Project Zomboid

Project Zomboid

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Sense of Smell
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Aug 11, 2023 @ 8:26pm
Aug 24, 2023 @ 3:57pm
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Sense of Smell

Description
NEWLY RELEASED! NOW WITH FARTS!

THEY CAN SMELL YOU

This mod gives the zombies a sense of smell for a new challenge.
Customizable with Sandbox Options.





They can smell your breath.
They can smell your sweat.
They can smell your wounds.
They can smell when you eat...
...and when you drink...
They hunt the sick.

Seal yourself in a car...
...or hide in a room forever...

Don't go outside.
If you do, don't stop moving.

They are coming for you.


Good luck.



Buy Me a Coffee[www.buymeacoffee.com]




Technical Details

The sense of smell is simulated by collecting information on the characters condition and location and using this to generate a 'scent profile'. This profile is used to determine the structure of a dynamic scent trail that follows the player. This scent trail is made up of nodes that pulse inaudible sounds towards the player from their previous locations.

The zombies are attracted to the trail behind you. The trail spreads out and fades away over time.
The trail spreads far in the outdoors, lingering in one area too long can be dangerous.

A sealed vehicle and most buildings will mask your scent from zombies outside.

Rain and snow will present opportunities to move undetected.

Being in the open is dangerous and your scent will spread further, don't stop moving.

There are other ways to mask your scent as well, you must discover these for yourself...

Use the Smell Meter to track your scent (Right Click), if it is enabled in the Sandbox options.

You will be hunted in the open.




Sandbox Settings Breakdown:

Flatulence System:
If enabled the flatulence system will be engaged and players are at risk of farting.
Farts may occur when player weight is increasing or if the player has mild stomach sickness.

Audible Flatulence:
If enabled the flatulence audio system will engage and you will hear audible farts.

Allow Meter:
If enabled the player can right click in the world and enable the 'Smell Meter' to gauge their own scent.
This meter reveals the scale of the players scent with a dial and scent description.
It also indicates if the player scent is covered by a building or sealed vehicle.

Log Debug Information:
If enabled the mod will log debugging information to the console.txt file. This can be useful for diagnosing bugs.

Reduce Scent Profile Resolution:
If enabled scent profile data will be collected every 10 in-game minutes instead of every 1 in-game minute.
Untested: Will slightly reduce CPU use, may increase difficulty slighty by delaying building/car detection, may reduce fart intensity.

Admin will have scent:
If enabled then admins on multiplayer servers will have scent profiles and will be tracked by Zombies.

Debug will have scent:
If enabled then players running the debugger will have scent profiles and will be tracked by Zombies.

Chance for flatulence:
If the flatulence system is enabled this determines the chance of a fart when a fart chance is rolled.
The chance is out of 1 million. The entry '1000000' is a 100% chance of a fart when rolled.

Scent spread distance multiplier:
All scent node radii will be multiplied by this number. Increases difficulty.

Scent spread Max radius (Meters):
All scent node radii will be clamped within this maximum radius. Reduces difficulty.

Scent spread Min radius (Meters):
All scent node radii will be clamped within this minimum radius. Increases difficulty.




How to Reduce Your Scent

Cover your face with a mask that filters the air you exhale.
Cover your hands with latex gloves and keep them intact, zombies can smell your hands.
Wear underwear and socks to reduce your scent, zombies can smell your sweat.
Hiding in buildings or sealed vehicles significantly masks your scent, move quickly between them.
Use rain, snow and heavy fog to mask your scent as you move through the open.
Use perfume or cologne to mask your scent while outdoors during clear weather.
You will be hunted in the open.





Workshop ID: 3018798678
Mod ID: Sense_of_Smell
Popular Discussions View All (2)
19
Oct 5, 2023 @ 6:36pm
Suggestions
Phil J Herman
13
Aug 25, 2023 @ 2:36pm
Bug Reporting
Phil J Herman
38 Comments
Phil J Herman  [author] 19 hours ago 
@Janlitschka I took a look at the code of that mod. It directly changes some things related to this mod, so there is a chance of weird behavior. I do not think you will see hard crashes or anything like that. It seems like zombies would track you and when they get close to you, then this mod will take over the logic. So it might provide an interesting play style where zombies come to your area, but then do not track directly to you. You may also see that this mod completely overrides the blind behavior or the other way around. I would recommend testing it and seeing if you are okay with the behaviors since it would be hard for me to do that and describe them.
Janlitschka Jun 2 @ 5:24am 
There is a new mod called "Blind Zombies", does this work together?
Phil J Herman  [author] Mar 21 @ 6:46pm 
@Bot 444 you can make adjustments to how zombies rally etc in zombie settings. The defaults settings are pretty poor in my opinion and make the game boring - I recommend everything to random for behaviors and making sure to spread out the rally groups, the default setting has them bunched in little gangs that are easy to avoid, it is more fun if they spread out, I think it is rally distance or something like this in the sandbox. I would recommend playing with those settings to get what you want as far as zombie behavior. No problem at all! It was a lot of fun digging into how Zomboid is put together :)
Bot 444 Mar 21 @ 6:33pm 
@philjherman thanks for your reply thats really weird they would have a "smart" zombie in the game as it logically doesnt make sense if we are taking into account the zombies there trying to imitate from george romeros night of the living dead wonder if there is a mod that fixes that the idea of a leader zombie makes gameplay sense because I honestly dont know of a way that zombies would cluster up if they didnt have a "leader" again thanks for taking the time out of your day to explain this to me
Phil J Herman  [author] Mar 21 @ 5:29pm 
@Bot 444 I understand that but the pathfinding is actually dependent on the zombie intelligence. The way this works in zomboid is that most zombies actually cannot pathfind too you and will do things like bang on windows/door randomly around you, hop between rooms looking etc, but there are zombies that are smarter and more capable these are the ones that other zombies "rally" to, you will notice zombies are often in small clusters, these are called "rally groups" they have 1 leader zombie and the rest start to follow them. So the problem you are seeing is that there is a rally zombie that pathfinds to you and brings their friends with them. There really isn't any way around that one - but then again, the sense of smell mod is meant to be quite unforgiving. Thank you for your input and for using the mod I really do appreciate it :)
Bot 444 Feb 28 @ 6:45pm 
i went to sleep on a roof and due to my scent a horde of zombies when up the stairs broken down my door and attacked me while i slept I dont think zombies should understand that when a scent is on a roof they would either attempt to climb the wall or stand by the building and wait zombies dont have the IQ to think hmmm where are the stairs? idk if this can be fixed but it would make sense
Phil J Herman  [author] Jan 28 @ 10:42am 
@WaKK0151 - Sounds like you are looking for the antibodies mod and may be on the wrong mod page! :)
Phil J Herman  [author] Jan 28 @ 10:42am 
@Phys6 - So the Scent Spread Distance Multiplier is used as a modifier to overall strink or grow the scent radius. It is used as a multilpier against the scent scoring after all calculations are done. The reason you see no effect is that Scent Spread Max Radius is clamping the value before it is used, so what that means is if the radius value for the scent comes in above 25, it will get set to 25 instead. So if you want a large radius, you can set Scent Spread Max Radius to something higher.
Phil J Herman  [author] Jan 28 @ 10:41am 
@Rukio - Nope, the approach is different here. This mod is designed with the idea that the zombies are hunting their food source. So what they smell is soft tissue, orifices and especially your breath where fat is breathed out - not the dirt/grim/blood build up. I may add further options later if I take another pass at this one, dirt/blood as camo would be a good addition, I could add a bool to flip it the other way too - never know! I will take it as a suggestion :)
Phil J Herman  [author] Jan 28 @ 10:41am 
@Pervy Sage - When you are inside a building your scent will be supressed, but it is not down to nothing. A zed sitting against your house for example might detect you. Though a zombie that close will detect you anyway without smell. You also have about a minute or so, maybe less, before the scent starts broadcasting to deal with loading in. All that said, I like the idea of forcing players out of the starting house too...