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(A19) WalkerSim - Enhanced roaming zombies

So how it works is, there are virtual (simulated) zeds all over (and I mean a lot, all over), that react to sounds, and when they approach your area they spawn in for real and you end up getting yeeted.

It's glorious. 

 
it is glorious indeed!

but i'm getting a lot of performance warnings from WalkerSim, on a ryzen 5 3600, 16 GB of decent ram, nice ssd, windows 11 properly tweaked for performance, dedicated private server A20.1 b5 on localhost

many other mods are installed, but never noticed performance issues until using WalkerSim

i would also like to know how this affects mods which edit/set/append/remove the following files in particular:

archetypes.xml, entityclasses.xml, entitytgroups.xml, gamestages.xml, and spawning.xml

Thanks for your efforts!

 
Not for a while, but it still appears to be working as designed.
zombies seem to behave correctly here. I can't make the Viewer work however, wanted to test some settings and adjust stuff for my new server 😁

ps. I also have no idea how performance is going since the A20 versions. My new host doesn't show CPU/Ram usage

 
Last edited by a moderator:
Then I'll release version with a possible choice of several respawn systems: at the border, near some POIs, instantly or on a set day. I hope it will be done this week

In the meantime here's patch, that:
- Brings more configuration. Now you can set persistense save interval in config. I use 2 minutes with no problmes. What does it affect? Say, you've made zombie massacre, got to the trader or safe spot and about to finish your game session. If you set PersistenceSaveInterval too big, for example, 10 minutes, that's gonna mean, that if you quit game faster than in 10 minutes after massive shoot out, all zombies would be restored on the next launch.
- Persistense fix. Although I fixed simulation file save and turned off insta respawn, all zeds were restored on the next launch. Now finally fixed and tested.

https://github.com/RagnarHbUa/7d2dWalkerSim/releases/tag/v2.0.0
Im getting some null errors on new worlds and saved worlds started with the Sim. Thought maybe you could still be around to help out

Code:
2022-04-01T16:05:24 67.766 INF [WalkerSim] Cached 276 POI zones
2022-04-01T16:05:24 67.767 INF [WalkerSim] Cached 1024 world zones
2022-04-01T16:05:24 67.767 INF [WalkerSim] Initialized
2022-04-01T16:05:24 67.767 INF [WalkerSim] Starting worker..
2022-04-01T16:05:24 67.770 INF [WalkerSim] Exception on loading stored simulation data: Could not find file "C:\Users\kings\AppData\Roaming\7DaysToDie\Saves\Navezgane\scaveng\WalkerSim.bin" --- mscorlib ---   at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <695d1cc93cca45069c528c15c9fdd749>:0 
  at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 
  at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
  at System.IO.File.Open (System.String path, System.IO.FileMode mode) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 
  at WalkerSim.Simulation.Load () [0x00000] in <1185a13bffd2402c83e72c0d98036da1>:0 
2022-04-01T16:05:24 67.771 EXC Could not find file "C:\Users\kings\AppData\Roaming\7DaysToDie\Saves\Navezgane\scaveng\WalkerSim.bin"
  at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <695d1cc93cca45069c528c15c9fdd749>:0 
  at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 
  at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
  at System.IO.File.Open (System.String path, System.IO.FileMode mode) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 
  at WalkerSim.Simulation.Load () [0x00000] in <1185a13bffd2402c83e72c0d98036da1>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
WalkerSim.Simulation:Load()
WalkerSim.Simulation:Start()
WalkerSim.API:GameStartDone()
ModEvent:Invoke()
<startGameCo>d__122:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

2022-04-01T16:05:24 67.772 INF [WalkerSim] Performing reset on start because of not persistent mode or failed load.
 
Im getting some null errors on new worlds and saved worlds started with the Sim. Thought maybe you could still be around to help out

2022-04-01T16:05:24 67.766 INF [WalkerSim] Cached 276 POI zones
2022-04-01T16:05:24 67.767 INF [WalkerSim] Cached 1024 world zones
2022-04-01T16:05:24 67.767 INF [WalkerSim] Initialized
2022-04-01T16:05:24 67.767 INF [WalkerSim] Starting worker..
2022-04-01T16:05:24 67.770 INF [WalkerSim] Exception on loading stored simulation data: Could not find file "C:\Users\kings\AppData\Roaming\7DaysToDie\Saves\Navezgane\scaveng\WalkerSim.bin" --- mscorlib --- at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <695d1cc93cca45069c528c15c9fdd749>:0
at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0
at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
at System.IO.File.Open (System.String path, System.IO.FileMode mode) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0
at WalkerSim.Simulation.Load () [0x00000] in <1185a13bffd2402c83e72c0d98036da1>:0
2022-04-01T16:05:24 67.771 EXC Could not find file "C:\Users\kings\AppData\Roaming\7DaysToDie\Saves\Navezgane\scaveng\WalkerSim.bin"
at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <695d1cc93cca45069c528c15c9fdd749>:0
at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0
at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
at System.IO.File.Open (System.String path, System.IO.FileMode mode) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0
at WalkerSim.Simulation.Load () [0x00000] in <1185a13bffd2402c83e72c0d98036da1>:0
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
WalkerSim.Simulation:Load()
WalkerSim.Simulation:Start()
WalkerSim.API:GameStartDone()
ModEvent:Invoke()
<startGameCo>d__122:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

2022-04-01T16:05:24 67.772 INF [WalkerSim] Performing reset on start because of not persistent mode or failed load.

I believe those errors only happen on first run when it can't find the Walkersim.bin file, which it will create at that time, thus resolving the problem on subsequent runs...

 
Update.

Seems like it doesn't like A21 :(

"VTable setup of type WalkerSim.API failed
  at System.Reflection.RuntimeConstructorInfo.InternalInvoke (System.Object obj, System.Object[] parameters, System.Boolean wrapExceptions) [0x00029] in <03bd9b261dff4c2b8b568aca27f561b2>:0
  at System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic, System.Boolean wrapExceptions) [0x00095] in <03bd9b261dff4c2b8b568aca27f561b2>:0
  at System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean wrapExceptions, System.Boolean skipCheckThis, System.Boolean fillCache) [0x00009] in <03bd9b261dff4c2b8b568aca27f561b2>:0
  at System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Boolean wrapExceptions, System.Threading.StackCrawlMark& stackMark) [0x00027] in <03bd9b261dff4c2b8b568aca27f561b2>:0
  at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic, System.Boolean wrapExceptions) [0x00020] in <03bd9b261dff4c2b8b568aca27f561b2>:0
  at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00000] in <03bd9b261dff4c2b8b568aca27f561b2>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <03bd9b261dff4c2b8b568aca27f561b2>:0
  at Mod.InitModCode () [0x0007a] in <aa9c1f60dcc749c98d88a1474a3dbca4>:0
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
Mod:InitModCode()
ModManager:LoadMods()
GameManager:Awake()"

And Zombies are stationary :( Pity. this seemed really good

 
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