Project Zomboid

Project Zomboid

The Calm Before The Storm
474 Comments
MrComp Dec 12 @ 5:49am 
Take your time developer!
I love this mod, I hope you find the time to update it to the new unstable release.
Sixty Dec 11 @ 10:43am 
Hey there! new patch i hope you can update when you find some time <3
-=PR=-Nucleus_Rex Dec 8 @ 2:03pm 
cant get it to work. No phases seem to start. I assume the cooldown is the first phase to happen, but no matter what amount of hours I set the cooldown phase to, once those hours are past the zombies still just behave normally. Hanging around and chasing me on sight. Using the b41 version on same game version. Disabled wandering zombies. Turned off bandit mods. No npc mods. At this point I have no behaviour mods. What am I missing?
{O-O} Nov 17 @ 2:12am 
Amazing! Just what I look for, spawning zombies is lame. Thanks for the mod.
GoofBall Nov 16 @ 12:02pm 
This mod created alot of lore on our server
KnightTemplar Oct 27 @ 11:36pm 
i can confirm this works in build 42 solo, i changed the sandbox attack time and it did work, was attacked by close to 1200 zombies, its dependent on the amount of zombies u spawn into your own world, but in cool down phase which lasts as long as u set it too, they gather near the area. when they finally hit you its an epic battle. one of the best mods out there. i have not tried it in multiplayer.
Stren Oct 25 @ 2:26pm 
I also am unable to have the mod function, even the console commands from the faq result in errors for me in a world with another player.
GuerreroCuy Oct 24 @ 8:41am 
The mod doesn't work for me in multiplayer build 41.
Smurf∞¸.•'¯) Oct 20 @ 1:40am 
notice the zombie ignore me when they forming a horde izzit normal
M1ndless Sep 7 @ 7:09pm 
Has anyone got the debug commands to work? If so, how were you able to do it?
GuerreroCuy Sep 3 @ 3:18pm 
I'm having trouble with the mod. When I change the values ​​in the sandbox and start my game, it resets the changes I made. This has been happening since June. Please give us a solution.
DrVonBoogie Aug 30 @ 2:59pm 
Is this compatible with Wandering Zombies?
Aug 30 @ 5:47am 
@socialtroglodyte A very useful feature is missing in the sandbox options: the ability to make the zombie attraction radius increase every X days. For example, at the start of the game it could be 200, but you could set it so that every X days the radius grows by another X tiles. This way, there will always be zombies being pulled in, and the player won’t run into a situation where all zombies within the radius are gone.
if I change the duration for a phase while that phase is active with the Change Sandbox Settings mod, will it reset the timer for that phase? I just reduced calm phase from 2 weeks to 1 week after being in that phase for about a week and it hasn't changed phases yet.
F1N☢ Aug 27 @ 9:24pm 
you may think i'm wrong but i have yet to encounter a horde in b42 like i said i even tested it in multiple different worlds and let them run for several in game weeks and the horde announcement message i typed in never popped up so i'm either experiencing an issue no one else has experienced or the mod is broken.
KnightTemplar Aug 22 @ 8:57am 
f1n is wrong i have been using this in b42 and works great. have fought multiple hordes no problem whatsoever.
F1N☢ Aug 19 @ 4:06pm 
This mod does not work in b42 I tested it multiple times and let the game run for multiple in game weeks and nothing ever happened no horde gathered nearby and I never got the custom message pop up to show that the horde was coming I don't know if I'm doing something wrong or that the mod is just simply broken.
Smurf∞¸.•'¯) Aug 18 @ 1:51am 
lol the whole map is empty
WildFire Aug 16 @ 6:29am 
DAMN... setted horde radius to 2k range... and now my base is a slide show.
KnightTemplar Aug 15 @ 12:08pm 
ya it works good in build 42 can confirm.
D4rk1nv0ker Aug 13 @ 3:06am 
I love this mod but it sucks at multiplayer, as you cannot make the sync right. Having a player at the stormhorde phase and another player at calm phase, both near each other, zombies will never come not until the last player finishes he/her own calm phase. Are there any fix for this?
Japaman Aug 7 @ 6:04pm 
Does this work on b41?
Quoth the Raven Aug 7 @ 11:48am 
I've tested a different setup and hope my calculations are right. The goal is to compress the full day cycle into 24 hours: Cooldown Phase = 18h, Calm Phase = 4h, Storm Phase = 2h. I want the event to repeat daily, but with one twist — Storm Phase Update Frequency set to max. If I understand the mod correctly, Zeds get their "wall-hack" on phase start, and then again based on Update Frequency. If it’s off, it triggers only once.

This setup should create a daily, natural zed migration toward me. Hordes will gather during the Calm Phase and then get triggered in the Storm Phase, pursuing me until their memory expires (set to Normal). This way, I get a dynamic threat without knowing where they come from. Vanilla migration fills empty cells, which becomes predictable and boring — I’ve already cleared a third city and need more challenge.
Bogyrect Jul 27 @ 4:02am 
This mod is ridiculous and overwhelming and i love it. only thing you can do is cry in a corner and just wait.
memet35deniz Jul 18 @ 11:14am 
ı had this mod after ı subsicribed a mod pack and ı couldn understand why the whole rosewood was atacking me after ı fled 3 towns ı died and decided to look at my mods and saw this
good mod but as a new player ı woulndt recomend to new players like my self ı will return to this mod when ım more exprienced and will comment again=)
Twitch Trato-norte Jul 17 @ 1:49pm 
matiasv2562 mi discord
Twitch Trato-norte Jul 17 @ 1:49pm 
ayuda no se como congifurarlo
THE REAL CAPT3N Jun 23 @ 2:56pm 
god tier mod, can't wait to incorporate it into 42
pointblank98 Jun 19 @ 7:31pm 
Oh damn, it got updated to B42? Nice!
mtjoel Jun 12 @ 12:24pm 
Please update it to B42, its just best challenge mod i have ever played and really want this to be on new version
~GreenMann~ May 18 @ 2:20pm 
pls add it to b42 :}
domix0n May 14 @ 7:49am 
I got so used to playing with this in 41 I just cant play without it in 42!!!!
Seibutsu Apr 20 @ 7:48pm 
that feel when the best mod for PZ still hasn't been updated for B42 :(
GoofBall Apr 19 @ 7:49am 
@pointblank98 ty
FINALXIII Apr 18 @ 12:06pm 
@socialtroglodyte I think there is something wrong with this mod. I just set the Cooldown phase to 720 and leave everything else as is, but nothing happens. Even if I restart my save, can you check this for me?
pointblank98 Apr 16 @ 8:26pm 
@GoofBall: You change their homing offset. By default, it's set to 0, meaning they'll home in on you. If you set it to 150, they will roam an entire cell away from you.
GoofBall Apr 11 @ 12:59am 
How do i tweak the config so that hordes can form in the world but not home in on a player? I am trying to create a threat of random hordes just shambling around the world on our server instead of them always knowing your location and beelining towards you.
ChopSushiii Apr 8 @ 4:19pm 
Does this work with Surviving Through Seasons ?
moo Mar 29 @ 7:43am 
does the mod work with RV interior?
F1N☢ Mar 20 @ 4:53pm 
Yeah i'd honestly like to see this mod on b42
blues38 Mar 17 @ 5:21pm 
42 plz
dawfydd Jan 29 @ 10:30pm 
love the idea of this mod hopefully its updated for build 42 soon!
Dubble Jan 28 @ 5:43am 
B42 B42 B42!!!!
jonnyhotbody Jan 14 @ 7:19am 
b42?
theosohard Dec 25, 2024 @ 5:54pm 
@shafynotfound does it work?
BIGDAWG92 Dec 23, 2024 @ 8:09pm 
B42?
shaftnotfound Dec 15, 2024 @ 4:04pm 
Is this compatible w bandits?
Jerry The Terrorist Nov 29, 2024 @ 7:31pm 
Unfortunately the multiplayer issues have forced me to remove this mod. It's exactly what I wanted but if it's going to by client side time instead of global time, it's broken.
lightfm90 Nov 27, 2024 @ 8:34am 
This looks amazing, great job! Does it work with Bandits NPC ?
donya. Nov 25, 2024 @ 11:43pm 
@SocialTroglodyte my dude can you provide compatibility with Bandits NPC? The developer has a mini-instruction for isolating bandits from zombies:

If you are a modder and you wish to recognize bandits from other zombies, here is the proper way to do it:
local isBandit = zombie:getVariableBoolean("Bandit")
where zombie is an instance of IsoZombie class.