Project Zomboid

Project Zomboid

No Mo Culling (Formerly known as Zombie Fix)
330 Comments
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.
Mopop  [author] Jan 5 @ 1:50pm 
Culling isn't in single player I've been playing 16x just fine, with thousands active
SIMD Jan 5 @ 7:48am 
How did you compile the code?
I have some dependency issues.
Varlun Jan 4 @ 12:47pm 
Please update for B42! As mentioned below, they still get culled above 500...
Mopop  [author] Dec 31, 2024 @ 12:24am 
For B41 MP as intended, if it's an issue in B42 well look and see if it needs changed.
Rxcket Dec 30, 2024 @ 9:31am 
Does this mod still work?
Sooner535{UFIP} Dec 27, 2024 @ 6:22pm 
Doesnt surprise me
Mopop  [author] Dec 27, 2024 @ 1:59pm 
Culling was always a MP band-aid, unless they now applied that band-aide to SP as well. I saw the option, I figured it was for servers.

Kind of Sooner, you still can't turn it off completely.
Sooner535{UFIP} Dec 26, 2024 @ 8:56am 
They added it as an option? Finally, pack it up boys we won lol
Skarvha Dec 26, 2024 @ 8:27am 
The game is still culling in SP at 500 zombies. It's an option in the sandbox settings and I've witnessed it happening both to myself and on other's streams.
Mopop  [author] Dec 26, 2024 @ 1:38am 
Single player isn't effected by these issues and since B42 has no MP then there is no need.
Skarvha Dec 25, 2024 @ 4:02pm 
Plans to move this to 42 or is it already 42 compatible?
Mopop  [author] Dec 23, 2024 @ 9:05pm 
No.
CSMK | PhysiksTV Dec 23, 2024 @ 1:52pm 
any performance increase?
Mopop  [author] Dec 21, 2024 @ 9:47pm 
Can be added/removed at anytime.
Crowbar Dec 20, 2024 @ 7:33pm 
I didn't see this in FAQ, but will this work mid-game or do I need to start a new hosted game? (I host from main menu for multiplayer).