WalkerSim2

WalkerSim2 1.0.4

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Small hot-fix, sorry about that.

Changelog
  • Fix: Walk type not being reset, can carry onto new spawned agents.
Documentation: https://7dtd-walkersim2.readthedocs.io/1.0.4/
Since the game apparently has no interest in saving health or the dismemberment I decided to do that myself. Health/Dismemberment is now fully persistent even when you exit and load an existing save, this only applies to zombies spawned by WalkerSim.

Changelog
  • Fix: Zombies that despawned a few in-game days before would immediately die when spawned again.
  • Fix: Health is now properly saved across despawns/spawns also after exiting and loading existing saved game.
  • Fix: In some cases it failed to spawn a zombie where it should have been possible.
  • Feature: Dismemberment state is now persistent.
  • Feature: Despawned zombies that have dismembered legs will now move slower in the simulation.
  • Change: Spawn selection now cycles through entity groups with better respect to `none`, spawn chances should now better reflect original.
Documentation: https://7dtd-walkersim2.readthedocs.io/1.0.3/
Just a small fix, this should also stop them from digging since that appears to happen when they spawn inside a block.

Changelog
  • Fix: Zombies sometimes spawn inside blocks.
Documentation: https://7dtd-walkersim2.readthedocs.io/1.0.2/
Small mistake slipped in, sorry about that.

Changelog
  • Change: Remove verbose logging of sound info.
Documentation: https://7dtd-walkersim2.readthedocs.io/1.0.1/
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/
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