Project Zomboid

Project Zomboid

Undying Zombies (Immersive Respawn Replacement)
51 Comments
 [author] 3 Sep @ 6:36pm 
@Stylish Killer The zombie will continue to rise endlessly until you destroy its body.
Stylish Killer 3 Sep @ 3:15pm 
So if I am getting this straight: this mod gives a zombie a single timed instance of getting back up? Or does the timer reset after each failed attempt and keep looping until the zombie comes back?
. 1 Sep @ 8:49am 
Best mod
 [author] 1 Sep @ 3:52am 
@M1ST0R Works together, skeletons will also rise.

@Kr¡tZw!nG I already answered this question below.
M1ST0R 1 Sep @ 3:24am 
compatibility with Starving Zombies?
bug 1 Sep @ 12:01am 
Very cool mod, a lot better than the vanilla system.
p6kocka 31 Aug @ 9:23am 
@hborrowdaledrew
what´s the name of the mod which lets you start the game with corpses all over the place please?
Kr¡tZw!nG 31 Aug @ 7:49am 
Can you do a b41 version?
ZeisHauten 31 Aug @ 2:45am 
Holy molly this mod is great! is it usable on an existing save file? no matter im gonna start a new game with your mod anyway! hurraahh!
borrowdaledrew 30 Aug @ 5:46am 
also found there is a mod that litters the world with corpses at the start of the world gen. This could also make a great coupling with this mod. Turning the respawns off or low and having the revival ranges be wide could make for an interesting alternative to zombie spawnings
borrowdaledrew 30 Aug @ 5:44am 
lol ok, the bonebois can stay :D

I officially rescind my request for the skeli lads to stay sleeping :)
UsatoAsashi 29 Aug @ 3:34am 
will dead time count toward the corpse decay time or it will reset after each revive?
ich bin meow 28 Aug @ 11:42am 
this might be a bit random but could you make mod that decreases zombie spawns with weapons
 [author] 28 Aug @ 11:24am 
@Naked Buffalo Did you check out alternative mods? There are at least four high-quality weapon mods for Build 42.
Naked Buffalo 28 Aug @ 11:20am 
I'm never moving to B42 at this point. If Brita can't port his mod over to 42, I'm never switching lmao. It's crazy what 1 mod can do.
Razor 28 Aug @ 9:20am 
When I read 2 years of unstable my heart stopped for a moment
 [author] 28 Aug @ 1:17am 
@Scroobles McDoodle Build 42 unstable was released 8 months ago. Build 41 was an unstable version for 2 years, BUT it required rebuilding multiplayer from scratch, in Build 42, there's no need for that. I think they'll most likely finish the work by January 2026, but maybe not.
Scroobles McDoodle 27 Aug @ 8:47pm 
Was going to ask if you'd be willing to backport it B41 but then I saw you'd already addressed that down below. Fair enough. On that note...

"Build 41 very soon is becoming irrelevant: Build 42 is about to fully release in 2-3 months and once that happens, Build 41 will be outdated."

Yeah I'm gonna need a source on that. One that isn't just "trust me bro". Have TIS said anything about that happening?
Rice-g 27 Aug @ 6:01pm 
holy bone z walking. imma start a new play with this starving and undying. thank for making this mod Author
 [author] 27 Aug @ 3:23pm 
@Abe No, the code of this mod is triggered at the moment a zombie is killed (it determines the chance of whether it will resurrect, and also sets a timer for when it will happen).
Abe 27 Aug @ 3:17pm 
There was a mod that did a similar thing before, the problem was that it generated an absurd amount of logs (gbs and gbs) cause the reanimations. Do you know if this mod does the same? Thank you.
Ghost Tripper 27 Aug @ 2:11pm 
SAVE THE SKELEBOiS
TheJoleTrain 27 Aug @ 1:59pm 
Agreed with the skeletons. Amazing way to turn the game into true horror.
Scklink 27 Aug @ 12:19pm 
No no the bone skeletons sound amazing. How is that even a problem. Actually make this a feature
borrowdaledrew 27 Aug @ 11:51am 
Great mod, just one small issue (if you can call it that) is that, i'm getting lots of skellie bois walking around. I have the Starving mod that has the zombies eat fallen corpses down to the bones. This results in those skeletons getting up and walking about the place being all spooky like. Any change to have bone stage zombies staying down?
 [author] 27 Aug @ 10:34am 
@jlcarneiro @Fancy_Force I don’t want porting this mod to Build 41 because of multiple reasons:

- Multiplayer Issues on Build 41: This mod simply won’t work properly in multiplayer on Build 41. Even if I tried to support it, it would be buggy and unstable.

- Build 41 very soon is becoming irrelevant: Build 42 is about to fully release in 2-3 months and once that happens, Build 41 will be outdated.

- Stability of Build 42: As of version 42.11, there are no major game-breaking bugs, and it’s fully playable. If you’re worried about losing saves when 42.12 arrives, you can simply turn off auto-updates.

The upgrade is absolutely worth it. Build 42 adds tons of new features that I personally can’t imagine playing without anymore, plus the optimization is on another level. For example, in Build 41 I had 40–50 FPS around massive hordes. On Build 42, I get 150–180 FPS in the same situations.
jlcarneiro 27 Aug @ 7:35am 
@Fancy_Force Great suggestion! I second that!
Fancy_Force 27 Aug @ 5:02am 
Is there a possibility of you back-porting it to Build 41?
Epsilon-11 26 Aug @ 12:27pm 
Can you add that a headshot kills them permanently? Like in resident evil 1?
 [author] 26 Aug @ 9:07am 
@MilaYanska If you change the sandbox settings than it should probably, i didn't test it.
MilaYanska 26 Aug @ 8:55am 
Thank you so much for the update!

Will the update affect already dead zeds on the existing save?
 [author] 26 Aug @ 8:39am 
Updated the mod, new features added:

- Adjustable Revival Chance

- Option to set Revival Time as Random between Min and Max hours
Diógenes 26 Aug @ 7:46am 
new game?
 [author] 26 Aug @ 5:42am 
@ManaJun It's only for build 42, there is no MP in b42 yet.
ManaJun 26 Aug @ 5:18am 
is this multiplayer compatible?
 [author] 26 Aug @ 1:02am 
@Zaxis, Kell of Rocha @dylanbaker8689 Skeletons come back to life too.
dylanbaker8689 25 Aug @ 10:25pm 
compatible with the starving zombies mod? if they eat the corpse will it come back or no? thanks!
ApexM25YT 25 Aug @ 9:24pm 
literalmente descargue este mod lo puse en mi partida sin querer y entre a mi casa en Grapeseed y me devoraron
8hoursofsleep 25 Aug @ 8:46pm 
Great concept! Glad to see it!
Jeff Hickens. 25 Aug @ 8:31pm 
never leaving bodies in the house again 😨
Zaxis, Kell of Rocha 25 Aug @ 7:09pm 
Just wanted to ask, if a corpse gets eaten, will the skeleton come to life or will it stay dead
 [author] 25 Aug @ 4:21pm 
@TheKoris68 When I fix my PC, I’ll add an option with a percentage setting, so you can choose what percentage of zombies reanimate. I’ll also add a feature that lets zombies respawn after different time intervals (based on the player’s min/max values in sandbox settings).
 [author] 25 Aug @ 4:17pm 
@Ssaulabby No, if you bury or burn them, they do not come back.
TheKoris68 25 Aug @ 3:35pm 
pls add a % chance for this so not every zombie will reanimate
Ssaulabby 25 Aug @ 3:12pm 
Thank you for this mod. one question for you though cuz the instruction isn't clear to me. Does "Burning , buring" the corpse also bring them back? Because the sentence sounds like they do but from my understanding, when their bodies disappear the game delete the obj. data from the game.
 [author] 25 Aug @ 9:58am 
@GLOCKSTAR69 Thank you!
GLOCKSTAR69 25 Aug @ 8:04am 
This mod is amazing honestly. Makes Week One playthrough much more interesting. (I also use the susceptible mod which makes the virus airborne) so if one of the bandits or human NPCs gets killed the airborne virus gets to them after a bit and they reanimate
MilaYanska 25 Aug @ 3:01am 
Thanks a lot! Looking forward to it!
 [author] 25 Aug @ 2:42am 
@MilaYanska It’s triggered after each zombie’s death. I’m going to include a min/max feature soon.
MilaYanska 24 Aug @ 6:46pm 
I wanted to ask, is the revival timer triggered after each zombie death or at the game start? If it is triggered per each zombie death, could it be possible to set up min/max revival time? This way it would make the game more unpredictable as we would not know the exact revival time. Thanks