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WalkerSim 2 (Beta)

I have a feature request. Would it be possible to add weights to the groups to change and determine the amount of agents each group has. for instance im using walker sim 2 in order to create wandering hordes but also hordes that stick to roads and then also hordes that patrol pois. 

as it stands i am just creating duplicate groups of the ones i want more zombies/agents in but it would be cool not to have such a messy and long configuration file 😛

also it would be super cool if in the zip file you added some example configes for ppl who dont want to dive into setting up the movment processors. i think both features would really help make this mod even better

 
I have a feature request. Would it be possible to add weights to the groups to change and determine the amount of agents each group has. for instance im using walker sim 2 in order to create wandering hordes but also hordes that stick to roads and then also hordes that patrol pois. 

as it stands i am just creating duplicate groups of the ones i want more zombies/agents in but it would be cool not to have such a messy and long configuration file 😛

also it would be super cool if in the zip file you added some example configes for ppl who dont want to dive into setting up the movment processors. i think both features would really help make this mod even better
Yeah I think I could look into that, right now its just evenly distributed.

 
I also have a feature request.

Currently, population replenishes at the borders of the map and wanders all over it from there, right?  I really like that.  But this also means zombies that spawned in any biome can be encountered anywhere on the map?  This can lead to some special insanity when running with mods that have heavily specialized biome spawns, especially extra difficult wastelands.

Could there be a group behavior flag for weighting zombie's preference for staying within the biome they spawned in?  Same as the flags that set their preference for following roads and grouping up and such?

Also, is there a list of variables anywhere for customizing the xml?  Maybe this already exists and I just don't know?

 
I also have a feature request.

Currently, population replenishes at the borders of the map and wanders all over it from there, right?  I really like that.  But this also means zombies that spawned in any biome can be encountered anywhere on the map?  This can lead to some special insanity when running with mods that have heavily specialized biome spawns, especially extra difficult wastelands.

Could there be a group behavior flag for weighting zombie's preference for staying within the biome they spawned in?  Same as the flags that set their preference for following roads and grouping up and such?

Also, is there a list of variables anywhere for customizing the xml?  Maybe this already exists and I just don't know?


I currently don't load the biome data into the simulation so I would need to implement that first, it is on my todo list, there is also the request to have an image that defines what zombies will spawn instead of relying on the games biome data. Currently busy with some other things so not sure when I'll do that.

 
I currently don't load the biome data into the simulation so I would need to implement that first, it is on my todo list, there is also the request to have an image that defines what zombies will spawn instead of relying on the games biome data. Currently busy with some other things so not sure when I'll do that.


were do i send the bottle of burbon you gonna need to sit down and do all this 😛

 
I tried configuring the settings for our server but I cannot choose any world in the viewer, the dropdown is just empty. I tried moving the WalkeSim.exe to "\AppData\Roaming\7DaysToDie\GeneratedWorlds" but that didnt help either. Maybe you can take a look!

 
I tried configuring the settings for our server but I cannot choose any world in the viewer, the dropdown is just empty. I tried moving the WalkeSim.exe to "\AppData\Roaming\7DaysToDie\GeneratedWorlds" but that didnt help either. Maybe you can take a look!


That is currently a bug that I have to yet solve, the detection of where the game installed is rather vague as with Steam the game can be anywhere. I have to fix this eventually. In the mean time you can edit the installation path for of 7 Days to Die in the registry, its located in `Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 251570` where the key `InstallLocation` should be ideally set to where your 7 Days to Die is installed.

 
Hello! Thank you for this amazing mod. I appreciate all the time and effort you put into it.

I was hoping you could help me out how to get the "WalkerSim.exe" working on a dedicated server? The worlds drop down box is empty. In the registry the Steam App 294420 (For the dedicated server) shows the correct install location of the server. Do I need to install the non-server client for WalkerSim to work?  Do I need to point the install to the world folder?

Thank you!

 
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Hello! Thank you for this amazing mod. I appreciate all the time and effort you put into it.

I was hoping you could help me out how to get the "WalkerSim.exe" working on a dedicated server? The worlds drop down box is empty. In the registry the Steam App 294420 (For the dedicated server) shows the correct install location of the server. Do I need to install the non-server client for WalkerSim to work?  Do I need to point the install to the world folder?

Thank you!


I was able to fix it by installing the 7 Days to Die non-server version and having that install path be directed to the server folder. Now, we are having this issue on the server

"2024-10-22T00:54:07 11707.668 INF [WalkerSim] --- Simulation Statistics ---
2024-10-22T00:54:07 11707.668 INF [WalkerSim]   World Size: (10240, 10240, 255)
2024-10-22T00:54:07 11707.668 INF [WalkerSim]   Total Agents: 16778
2024-10-22T00:54:07 11707.668 INF [WalkerSim]   Total Groups: 84
2024-10-22T00:54:07 11707.668 INF [WalkerSim]   Successful Spawns: 0
2024-10-22T00:54:07 11707.668 INF [WalkerSim]   Failed Spawns: 5130
2024-10-22T00:54:07 11707.668 INF [WalkerSim]   Total Despawns: 0
2024-10-22T00:54:07 11707.668 INF [WalkerSim]   Active Agents: 0
2024-10-22T00:54:07 11707.668 INF [WalkerSim]   Ticks: 407282
2024-10-22T00:54:07 11707.668 INF [WalkerSim]   Average Tick Time: 26.7717, 0.03735288/s
2024-10-22T00:54:07 11707.668 INF [WalkerSim]   Wind Direction: (-0.999836, 0.01811223, 0)
2024-10-22T00:54:07 11707.668 INF [WalkerSim]   Wind Target: (-0.7130941, 0.0129178, 0)
2024-10-22T00:54:07 11707.668 INF [WalkerSim]   Next Wind Change: 407932"

2024-10-22T01:14:02 392.895 ERR [WalkerSim] System.NullReferenceException: Object reference not set to an instance of an object
  at WalkerSim.SpawnManager.SpawnAgent (WalkerSim.Simulation simulation, WalkerSim.Agent agent) [0x000a2] in <c83a11d983ab4baba4a7f9447b821282>:0 
  at WalkerSim.Simulation.ProcessSpawnQueue () [0x00045] in <c83a11d983ab4baba4a7f9447b821282>:0 
  at WalkerSim.Simulation.GameUpdate (System.Single deltaTime) [0x00019] in <c83a11d983ab4baba4a7f9447b821282>:0 
  at WalkerSim.WalkerSimMod.UpdateSimulation () [0x00022] in <c83a11d983ab4baba4a7f9447b821282>:0 
  at WalkerSim.WalkerSimMod.GameUpdate () [0x00072] in <c83a11d983ab4baba4a7f9447b821282>:0 

 
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Sorry for a 3rd post. I deleted the entire server and re-downloaded everything. It all works now :)

Is there a way to access the "walkersim show" command on a dedicated server? Running the command as an admin or into the console of the server does not do anything unfortunately. I was hoping to be able to see where the agents were at. Thank you!

 
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Is there a way to access the "walkersim show" command on a dedicated server? Running the command as an admin or into the console of the server does not do anything unfortunately. I was hoping to be able to see where the agents were at. Thank you!
There is no way to do that as it doesn't transmit the required data to the clients so clients can not render that. Also WalkerSim.exe is not required on the installation, it is the tool to configure and preview the simulation. 

 
Would it be possible to make it so the zombies aren't always running before they detect you?

 
Would it be possible to make it so the zombies aren't always running before they detect you?
That is some quirk that I investigated already, I'm not sure what drives it, some do it some don't. I don't want them to just stand around when they spawn and the function I use is the only one that I could find that forces them to move.

 
Vanilla Server is using this modlet now.

The already mentioned problems I've seen:

* feral zombies running around randomly into walls and buildings.

* night time zombies running around all the time instead of walking around.

* when zombies run around, they don't notice you as a player.

It would be interesting if more zombies would appear near a player of higher level.  

Maybe an idea for another modlet.

 
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This is hands-down how the Zombie mechanics should work in Vanilla. Thank you for the work you've put into this.

 
This mod is absolutely amazing, completely changes the game and makes it way more tactical. ZehMatt you are a genius, mate.

Anyone been playing around with it and got any good configurations? Any tutorials on how to make groups and a breakdown of what the behavior tags do exactly? I've been trying to make a high population that behaves a bit like the Z's from project zomboid, but have had limited success.

 
Made an account to thank you for this amazing mod! Seriously good work, this mod saved the game for me because it was a zombie game with too few zombies.. 

I'm not sure if this is intended but, In a new 6k world I started for the mod it feels alright and they are spread out but in my existing 8k world they are just grouped up sitting around, both are using the same XML.

How can I get even more zombies? I have it set at 400 and it wont let me increase the value. I saw people talking about over 10k zombies? Sign me up.

Cant get image to upload for reference. Will try another time.

 
Made an account to thank you for this amazing mod! Seriously good work, this mod saved the game for me because it was a zombie game with too few zombies.. 

I'm not sure if this is intended but, In a new 6k world I started for the mod it feels alright and they are spread out but in my existing 8k world they are just grouped up sitting around, both are using the same XML.

How can I get even more zombies? I have it set at 400 and it wont let me increase the value. I saw people talking about over 10k zombies? Sign me up.

Cant get image to upload for reference. Will try another time.
I know there have been changes over the previous iterations of the mod up til now, but have you tried editing the WalkerSim.xml file?
Specifically the parts regarding population and group size?

Code:
  <PopulationDensity>160</PopulationDensity>
  <StartAgentsGrouped>true</StartAgentsGrouped>
  <GroupSize>24</GroupSize>
 
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