WalkerSim2

WalkerSim2 1.2.1

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With this new release I consider it to be 1.0.0, thanks everyone for the all support and all the testing!

Changelog
  • Fix: Pausing the game did not pause the spawn protection time.
  • Fix: Enemy animals did not spawn, snakes, dogs and so on should now be back.
  • Feature: The distance the sound travels now considers the environment, for example, when in-doors then sounds will not travel as far making gun play more viable, this applies to all sounds emitted.
  • Improve: The spawn chances now respect `none`, when `none` is selected it substitutes with ordinary enemies now, this was the cause for a lot of strong zombies to spawn.
  • Improve: Performance improvements, there was a chance for some small hangs to happen, this should be resolved now.
  • Change: Agents in the simulation will now use the same rage walk speed set by the game when affected by sounds.

Documentation: https://7dtd-walkersim2.readthedocs.io/1.0.0/
This release addresses a problem where zombies would no longer walk to cities and a few smaller changes.

Changelog
  • Fix: CityVisitor could get agents stuck at some areas depending on the map, reworked the entire logic.
  • Fix: `walkersim stats` did show some incorrect information.
  • Feature: A new console command `walkersim config`, it will print the loaded configuration.
  • Improve: `walkersim help` will now list all available console commands including the parameters.
  • Improve: The documentation about EAC was slightly misleading.
  • Improve: Minor performance optimizations.
  • Change: `walkersim stats` now shows the simulation time which is converted from ticks.
Documentation: https://7dtd-walkersim2.readthedocs.io/0.9.20/
Changelog
  • Improve: Better distribution for CitiyVisitor, agents will now spread out further in the area.
  • Improve: The heuristic for city detection.
Just a smaller release improving the newly added CityVisitor processor.

Documentation: https://7dtd-walkersim2.readthedocs.io/0.9.19/
Changelog
  • Fix: The simulation now keeps track of the TimeToDie variable, which potentially caused Ferals to live past their expiry time.
  • Fix: The code to prevent spawning already existing classes could actually do the opposite in some cases.
  • Feature: Added a heuristic to detect cities on the map by looking for POI clusters; in rare cases, it might falsely classify a cluster as a city.
  • Feature: Added movement processor `PreferCities`, which allows keeping zombies within cities.
  • Feature: Added movement processor `AvoidCities`, which allows keeping zombies outside cities.
  • Feature: Added movement processor `CityVisitor`, which has zombies stay in and traverse cities before moving to the next one.
  • Change: Default configuration has been reworked to use the new features, and the default population density has been reduced to 140. This should be less overwhelming now.
  • Change: Reduced the speed of simulated agents from 1.4m/s to 0.8m/s.

Documentation: https://7dtd-walkersim2.readthedocs.io/0.9.18/
Changelog
  • Fix: WalkerSim saved state can become corrupted on game shutdown causing a lot of errors when loading the saved game.
Sorry about that.
Changelog
  • Fix: Potential crash in the Editor with corrupted or malformed generated worlds.
  • Fix: Stopping a game and starting a new one contained old state from previous game.
  • Improve: Added a missing option to the editor, added help links to the documentation.
  • Improve: Better documentation.

Documentation: https://7dtd-walkersim2.readthedocs.io/0.9.16/
This fixes a bug for dedicated servers throwing an error on startup, some performance improvements.

Changelog
  • Fix: Dedicated servers not getting the file location for the mod causing an error on startup.
  • Improve: Some performance optimizations.
  • Improve: Some of the documentation has been rewritten and re-organized.
This version adds support for game version 2.5, will not work with older game versions.

Changelog
  • Improved: The provided WalkerSim.xml has now all groups set `PostSpawnWanderSpeed` to `Walk` for consistency.
  • Feature: Added `SoundDistanceScale`, this can control the distance to how far sounds reach, 1.0 is default, 0.5 would be half the distance.
  • Change: Support for the new 2.5 version of the game.
  • Change: Decreased population density from 200 to 180 in the provided configuration.
Just a small bug fix where ferals would not die when the sun rises, which made some people angry.

Changelog:
  • Fix: Ferals not dying at sunrise, the spawner source was set too late.
Fixes, improvements and changes, this update brings the simulation into your map window! You can now better inspect what's going on by simply using `walkersim show` in the console to bring up the map window with WalkerSim temporarily rendering an overlay, or use `walkersim map enable` to permanently enable the overlay, this will show agents in red and spawned ones in green, it will also show you the spawn radius and its border and also the current world/sound events.

7DaysToDie_2025-10-06_18-48-291759765709.gif


Sound events have been also improved, there was a bug where things like a falling tree would not generate any world/sound events in the simulation. Also when agents in the simulation react to world/sound events and then spawn they will be now in an alerted state.

Also a new feature was added which specifies the walking speed of spawned zombies, this override only applies to zombies that are not alert and have no attack target, once they are alert or chase enemies they will continue to use the game setting. By default the spawned zombies are set to just walk, why would they run around? That is to why I've added this, this is more logical for just roaming zombies.

Changelog:
  • Fix: Zombies digging should be fixed, hopefully.
  • Fix: Editor crash when supplying bad inputs.
  • Fix: Sound events that have no instigator were ignored, ex.: falling trees now emit an event.
  • Improve: Resizing the editor will now resize most elements accordingly.
  • Improve: Agents that intersect with world/sound events will be no in an alert state for 30 seconds, when they spawn they will continue to be alert and chase to the location.
  • Feature: Each movement system can now specify the walk speed after they are spawned, when agitated they use the specified setting from the game.
  • Feature: The command `walkersim show` now opens the in-game map and draws them there, when closed it will be disabled, use `walkersim map enable` to permanently enable the drawing. This feature still only works offline.
  • Feature: Added the xml setting `MaxSpawnedZombies` which controls how many WalkerSim can spawn, when using a percentage it will be the percentage of games server setting `MaxSpawnedZombies`, absolute values will override it entirely.
  • Change: Renamed `Movement Processors` to `Movement Systems` in the Editor, configuration remains unchanged with `MovementProcessors`.
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