Project Zomboid

Project Zomboid

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CDDA Zombies
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File Size
Posted
Updated
4.035 MB
Feb 11, 2022 @ 4:23am
Mar 27 @ 2:04am
50 Change Notes ( view )

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CDDA Zombies

Description
Attention:
This mod is still WIP and may have bugs in Multiplayer!
If you want to use this mod on your server, be prepared to meet bugs at any time.
If you do meet any bug with this mod, I apologize and want to know details about it.
Thank you for using this mod!
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Adds several types of zombies from CDDA.
Feral Z - Speed: Fast, HP: Normal
Tough Z - Speed: Normal HP: High
Fat Z - Speed: Slow HP: High
Skeleton - Speed: Normal HP: Low
Decayed Z- Speed: Slow HP: Normal
Crawler - Speed: Very Low HP: Normal
Necromancer Z - Speed: Slow HP: Normal (Can reanimate nearby corpses)
Brute Z - Speed: Fast HP: High (Can push player when attacking)
Wrestler Z - Speed: Normal HP: High (Can push player when attacking)
Screamer Z - Speed: Normal HP: Normal (Can scream when following target)
Screecher Z - Speed: Normal HP: Normal (Can scream louder when following target)
Grabber Z - Speed: Normal HP: Normal (Can grab player)
Master Z - Speed: Normal HP: Normal (Can evolve nearby zombies)
Child Z - Speed: Normal HP: Low (Killing it will make you unhappy)
Firefighter Z - Speed: Normal HP: Normal (Immune to fire)
Survivor Z - Speed: Normal HP: Normal (Turned player, can open door)
You will also find: Cop Z, Hazmat Z, Soldier Z...

Workshop ID: 2749928925
Mod ID: CDDA_Zombie
Mod ID: CDDA_Zombies_Overhaul_CN
Mod ID: CDDA_Zomboids_CN
Popular Discussions View All (13)
5
Aug 17 @ 11:33am
How's the stability in multiplayer?
K
4
Aug 30 @ 4:21am
The console shows an error
Mcloce
1
Oct 22, 2025 @ 5:01pm
Mod option bug
DarkzKnight
478 Comments
Aug 31 @ 6:09am 
Author, please add compatibility for Bandits.
Aug 30 @ 4:20am 
Author, please add compatibility for Bandits.
Aug 28 @ 8:25am 
Is that what that does, @SinsOfSolitude? Will that also alter the zombies strength to destroy barricades?
Aug 27 @ 9:41pm 
Okay, the HP issue comes from EvoFactor. The calculation is a bit too extreme. For a world that has been active for 280 days, the base HP multiplier from EvoFactor 2 is 6.5x. At 50 it would be 140x base health. Even setting EvoFactor to 1 is a bit extreme with a 3.8x multiplier. This absurd scaling essentially makes that feature un-usable.

If in the calculation "local HP=1+getGameTime():getNightsSurvived()*CDDA.EvoFactor/100" the EvoFactor divisor would be set to around 1825 instead of 100, this would make the evolution setting a lot more usable and it would scale better with long lasting saves/servers. With this setting, at day 365 with evo factor set to 100, the zombie health scaling would be 21x their base health. I think this is more than fair.
Aug 27 @ 8:21pm 
If used together with Bandits, the mod causes thousands of errors; please fix this.
Aug 27 @ 5:44pm 
Works on B42.20.4 multiplayer. Unsure if it has any bugs or anything, but initial testing shows full functionality. Only possible bug I think there might be would be with the zombie HP. Having it set on random in vanilla options seems to make every zombie have twice the suparhuman toughness, takes multiple headshots to even kill a downed zombie. Setting toughness to normal seems to be a good middleground.
Aug 25 @ 4:37am 
请问可以授权我修改这个MOD吗?
Aug 22 @ 4:47am 
B42 please
Aug 20 @ 8:37pm 
B42 please
Aug 19 @ 5:28am 
Any updates ?