Project Zomboid

Project Zomboid

No Mo Culling (Formerly known as Zombie Fix)
345 Comments
Burryaga Aug 20 @ 3:40am 
Okay, so IF I install this mod on BOTH server AND client, then both values stop culling. The description suggests that only the host needs this, but my testing and the stats page suggests that clients who want to avoid culling also need this.

https://imgur.com/a/eXFW6Oa

I haven't yet gone looking for disappearing zombies visually, but the stats in this image and the one below strongly suggest that having this on client in addition to server will have visible culling consequences.
Burryaga Aug 20 @ 3:14am 
Okay, so after checkin that panel, it seems that the mod successfully prevents serverside culling when installed on server, but not clientside culling. I never see anything culled serverside, but I see many clientside culls. Image for evidence. I suspect this could be the cause of at least some observed disappearances with the mod running, but perhaps they are temporary and would come back under the right circumstances if the server still has them stored.

https://imgur.com/a/qq1d8pJ

I wouldn't expect to see any culling since your page suggests that "the entire server" is affected by a serverside installation, but perhaps I misunderstand what you're saying in your page. Clientside culling does seem to persist, however, with the mod only installed on the server. I'm going to throw it on my client as well and see if this has any effect on the stats page.
Burryaga Aug 20 @ 2:00am 
I'll check that panel and report back. It's entirely possible that what we experienced is not culling on a technical level. Still, the player losing a body doesn't care so much whether it's technically culling as they care that their zombie self disappeared. 😅
Mopop  [author] Aug 19 @ 9:47pm 
I'd need to see a video or something happening. I doubt it's culling though, you can easily check that in the admin panel, statistics and there is a column for culling.

But yeah a video of what is going on would be nice.
Myuuritsu Aug 18 @ 2:36am 
I'm currently experiencing what Burryaga is experiencing, where under bigger hordes zombies seem to stop walking after being kited for awhile or "get stuck in their decision-making process" and then despawn.

Based off of the admin panel, under statistics, under client and server, I observed that the number of "Loaded" zombies, were decreased by an amount equal to the sudden spike in number of "Reusable" Zombies. I can only assume that even with this .java patch, to the code, zombies were still being actively culled.

I have followed the instructions above and patched the dedicated paid server running on Nitrado, and on my computer as well, alongside trying out the patch with the Github version instead. We definitely installed it properly, for all of us.

My group of Zomboid Players would be extremely grateful if we could seek help regarding this issue, as it has ruined some of the high zombie count fights that we geared up for, only for the zombies to just, disappear.
Burryaga Aug 14 @ 5:22pm 
For what it's worth, I can show you via screen share and you can watch it happen if you don't believe me. Your mod was the only Java mod I've tried, so unless a Lua mod can somehow induce culling, or perhaps my host automatically verifies file integrity on every server restart (seems unlikely but I guess theoretically possible to me), my best guess is that there are rare situations that are not handled by this mod.
Burryaga Aug 14 @ 5:11pm 
Yes. It is rather simple to install according to your instructions above. I navigated to java\zombie\popman on my dedicated server and overwrote the files there with the two filles provided in your mod folder. The right files were there, so the instructions made sense, and we may have seen some decrease in culling (though I did not extensively test the degree of culling reduction), but we still got occasional culling, generally in crowded situations where zombies seemed to get stuck in their decision-making process. Since some risk still remained for us, it seemed worth sharing this info with passersby.

Context: I've written about 40 mods for this game, copying files where I'm told to copy them is not a big ask for me.
Mopop  [author] Aug 14 @ 4:21pm 
I've never seen a single zombie culled by this, did you install it properly?

As for it causing crashes sounds like it could be on your end this changes two lines of code that effect the game in a minimal way, unless your crank up zombies far more than your PC can handle.
Burryaga Aug 12 @ 7:53am 
Unfortunately, while this mod may reduce culling, it does not completely address the issue. Zombies that bug out animating or walking still seem to get culled. For those who want a way to restore player data in emergencies where the a player's zombie is culled, Advanced Death Log can help.
therokito Aug 8 @ 8:38pm 
This fix may be broken after the zomboid update last sunday. narrowed it down with every single mod, and this ended up being what fixed the crashes once i removed it.
RainGamma Aug 8 @ 5:25pm 
confused,

NetworkZombiePacker.class fixes disappearances serverside.

ZombieCountOptimiser.class fixes disappearances clientside.

do you put both in the server files? Thats what I did
RainGamma Aug 8 @ 5:23pm 
I have my own server so its in
C:\SteamCMD\steamapps\common\Project Zomboid Dedicated Server\java\zombie\popman

for me, thats where I put it
RainGamma Aug 8 @ 5:17pm 
For some reason zombies still despawn for me, (was just 2 tho)
keyzeyy Aug 3 @ 3:47am 
@GeorgeStand maybe your CorpseRemoval setting on sandbox options is set too low.
GeorgeStand Jul 25 @ 2:35am 
Do you know what could be causing the zombies on the ground to disappear after a while after my friend kills them?

I have everything I need on the server and the zombie hordes don't disappear. But the corpses on the ground for my friend do.

Could it also be caused by his poor connection? Something like desync?

If anyone has had a similar experience and would like to help, I would be happy.

Server is on B41
Varlun Jun 21 @ 12:28pm 
Read the description bud.
null Jun 21 @ 11:25am 
If the server owners add this does the client need to aswell?
Varlun Jun 20 @ 12:00pm 
Which I would actually suspect to be the case, because I don't believe I have any anti-culling mods for B42. Anyway, I've gone back to B41 for the time being to play with a friend.
Varlun Jun 20 @ 11:59am 
There is still a singleplayer setting for culling in B42. Unless they just have the setting there as a leftover from B41 and it doesn't do anything in B42 yet.
Mopop  [author] Jun 20 @ 11:49am 
It's not needed for B42 because B42 is single player and culling is a MP thing. Also just subscribing to the mod does nothing.
Varlun Jun 17 @ 1:06pm 
Not necessary for B42? Or is there a B42 version? I thought I had this mod installed already (maybe I did it a long time ago), but stumbled across this again and I'm not subscribed. I haven't noticed any culling in my games. Pretty sure I'd notice it if they were, I'm playing on 16x. I turn around and all the zombies are still there.
ryland_thomas Jun 6 @ 10:38am 
when installing the filse into the packman folder is it all 4 or just the .class ones ?
Viper Jun 4 @ 12:39am 
it's important to remember that the steam function to "verify integrity of game files" will replace these back to default. If you run a "verify", you'll need to re-overwrite these files again with the mod's versions.
[+| CL rautamiekka May 24 @ 7:46am 
@Goose

Fair enough.
Goose May 23 @ 7:54am 
@[+| CL rautamiekka Thanks, I overlooked that, was tired when I was reading it
[+| CL rautamiekka May 23 @ 6:47am 
@Goose

Read the description.
Mopop  [author] Mar 29 @ 3:12pm 
Welcome to 16x how it was meant to be played.
ЯΞxx Mar 28 @ 4:59am 
Dude, after I've patched my dedicated server with this, zombies just keep coming. They form hordes and hordes. No matter how much I kill lmfao. I killed 3k zombies in a single street. My server has 16x zombie and respawn disabled, but seems that they just don't stop coming.
Mopop  [author] Mar 21 @ 1:17pm 
Have fun, don't die couldn't imagine wandering zombies at 16x, probably die of FPS death first lol.
marshmallow justice Mar 20 @ 11:00pm 
seems to work just fine with WZ on our dedi server. Entered Debug after a number of zombie-related mods added and still see them behaving like WZ intends. Great :)
Mopop  [author] Mar 16 @ 5:22pm 
if you install it correctly, yes.

I don't see an issue with Wandering Zombies, should be fine.
EHOT Mar 16 @ 8:48am 
If I add this mod to my server when I have already created it. The question is , will everything work correctly and will it work for my friends ?
marshmallow justice Mar 14 @ 4:11pm 
will it be ok to use with Wandering Zombies mod?
I dont know if it interacts with the AI that mod does regarding their movements and whatnot (sorry if dumb question)
Mopop  [author] Mar 13 @ 1:56pm 
No your friend doesn't really need it as long as the server has it.

The patch in no way messes with connection so it's just something happening on your end.
leeblee Mar 12 @ 5:40pm 
This seems amazing.

I'm locally hosting a server from the in-game menu. Do my friends also need to manually install the mod or is subscribing sufficient?
huwah2 Mar 12 @ 6:47am 
Anyone else have an issue where they add this and their server stops accepting connections? I copied the files to the right place on server side and client side but now I can't connect to my dedicated server, just get a OnP2PSessionConnectFail: "Timeout", it was connecting with no issues before I added this. I don't assume the patch did this itself, but I was hoping someone else has had this issue like this and can recommend a fix that doesn't involve just dumping this, because culling has ended our coop games several times due to large populations popping in behind us when we get out of vehicles, we've also had multiple issues with zombies stopping 10 feet from us after running across the entire chunk.
StankyLeg Mar 1 @ 4:40am 
Amazing file.
I have a server running using outside service.
Uploading this to the server config files AND replacing game files in steam files fixed zombies despawning and MAX cap.
THANKS!
Mopop  [author] Feb 19 @ 1:05pm 
Err...no habla bro.
Tnaz.v Feb 18 @ 8:08pm 
hay alguna forma de optimizar los zombies pero que no tenga la opción de que no desaparezcan los zombies? porque tranca mucho la sincronización con los otros jugadores al hacer que no desaparezcan
Mopop  [author] Feb 1 @ 1:46pm 
This in no way touches the network files so it is an issue on the servers side.
✪ t1di Feb 1 @ 12:10pm 
After adding the .class files, I can no longer join my server? :D
DJ Light Feb 1 @ 11:29am 
Damn, alright. I appreciate the response.
Mopop  [author] Feb 1 @ 10:19am 
Vanishing zombies on death is a totally different issue having to do with the games massive desync issues.

This is for culling and stale zombies.
DJ Light Jan 30 @ 10:00pm 
Zombies are still disappearing after installing this mod properly.

Using the "Host" button, dragged both files in the correct path on both my computer and my friends computer. Started a fresh/new game and still 75% of the time, when you kill a zombie, they just go poof.

Is there something I am missing?
TurtleFishGuy Jan 24 @ 4:50am 
If i switch between versions like 42 and 41 will i have to re add the mod
[+| CL rautamiekka Jan 23 @ 2:40pm 
@Chino Bling

It ain't THAT hard.

The tutorial depends on the server's operating system, too.
Chino Bling Jan 22 @ 7:47am 
My server needs this bad right now but I cannot figure it out, does anyone have a new updated video showing the install?
Varlun Jan 5 @ 5:47pm 
The setting is "zombie count before deletion" at the bottom of the Zombie category of settings.
Varlun Jan 5 @ 4:39pm 
I was just going based off the sandbox setting that says zombies will be deleted above max 500.
Modinstaller  [author] Jan 5 @ 2:27pm 
@XxDeathcorexX
I compiled the code with java 17.0.8 ('java -cp' command), there is a mini tutorial in the github faq, you might have to scroll down a bunch.

@Varlun
Culling/stales have always been MP specific problems, SP has never had any zombie disappearances in B41.
I have tried to test culling in B42 following some reports, but I can't reproduce it. Running around in x16 gives me the exact same experience as B41. Idk what people are seeing but I'd love some vids or even just screenshots so we can investigate.