Project Zomboid

Project Zomboid

CDDA Zomboids
872 Comments
Qxx Oct 31 @ 2:42am 
Regardless, REALLY cool mod!!!!
Qxx Oct 31 @ 2:42am 
To be honest, the closest CDDA can get to a 3d game without major code rewrite is using one of the isometric tilesets, which make the game very similar in perspective to zomboid. However, theyre not really well maintained, so a lot of the sprites are missing/dont match.
DETOX  [author] Oct 30 @ 2:16pm 
There is a possibility for CDDA to be 3d if a game engine can integrate all the cdda files and read them as custom zombies and items vehicules,

The only thing is the engine will require to have "basic survival gameplay" to re-import the insane amount of stuff of cdda. plus making all the models and animations i wish some day maybe!
DETOX  [author] Oct 30 @ 2:13pm 
@Finn i mean if we can create custom animals and zombie once hell yeah but the rest is way to much lol, cdda is a great game.
Finn Oct 30 @ 12:56am 
Great and now all other stuff fromm cdda pls!(mutations,cyberparts,weird portals,crafting own vehicles,magic etc.) Get finally the greatest survival game on the next lvl!😅
DETOX  [author] Oct 25 @ 2:45am 
@White Gorilla haha no no it is stupid, i too doomed my character when fighting a swat z infront of my beatufil ak, lovely times i miss died standing i guess ...
an RPG would've worked better :)
White Gorilla Oct 25 @ 2:42am 
ok thanks, i apologise for saying its stupid and understand that it was just a bandaid fix
DETOX  [author] Oct 25 @ 2:34am 
@White Gorilla

No but i did it in a diffrent way, i did a check to zombie armor and if it matchs the type with armor against weapons it will modify thier health, but the issue persisted no matter what the zombie despawns or unloads after soaking bullets as if the game knows that this is not possible.

if i return modding i can try this idea with giving them good armor against bullets, since B42 has a new system with hitpoints maybe it could work nicely


You can uncheck the Immune to bullets inside abilities if you are a gun user
White Gorilla Oct 25 @ 2:27am 
have you tried instead of modifying the zombies giving them hidden armour that players cant see or take from the inventory? kind of a ♥♥♥♥♥♥♥♥ solution but its an idea
DETOX  [author] Oct 25 @ 2:24am 
@White Gorilla PZ bugs out and despawns them after few hits due to this, i added the immunity.
i have though out a multiplier for each tanking types
police with a 0.75, Swat 0.5 Jugg 0.25
but i stopped working on PZ
White Gorilla Oct 24 @ 2:47pm 
regen on getting hit by a specific damage type is ♥♥♥♥♥♥♥ stupid and nothing should be "immune" just harder, why isnt it just a flat damage resist
Zrim Oct 21 @ 5:58pm 
The spawn rates seems to be working fine for us, nothing too crazy and seems reasonable. Only that Juggernaut & Skeleton still appeared after we uncheck it or set to 0.0. Anyway, Thank you for your hardwork! :steamthumbsup:
DETOX  [author] Oct 20 @ 9:34am 
@Zrim

Juggernauts are clothing-based types; if you uncheck the box, they’ll revert to normal zombies.

The current system is too weak to properly manage spawn rates. I released an update to the experimental version but stopped working on it. That version included tougher zombies that spawn over time, along with options to control the days before spawn.
Zrim Oct 19 @ 2:32pm 
Somehow when I set Juggernaut and Skeleton zombies spawn rate to 0.0, they still appear in the world even after fully wipe. Am I doing something wrong? Though the juggernaut will disappeared after killing it.
DETOX  [author] Oct 3 @ 2:08pm 
Indeed but the multipier is small so you can if you are crazy shoot it before even having the time to regen those bullets convert to health
7isAnOddNumber Oct 3 @ 2:06pm 
Good god, that's ridiculous. Even in CDDA they're mildly vulnerable to bullets.
DETOX  [author] Oct 3 @ 2:02pm 
@7isAnOddNumber Hello sorry its a typo : it means it will regen for each bullet taken so use melee or spears to counter it.

@Zara ♡ Hello no its not B42 but if you want to play the b42 version search for CDDA Zombies as the original is updated to b42
Zara ♡ Sep 30 @ 11:17am 
I keep seeing this mod(And other sub mods for this mod) pop up on recommendation feed, Haven't heard of it until now(Surprisingly). Is there a B42 version available?
7isAnOddNumber Sep 27 @ 9:21pm 
What exactly do you mean by hulks and juggernauts being immune to bullets? The description says “each time you shoot you will the health by x2” which doesn’t mean anything
DETOX  [author] Sep 13 @ 5:37pm 
@Crud no problem have fun

@Tactical there is no commands to spawn them, you can only spawn ztypes with outfits based zombies such as ccps, hazmats and more
Tactical Hobbit Sep 13 @ 7:21am 
Is there a way to specifically spawn the zombie types for testing purposes?
Belly Slug Sep 12 @ 12:38pm 
I forgot to correct myself- my bad. The issue I was experiencing was caused by the Authentic Z/CDDA zombies version of the mod- I misread and assumed it required this as a dependency so I had both installed.

(♥♥♥♥ that mod anyways, why the ♥♥♥♥ are all the screamers and screachers SANTA?)
DETOX  [author] Sep 12 @ 11:14am 
Notice about the Mod
Since I no longer have time to code or improve the codebase, this mod is released under fair use. That means anyone is free to re-upload, modify, or update it (including for builds b41 and b42).

Big thanks to HW_Lover for the original base code!
DETOX  [author] Sep 12 @ 11:12am 
@Crud Bellycream Hello, it shouldn’t spawn them.
If the spawn rate errors out and they do spawn, another fix is to disable their abilities.
Belly Slug Sep 3 @ 10:33am 
Unfortunately I'm having an issue where any change to cdda spawn rates is immediately reverted. There's screamers and shriekers EVERYWHERE
DETOX  [author] Aug 9 @ 3:44pm 
Yes it is:)
j2 Aug 4 @ 6:05am 
Sorry if it was asked already but is this compatible with Bandits mod?? I know the other cdda is not. Thanks in advance!!
DETOX  [author] Jul 18 @ 4:52am 
Character traits:
-Truth Teller
-Skilled Liar
(Both are configurable.)
Zombie immunities (configurable by the player):
-Long blunt weapons
-Short blunt (main hands only, including modded weapons and shoves)
-Firearms
-Spears and axes
-None
-All
DETOX  [author] Jul 18 @ 4:52am 
@Raccoon Tony
Last time I checked Trello, Juggernauts were the only ones with bullet immunity. They're very slow and only spawn at military locations.
The Skeletal Juggernaut was going to be different. Since it’s made of sharpened bones, its main trait is immunity to long-range melee weapons like spears. It can still soak bullets like a cop zombie. These will have 3D models and only spawn near or inside military bases, and even then, very rarely.
In the experimental build, I had stopped development on the Hulk-type. It was overpowered in some cases and too weak in others. I added an info panel (like in CDDA) that gives you details about the type you’re fighting. Depending on your character’s traits, you can either describe it accurately or lie using lore-friendly text.
Raccoon Tony Jul 17 @ 9:03pm 
@DETOX That's a crazy response time, dude these complaints are just me being picky about very minor inconveniences in the mod. I can just change the screecher and screamer to not be able to scream/screech which is a big plus with the configs. I think it would be nice to have a strong zombie but making them immune to bullets would make it quite hard to kill as the stronger something is the more risk you have when fighting them up close making it quite challenging to take them out without taking damage especially if they are surrounded by other zombies.
DETOX  [author] Jul 17 @ 4:30am 
had to use gpt mine was not as clear :P
DETOX  [author] Jul 17 @ 4:29am 
@Raccoon Tony
Currently, the "Immune to Bullets" ability is not a finalized mechanic. It was implemented primarily for convenience and performance reasons especially to reuse the effect across multiple zombie types. Due to engine limitations, too many bullet impacts can cause issues such as despawning or deloading zombies after being hit repeatedly.The "Immune to Bullets" mechanic will be removed from most high-protection zombie types.
For example:
- Cops will still take more bullets than regular zombies.
- SWAT units will soak up even more damage, with the bullet resistance clearly tied to their armor appearance.
This change aims to make bullet resistance feel logical and grounded rather than abstract or invisible.
Future Role of "Immune to Bullets":
It will become a very rare trait, possibly reserved for one or two of the largest and most powerful zombie types only.
The goal is to make it a special-case ability, not a generic stand-in for tankiness.
DETOX  [author] Jul 17 @ 4:28am 
@ElZavier, Thank you, and in the future MP b42 i'm going to rebuild this mod.
@Raccoon Tony, Screamers and Screechers Behavior
Screamers and Screechers share the same core ability, but Screechers have a slightly greater range. While both are designed to spawn less frequently than other zombie types, an unlucky spawn roll can still result in a noticeable number appearing.
Raccoon Tony Jul 17 @ 2:28am 
I love this mod so much but I feel like the screamer and screecher are too op maybe im just new and suck at the game but there'd be domino effects of screamer/screecher > running to drop aggro > finding another screamer/screecher and rinse and repeat. Also for the sheriff, police, swat, and any other zombie that bypasses bullet damage can you consider reducing bullet damage completely instead of indefinitely stopping bullet damage? So like sheriff would be the lowest at 25, then police at 50% and then swat at 75%
ElZavier Jul 2 @ 1:48am 
Hello Detox, i just wanna say that this mod is MY personal favorite mod for zomboid since how amazingly fun this mod was, i just returned playing zomboid after almost a year of not playing it and now trying build 42, it's such a shame that you're currently not planning to update the mod to build 42 until multiplayer drop since i only play singleplayer but i completely understand, i wish you all the best and good luck!
Martinez Jun 20 @ 9:18pm 
Is this mod compatible with multiplayer for a server?"
DETOX  [author] Jun 20 @ 1:26am 
You need to add it in other file that controls zambie outfits if you want the screamer and brute to have outfits make sure the thier id are set along side the other types with outfits there is a file wich contains all the code and you can search for exemple fireman to add the id along side them
The id of the type is the number of said type said type inside the large table of zeds 7 for brute
Ann Jun 18 @ 6:50am 
Hello, I would like to customize the outfit of certain special zombies... like the screamer and give it an Occult Zombie apperance.
I tried by adding: " outfit = {"Brute01"}, "
But that results in preventing that zombie from spawing :/
Can someone help me?
DETOX  [author] Jun 11 @ 9:18pm 
Attraction zone
SeveralPeople Jun 11 @ 10:08am 
Does the screamer and the screecher zombies spawn MORE zombies or just have a large radius for calling and attracting zombies that are already in the area?
Izrail May 24 @ 3:10am 
Thank you so much, I found this item
DETOX  [author] May 23 @ 9:55am 
in the ESC menu -> options -> (mods) -> CDDA
Izrail May 22 @ 3:17am 
Hey, how can I remove the inscriptions over the heads of zombies?
DETOX  [author] Apr 30 @ 7:42am 
So im going to explain why this hapoens, its due to the first zombie rolled to sprint the one after will have the same effects until the update function happens to re arrange its stats and sprint some times due to large load the update takes time and doesnt update the zombie properly.

Im still waiting for mp 42 to code the mod again
Cyanide Apr 29 @ 1:34pm 
Hey how to fix a problem where sometimes Zomboids are of certain Normal Speed kind and they start sprinting? Like Child Z sprinting for example.
Or a Zomboid trhat is a russian roulette and it goes through every available zombie type until it stops at one?
DETOX  [author] Apr 25 @ 12:19pm 
Hello 🌸♡Emily♡🌸,Thank you for your wholesome message. I'm very sorry that I'm not as invested in the mod anymore. The last version I worked on was the experimental version of my mod. Maybe when MP hits B42, I’ll update it, since it was always more intended for multiplayer than singleplayer. All of my optimizations were made with MP in mind.I was also adding way too many functions to each zombie type, which ended up taking a lot of my time and slowing down my progress on the mod. You can always use the original mod for B42, as it works fine. I understand mine has more zombie types and offers more variety, kind of like a “this is not the same as that” experience.When B42 MP drops, I might return to coding. In real life, I'm doing well with my studies and work, but I have less free time now. Of course, I’m totally open to letting others remake the mod no issue at all. I don’t have any right to say no anyway everything I’ve done is free to use.
:spiffo:
🌸♡Emily♡🌸 Apr 18 @ 8:39am 
@DETOX is the mod on a pause for now temporarily? i have not noticed an update in a while, and as far as i can tell it's not on the latest unstable version (B42) after reading your message i now do understand you are busy irl! please take your time my friend, we love your work and we will always be here for you when you eventually return! the amount of effort and dedication put into this project really does show! and commitment you have had in continuing developing and maintaining this ever since 2023 is outstanding, i really commend you for making such an awesome mod! Truly thank you :D

-Emily

Take care mate!
Foxtongue Apr 2 @ 7:03am 
i got killed by two fat zombie who were for some reason sprinting
逍遥子 Apr 1 @ 8:24pm 
how to configure the spawning mechanism? after clearing and building around the rosewood fire station, zombies still respawn in large numbers over time
Construct Mar 11 @ 3:25pm 
gotcha.