WalkerSim2

Beta WalkerSim2 0.9.11

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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.

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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`.
This is quite an exciting update, you can now see the simulated agents/zombies directly in the normal in-game map, it animates sound events and shows you exactly where they will spawn and despawn.
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Changelog:
  • Fix: Simulation not pausing when the game is paused.
  • Fix: Spawned zombies will never die on their own because the spawner source was set to static.
  • Fix: Sound events would be sometimes ignored when one already existed making louder noises sometimes not do anything.
  • Fix: Having an invalid group specified for a movement processor no longer crashes, it will report an error and the problematic processor group will fallback to affect all groups.
  • Improve: The editor will now consider the path it is started from as a game path, should help find worlds with odd installation paths.
  • Improve: Change the calculation to how far sounds travel, the distance was too big for some simple things such as opening a gate.
  • Improve: `walkersim show` will now render into the existing map window, the overlay will be disabled once the window is closed. To enable it permanently a new console command `walkersim map` was added.
  • Improve: The editor will now reset the state when switching between worlds, selecting affected groups is now a dropdown making it more clear to is valid and some other QoL changes.
  • Feature: Ability to override biome spawn groups per world with `ws_spawngroupsmask.png` combined with `ws_spawngroups.xml`.

0.9.10​

  • Fix: Better compatibility with NPC mods, simulation only spawns zombie based entities now.
  • Improve: Editor can now load and save the state, this allows inspecting the saved `walkersim.bin`.
  • Feature: Added `EnhancedSoundAwareness`, this improves the distance to where spawned zombies react to noises.

0.9.9​

  • Fix: Clients without admin permission can restart the simulation with the console command.
  • Fix: Activation radius was too big causing issues with spawning.
  • Fix: During spawn it could select the entity class `None` which was substituted by `ZombiesAll` which skewed the probabilities causing some classes to never spawn.
  • Fix [#15]: Pausing the simulation via command is not working.
  • Change: Add option for the activation radius `SpawnActivationRadius`, default is 96m.
  • Change: Added options to change the logging behavior, also log into a dedicated WalkerSim log file.
This version requires 2.0 (exp)
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0.9.8​

  • Change: Support for game version 2.0, older versions will not work.

0.9.7​

  • Fix: Allow clients with admin permission to run console commands such as `walkersim stats`, `walkersim show` will still only work on local games.
  • Fix: Incorrect calculation of the view radius, the spawn area was reduced by 50%.
  • Fix: State persisting between games when playing single player causing unintentional problems.
  • Change: Use 80% of maximum allowed zombies instead of 50%, 20% will be reserved for sleepers.
  • Improve: Spawning logic now takes into account how many spawned zombies are near players preventing one player taking all spawn slots, better balances multiplayer games.

NOTE: For the game version 1.4 you will need to use version 0.9.7 and for 2.0 you need to use version 0.9.8.
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