WalkerSim2

WalkerSim2 1.0.4

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Version 1.1 Beta
Hey everyone, version 1.1 beta is here and it's a big one! This update brings a completely rewritten Editor, smarter road navigation, rebalanced spawning, and a bunch of fixes.
If you're new here: WalkerSim 2 simulates thousands of zombies walking across your entire map at all times. They roam roads, group up, visit cities, and react to sounds like gunfire and explosions. When one gets close to you, it spawns as a real zombie. Your actions have consequences even when you can't see the horde coming.

New Standalone Editor

editor-1.png


The Editor has been completely rewritten as a standalone cross-platform application. It runs on Windows, macOS, and Linux, no game installation required. Load any world, tweak your configuration, and watch the simulation play out in real time before committing to anything in-game. Also I left a little easteregg/gimmick in the Help > About dialog, I hope you like it!

The Editor is now a separate download from the mod itself. Grab the right version for your platform from the GitHub release page.

Example Configurations
Not sure where to start? This update ships with four example configurations, each with full documentation:
  • Classic Boids - Flocking behavior where zombies naturally group together and move as a swarm
  • City Migrators - Zombies that stay within cities and migrate between them
  • Loose Swarm - A relaxed spread of zombies with gentle grouping tendencies
  • Road Horde - Tight formations that march along roads in organized hordes

You can load these directly into the Editor to see how they behave and use them as a starting point for your own setup.

Smarter Road Navigation
The StickToRoads processor has been overhauled. It now builds an actual road network graph from your world data, so agents can properly traverse roads including navigating intersections and finding paths, without needing an additional influence processor to push them along. Dead ends no longer trap agents either.

Rebalanced Spawning
The spawning logic has been rebalanced to truly reflect vanilla spawn chances. If you felt like the zombie variety was off in previous versions, this should bring it in line with what the base game intends.

Full Changelog

Fixes

  • Warning about configuration changes incorrectly shown on non-hosts
  • Agents getting stuck on roads with dead ends
  • Sound events now use distance-based positioning instead of exact coordinates

Improvements
  • Rewritten Editor as a standalone cross-platform application (Windows, macOS, Linux)
  • Fast advancing the simulation is now more accurate
  • StickToRoads processor now builds a road network graph for proper road traversal
  • Rebalanced spawning logic to reflect vanilla spawn chances
  • macOS builds now produce a proper .app bundle with icon

New Features

  • Added InfiniteZombieLifetime option to prevent zombie lifetime expiration
  • Added example configurations with documentation (Classic Boids, City Migrators, Loose Swarm, Road Horde)

Changes
  • Editor is now a separate download from the mod
  • Removed the legacy editor

Download
This is a beta release, please report any issues on GitHub.
https://github.com/ZehMatt/7dtd-WalkerSim2/releases/tag/1.1-beta

NOTE: The mod and Editor are separate downloads
  • Mod: WalkerSim2-1.1-beta.zip
  • Editor (Windows): WalkerSim2-Editor-Windows-x64-1.1-beta.zip
  • Editor (macOS): WalkerSim2-Editor-Mac-arm64-1.1-beta.zip
  • Editor (Linux): WalkerSim2-Editor-Linux-x64-1.1-beta.zip
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.
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