Project Zomboid

Project Zomboid

413 ratings
Random Zombies - Day and Night
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
445.355 KB
Nov 13, 2022 @ 4:11am
Jul 24, 2024 @ 2:43pm
19 Change Notes ( view )

Subscribe to download
Random Zombies - Day and Night

Description
Add distribution of different type of zombies with two separate distribution sets, one for the day and one for the night. Also a special schedule is available in which you can choose how the zombies act when there is rain, snow or fog.
Works on both single player and multiplayer.

You can decide:

  • When the mods should consider the time being "night" for each season
  • if you want zombies to behave differently in a specific weather (rain, snow, fog) and on which intensity (any, light, average, heavy) of the selected weather.
  • Specifically, if you want only some presets to be enabled (day, night, rain)
  • For each preset, which kind of zombies are more or less common between Crawlers, Shamblers, Fast Shamblers, Sprinters
  • For each preset, how many zombies are going to be flimsy, average or tough in terms of health
  • For each preset, if there is a percentage of "smart" zombies that can open doors and long memory. They *will* hunt you down!

HOW IS THIS WORKING?

The mod will check at the start of your single player session or server start and determine if it's "day", "night" or "special".
"Special" will always have priority over day/night if it's enabled. Then proceed to load the values you decided in the relative preset.

The "Frequency Override" determine how often the zombies in the current active cells are being overridden with the values you selected in the mod. It's in milliseconds which means that the default 7500msc translate to 7.5 seconds.

Until the override runs, the zombies in a cell will behave according to the "proper zombies" settings.

Every in game hour, the mod will check again the day/night/special event and update the preset. Be aware that the mod will not update the preset every hour in case the current preset is already the one that should be assigned.
I considered updating more often to catch the special event as soon as it start but don't want to complicate the logic too much for now. Look at it as "the zombies need some time to get "influenced by the weather" and you have that time to prepare accordingly :)

An example of the SandboxVars configuration block is available here: https://pastebin.com/raw/XUJ60mQj

FAQ

- What I need to do to enable this mod?
By default the day and night distribution is already enabled if you installed and activated the mod. Check that you activated it by opening your "mods" section in game after subscribing. For the details on the default distribution you can check the screenshots in this same page.


- How do I check if the mod is working?
The mod works on both solo and multiplayer (hosted and dedicated servers). If you see something like this[i.imgur.com] on your server/game logs, the mod has loaded and is working as it should. If there is some error happening, you should be able to see it in your server logs or in `C:\Users\[YOURUSERNAME]\Zomboid\Logs\[SOME_DATE_TIME]_DebugLog.txt` for game hosted locally, either single or multiplayer.

- Can I have the special preset trigger for more than one weather pattern?
Unfortunately not. The reason is that I wanted to keep the mod's logic simple and already there are parts that are quite complex. Adding the possibility to have multiple weather detected or all of them would make for a much more complex logic to cover all possible combinations and not just in the code. Also the interface for the options would be quite hellish. This is the main reason I've added support for plugins. So that if you want a niche or specific combination, you can write your own logic and have it load up with higher priority over the regular presets and triggers. However, the plugin example here will do exactly that if you want to try.

- What are the percentages for the weather pattern intensity?
When selecting the special schedule's trigger, you can select the intensity on which the preset actually get triggered. Intensity in the code goes from 0 to 1, using the decimals. The values used as thresholds are:
-- Any means Intensity > 0.0
-- Light means Intensity > 0.3
-- Average means Intensity > 0.5
-- Heavy means Intensity > 0.7

- What if I have multiple plugins with overlapping triggering conditions?
Plugins will require this mod to work (duh!). What determine the priority in the plugins loaded, in case there are more than one, is the order in which they are loaded. A typical order with multiple plugins will be something like:
-- [other mods]
-- rzf_plugin_a
-- rzf_plugin_b
-- randomzombiesfull
-- [other mods]
Assuming plugin_a and plugin_b share the same trigger (let's say "rain and fog") the lower in the list will be the one that gets activated.

BUGS!?

Please report bugs here[github.com], following the instructions provided.
If you don't follow the instructions, I won't be checking on the bug report. I'm sorry to be this harsh but I need to have some clear indication of what/where to check for a bug as this is a free product that I made in my free time and it's a limited resource :)

SOURCE CODE
I believe that open source helps immensely in improving a product, no matter the nature. Also, you could just subscribe the mod and get the source code anyway :D

So here is the official repository[github.com] for it. Contribution and feature requests are welcome. The latter will always be considered as long as they fit the scope of the project. Cheers!

Build 42 Update
Alright so, build 42 is out in an unstable release. I did a couple run in these past days and had chats with other mod devs from the official discord. It seems that b42 is still quite unfinished and lots of things are disabled due to "needing some more work" or very much changed. Zombies are one of those things that have changed, see the "new stealth mechanics" for example. Which means it doesn't make much sense to me to spend time messing with this at this time.

On top of that, the game devs already implemented some more randomisation in the zombie lore options, which I experimented a bit in the couple runs I did. In short, I am not so sure this mod need to keep existing going forward.

Eventually this can be a good moment to write it back from scratch but right now it's more of a "sits and wait". Things are too much *unstable*.

CREDITS

This mod has been made as I needed (and loved) Random Zombies by "Belette" but also wanted a day/night variation as Night Sprinters by "The Illuminati" does. I used the chance to try my hand at modding Project Zomboid.

Random Zombies
Night Sprinters [41.60+]
=====================

Workshop ID: 2888099799
Mod ID: RandomZombiesFull
349 Comments
Fincik09 Mar 8 @ 3:42pm 
Does this work with the day one mod? I'm very new to this so not sure if I messed up. I tried to sleep at around 5am and I got woken up by the nuke going off. Then my character is sped up for a few moments and the world seems to be frozen in time from then on. Other chunks won't load, fire animations glitch out. I was wondering if it was me or if the mods just weren't compatible?
YENKO Feb 15 @ 6:19pm 
i love the fog option to make all zeds sprinters. i have 100% fog and night sprinters and 5% day sprinters. is a bummer you cannot enable fog and rain together
Kyrox Feb 8 @ 12:38am 
@Crius In B42 they added sprinter %s to the sandbox, and also an activity setting for zombies, but there's one problem. If you run the activity setting, and set sprinters to only sprint at night, all you get during the day is unresponsive zombies that barely give chase. You have to sacrifice all of your day zombies to get decent night zombies out of the new dev options.

There's never been more of a better time to continue updating this mod. It's sorely needed and the devs implementation falls short from having the real customization we're all fond of with great mods like this. Please reconsider compatibility with B42. As we sit right now, it's not very good.
davidfaul0204 Jan 13 @ 10:41pm 
I'm having trouble getting this mod to work on a dedicated server. It doesn't seem to want to properly load into the SandboxVars.lua file. It works on solo worlds, and when I host it off my own PC, but doesn't seem to want to work for a dedicated server. I am at a loss.
Crius  [author] Jan 13 @ 1:44pm 
As per description: Please report bugs following the instructions provided
https://github.com/theCrius/project-zomboid-random-zombies-full
crayven_ady Jan 5 @ 4:35am 
41.76 completely not working. I did all settings to get night sprinters and they do nothing. Some randomly sprint but during the day and night. Settings are 100% triple checked.
Crius  [author] Dec 24, 2024 @ 8:27pm 
Build 42 Update
Alright so, build 42 is out in an unstable release. I did a couple run in these past days and had chats with other mod devs from the official discord. It seems that b42 is still quite unfinished and lots of things are disabled due to "needing some more work" or very much changed. Zombies are one of those things that have changed, see the "new stealth mechanics" for example. Which means it doesn't make much sense to me to spend time messing with this at this time.

On top of that, the game devs already implemented some more randomisation in the zombie lore options, which I experimented a bit in the couple runs I did. In short, I am not so sure this mod need to keep existing going forward.

Eventually this can be a good moment to write it back from scratch but right now it's more of a "sits and wait". Things are too much *unstable*.
Arduu Oct 3, 2024 @ 9:34am 
can i run this with random zombies to? or i need to choose one your or normal random zombies
Malz Oct 1, 2024 @ 8:14am 
@Crius if I want to add compatibility for the Bandits mod for my friends and I (Unless I have permission to make a public one, or you want to make one?) Which .lua's do I add local isBandit = zombie:getVariableBoolean("Bandit") to?
aquelarrefox Sep 28, 2024 @ 6:19am 
Is posible as an option to get the special condition when temp go lower than a value in settings for example 2°c, so you don't get sprinters in deep winter, I would love see play that way