Project Zomboid

Project Zomboid

More Zombie Behavior
80 Comments
Morry  [author] 27 Sep @ 9:47am 
@pisun
That's probably caused by the flocking behavior, which hasn't been completely optimized and is quite heavy. But there are sandbox settings to lower the amount of times it is executed.
Worst case you could disable the whole behavior, if you also want to use wandering zombies
pisun 27 Sep @ 7:49am 
aslo for god sake dont ever try to use this with wandering zombies or you would experince 2 fps
pisun 27 Sep @ 7:48am 
Thanks dude.:steamhearteyes:
Morry  [author] 27 Sep @ 7:32am 
I've updated the java files
Morry  [author] 27 Sep @ 2:36am 
@pisun Disable both intercept behaviors or use the java mod. However the Indie Stone just released 42.12 so the java mod might be incompatible.

@KemonoAmigo I'll make a new one just in case, hopefully sometime this weekend.
KemonoAmigo 26 Sep @ 8:05pm 
I think 42.12 changed the Java files (IsoZombie$Aggro.class, etc etc). I'm not 100% sure but they did these files changed their "Date modified" when the game updated.
pisun 26 Sep @ 1:45pm 
how can i disable "sliding zombies" thing.
Morry  [author] 6 Sep @ 4:15am 
I fixed the issue with Move during attack being faster than intended on lower frame rates.
I called the wrong movement function, so some multiplier was applied twice.
Morry  [author] 5 Sep @ 1:48pm 
@NonstickSQYD Thank you for the response. I've managed to reproduce the issue by locking the framerate to 24. Apparently the timedelta is not doing what I expected it to do.
So currently the speed up and move during attack do not work as intended with a low fps.
I'm going to try to fix it this weekend
NonstickSQYD 3 Sep @ 1:18pm 
horrible fps i can maybe get around 12-15 if im lucky
shitty pc
Morry  [author] 3 Sep @ 10:12am 
@NonstickSQYD Individual behaviors can be turned off as sandbox options. And the speed up behavior compounds with the move during attack one.

Literal teleportation should not happen. If it did, could you please tell me at what kind of FPS you run the game?
NonstickSQYD 3 Sep @ 8:58am 
i really like the behavior of the flocking and everything else but the zombies being able to move while grappling / biting is so unbelievably busted it has ended like 2 runs for me bc zombies would just teleport grab me so im gonna have to remove this one but more power to anyone who enjoys that
Chungus Libre 27 Aug @ 8:45pm 
Anyone else think the thumbnail looks like a zed taking some pipe? 😂
Migs 20 Aug @ 12:20pm 
Awesome mod, the flocking behaviour makes even shamblers harder to fight.

The sliding is okay with shamblers, but with sprinters it can get quite buggy, one sprinter that was going after me slided like 8 tiles in 1 second hahah
APPLEPIE 9 Aug @ 11:37pm 
i hope Boids/Flocking behavior works on b41 too :)
it looks very realistic
Morry  [author] 31 Jul @ 12:05am 
@Mongrel Man
A wander behavior related to the flocking behavior.
The intention is to make zombies walk randomly without using the path planning algorithm, but instead just a direction to walk into. Which can be adjusted by multiple things such as random chance or nearby zombies. Which hopefully will make them more "dynamic"

You can turn it on in the sandbox settings, but I do not recommend that as it's still in active development and doesn't work as intended yet.
Mongrel Man 30 Jul @ 1:25pm 
What is kinematic wander that you mentioned in recent patch notes?
Morry  [author] 29 Jun @ 1:53am 
@Kaoeutsu I looked into it and I forgot that I never added the compatibility with bandits for B41. So it's only compatible in B42.

I added a table with earlier mentioned compatibilities from the comments section to the mod description. So there's a proper place to check compatibility
Morry  [author] 28 Jun @ 12:55am 
@Kaoeutsu Thank you for the report, I will try to reproduce the issue when I have time
Deathburger195 27 Jun @ 10:02pm 
I can confirm they work together! And the zombies slower actually mitigates the sliding to almost unnoticeable,
Deathburger195 25 Jun @ 10:54pm 
I want to use this with "The walking Dead shamblers" mod. Which makes the zombies slower and not lunge, do you know if there is a way they would clash? Or what order i should put them in?
Kaoeutsu 25 Jun @ 6:55pm 
NOT compatible with Bandits, at least not with Bandits V2 in B41 which was the version I tested. Bandits will move weirdly and not attack players and other zombies.
Morry  [author] 17 Jun @ 12:14pm 
@Ryan It's explicitly made compatible with bandits, I assume week one works the same.
Wandering zombies should be compatible
Starving zombies has the same author and probably works similarly, so I assume it is ok. But I haven't explicitly looked at the code

Incompatibilities will most likely occur with mods that also change animations of zombies
Ryan 17 Jun @ 7:41am 
@Morry any incompatibilities? is it fully compatible with starving zombies, wandering zombies & week one mod?
Morry  [author] 7 Jun @ 3:57am 
@SIMBAproduz
The sliding you describe happens because I cannot use the current movement system, because the game overrides my inputs in most zombie states. So instead I use an older method that moves zombies without taking rotation into account.

The "sliding" technically happens always whenever the mod changes any movement, but probably is most noticable when zombies are nearby. For now the best suggestion I have for you is to turn off both "Intercept" behaviors in the sandbox options. This should reduce the sliding significantly

I have requested a fix for overridden movement. But whether it gets fixed and when I don't know.
In the future, given that it isn't fixed already, I will look into making an optional java mod to fix it.
SIMBAproduz 7 Jun @ 1:30am 
The idea behind this mod is great, especially when it comes to the way the zombies spread out and no longer form those "drops". But unfortunately, what allows this also ends up breaking the experience for me. The way the zombies move by sliding when I'm close to them made it impossible for me to keep this mod active for very long. But I really appreciate the work you've done so far, really. If you'll allow me to make a suggestion, I don't know if it would be possible, but if the mod's effect only worked for zombies that were at least 5 to 10 tiles away from the player? Would that "solve" my issue? I wouldn't want to make the game as complicated as the idea here is. I would just like to have a slightly more organic and less predictable movement of the zombies, focusing on a more cinematic gameplay that isn't as overwhelming as you propose, with a sandbox option.
Morry  [author] 2 Jun @ 1:35pm 
@Illtor
I managed to reproduce the invisible zombies, but it doesn't seem to happen consistently. I'm not familiar how the split-screen works but it might be some kind of desync.

I moved all server files to the client for v2, as multiplayer doesn't exist in b42 atm anyway.
I'm not sure if this fixes the issue, but it's the only thing I can think of which might be the problem. Assuming this mod is is the cause of the issue
Acid Green 31 May @ 7:16am 
idea: bullet sponge behavior where zombies dont stop moving when getting shot
Illtor 29 May @ 4:33pm 
42.8

Running with the Bandits mods, as well as Melee Ragdoll if that helps.
In single-player I have no issue with your mod.
Morry  [author] 29 May @ 11:21am 
@Illtor I tested it and cannot reproduce what you're experiencing. What version are you on and are you using other mods as well?
Illtor 29 May @ 6:23am 
When playing local-split screen on the same computer with this mod enabled Player 2 cannot see the zombies until they are killed.
Morry  [author] 29 May @ 5:09am 
"Wandering Zombies" uses a different way to move zombies, there should be no overlap and the mods should be compatible.

"Definitive zombies" seems to overwrite sandbox values. Which this mod does not, it only adds new ones. So they should be compatible.
Cyrisa 29 May @ 2:48am 
Yes I wonder if this works with Wandering zombies's horde mode mechanic as well.
Mongrel Man 28 May @ 7:04pm 
Also is it compatible with "Wandering Zombies?"
Mongrel Man 28 May @ 7:01pm 
is this mod compatible with "Definitive Zombies: (B42)?
Morry  [author] 27 Apr @ 3:21am 
@Gootube
I haven't tried that myself so I can't say for sure.
This mod also overwrites animation files. So maybe if you set the loading order so "Fast Shamblers" comes after this mod, then I think it'll keep that mod's animation files instead. And then turning of the speed up, should hopefully give you the wanted result.

And regarding the "Move during attack", it is as you ask. There's no new animation, just extra movement. So it might look a bit jank.
Gootube 25 Apr @ 7:56pm 
Hi, I want to ask if this mod works with the mod "Faster Shambler".
What that mod does is: Replace walk and lunge animation files of "Fast Shambler" zombies with a sped up version, which results in "Fast Shamber" zombies moving faster for a fixed 20%
Can I make that mod compatible with this mod by turning off "Speed up during chase" in sandbox?

Another question is: Does "Move during attack" feature makes zombies look like they are "flying" (moving without taking steps) during attack animation?
Morry  [author] 20 Apr @ 8:03am 
For my context.
Were you running past a zombie? Because depending on the sandbox settings, this is intentional. With a max sped up zombie this can happen.
If you're running away from a zombie, shamblers should not be able to outrun you with the default settings.
Jakub_Puchaty537 20 Apr @ 12:51am 
Bro i was sprinting and zombie was bitting me XD
supercrysisrunner 18 Mar @ 8:40am 
These are TWD zombie level !!
Construct 14 Mar @ 1:21pm 
sorry for the confusion lol
Construct 14 Mar @ 12:57pm 
reinstalling it worked!
Construct 14 Mar @ 12:57pm 
the mod was behind a update for whatever reason
Construct 14 Mar @ 12:57pm 
Sorry morry! turns out my mod didnt update right!
Construct 14 Mar @ 12:43pm 
No, I'm on B42
Morry  [author] 14 Mar @ 2:16am 
@Construct Are you using build 41? Because I only added it to 42. And I'll add it to b41 this weekend.

If not, there should be a toggle with the options to speed up, slow down or none.
Construct 13 Mar @ 8:30pm 
@Morry I do not see a option to slow them down in the sandbox settings. Perhaps something is config'd wrong?
Construct 13 Mar @ 5:51pm 
Nice @Morry thanks alot dude.
Morry  [author] 13 Mar @ 1:59pm 
@Construct I added a slowdown option. It uses the exact same mechanics as the speedup but slows down instead. I'll probably add some way of editing the amount of slowdown/speedup later. But this also contains a fix for speed up in general so I wanted to get this out the door fast
Construct 4 Mar @ 12:56pm 
gotcha! thank you for that!