stops accepting connections? I copied the files to the right place on server side and client side but now I can't connect to my dedicated server, just get a OnP2PSessionConnectFail: "Timeout", it was connecting with no issues before I added this. I don't assume the patch did this itself, but I was hoping someone else has had this issue like this and can recommend a fix that doesn't involve just dumping this, because culling has ended our coop games several times due to large populations popping in behind us when we get out of vehicles, we've also had multiple issues with zombies stopping 10 feet from us after running across the entire chunk.
StankyLeg 1 Mar @ 4:40am 
Amazing file.
I have a server running using outside service.
Uploading this to the server config files AND replacing game files in steam files fixed zombies despawning and MAX cap.
THANKS!
Mopop  [author] 19 Feb @ 1:05pm 
Err...no habla bro.
Tnaz.v 18 Feb @ 8:08pm 
hay alguna forma de optimizar los zombies pero que no tenga la opción de que no desaparezcan los zombies? porque tranca mucho la sincronización con los otros jugadores al hacer que no desaparezcan
Mopop  [author] 1 Feb @ 1:46pm 
This in no way touches the network files so it is an issue on the servers side.
✪ t1di 1 Feb @ 12:10pm 
After adding the .class files, I can no longer join my server? :D
DJ Light 1 Feb @ 11:29am 
Damn, alright. I appreciate the response.
Mopop  [author] 1 Feb @ 10:19am 
Vanishing zombies on death is a totally different issue having to do with the games massive desync issues.

This is for culling and stale zombies.
DJ Light 30 Jan @ 10:00pm 
Zombies are still disappearing after installing this mod properly.

Using the "Host" button, dragged both files in the correct path on both my computer and my friends computer. Started a fresh/new game and still 75% of the time, when you kill a zombie, they just go poof.

Is there something I am missing?