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WalkerSim 2 (Beta)

Awesome mod!

Is the "investigate sound" mechanic hard coded into the mod? Could it be made an option to turn this off, or add a "range" option to set the sound range?

lordneg - yes you can change either PopulationDensity or GroupSize to modify the amount of zombies. Use WalkerSim.exe to check how many zombies spawn with values you put in.


If you remove WorldEvents movement processor they will ignore it. Might be a good idea to rename this one as it currently only does sounds and no other events exist.

 
Was looking for such a mod, but can i ask, why as soon as Zombies spawns, they're running coming directly to me like i have aggro everything? Can't even use stealth, since everything runs toward me from 100mt. Is that how mod works? Or some kind of bug from my side? Not using literally any other mods that add extra spawns and such.

 
Was looking for such a mod, but can i ask, why as soon as Zombies spawns, they're running coming directly to me like i have aggro everything? Can't even use stealth, since everything runs toward me from 100mt. Is that how mod works? Or some kind of bug from my side? Not using literally any other mods that add extra spawns and such.
They run/walk in the direction set by the simulation. I will probably add some setting for this in the future that controls what they will do once spawned. The function I use to make them walk towards a direction is a bit odd as sometimes they run and sometimes they just walk, I never quite figured out where this difference is coming from.

 
Sorry to bother.  SO how does the spawning work? is there a way to speed up the spawn time? there seems to be patches of time where there are not many zombies, (after we kill most of them in the area)) and when more show up, its not a very long time most the time, but sometimes it seem to be? can the spawn time be changed, is it tied to the population density numbers, mine is at 500 now? or group size? thanks I do like this mod a lot I am trying to get a decent balance of enough zombies to be scary but not enough to be to much for group. thanks :)  

 
Sorry to bother.  SO how does the spawning work? is there a way to speed up the spawn time? there seems to be patches of time where there are not many zombies, (after we kill most of them in the area)) and when more show up, its not a very long time most the time, but sometimes it seem to be? can the spawn time be changed, is it tied to the population density numbers, mine is at 500 now? or group size? thanks I do like this mod a lot I am trying to get a decent balance of enough zombies to be scary but not enough to be to much for group. thanks :)  


There is no spawn time, when and where they spawn depends on where you are at and where the zombies are in the simulation.

 
Changelog

0.9.4

  • Fix: Zombie spawning now obeys tags of biome spawner
  • Fix: Zombies killed are removed from the active list, reducing excessive logging and correctly respawning zombies.
  • Fix: Some agents were not updated depending on the population count.
  • Improve: Reduce memory footprint and better performance by limiting the spawn queue.
  • Improve: All players now have a chance to get zombie spawns, previously a single player could potentially exhaust the maximum allowed.
  • Improve: Detection of where 7 Days to Die is installed, this is now obtained from Steam data.

Download

You can download the latest version from Releases · ZehMatt/7dtd-WalkerSim2 (github.com)

The documentation is also now available under https://7dtd-walkersim2.readthedocs.io/

 
I released a new update, there are some significant changes and bug fixes so I would recommend to update. There have been also major improvements to the Editor, you can now zoom in and out of the preview making it easier to inspect the simulation. A new fine tuned default configuration, the previous one had a couple mistakes and this one vastly simplifies the behavior while getting more out of it. This version also fixes the bug where zombies when spawned would run or start digging, this should be mostly resolved now, it can still happen but should be rare. The spawning logic was also overhauled, before the code was nearly identical to how 7 Days to Die spawned hordes, the new logic attempts to keep the group as unique as possible while still respecting the biome data, there should be way less clones around now.

Changelog

0.9.5

  • Fix: The editor no longer resets the simulation when changing parameters.
  • Fix: Some zombies were not despawned when getting too far away.
  • Fix: Console help text was not correctly printed.
  • Fix: Changing the World in the Editor does not update the preview.
  • Fix: Zombies start running after being spawned.
  • Fix: Zombies trying to dig when using `Wander` for `PostSpawnBehavior`
  • Improve: Simulation is now fully deterministic.
  • Improve: Using faster speeds in the Editor will now remain accurate, uses multi-threading.
  • Improve: Default configuration has been updated for a more immersive experience.
  • Improve: Change random distribution of POI's, bigger POI's will be prefered now.
  • Feature: Added `SpawnProtectionTime`, this disables zombie spawning when entering a new game for the first time.
  • Feature: Added `PostSpawnBehavior` which controls what agents will do once spawned in-game, right now limited to `Wander` and `ChaseActivator`.
  • Feature: The Editor can now zoom in and out on the simulation preview.

Download

You can download the latest version from Releases · ZehMatt/7dtd-WalkerSim2 (github.com)

You can also find a link to the documentation on the first post, this forums keeps blocking this thread whenever I have external links, so you have to find it on the first post.

 
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