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WalkerSim2

WalkerSim2 0.9.11

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ZehMatt

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ZehMatt submitted a new resource:

WalkerSim2 - More realistic hordes based on a 2d simulation

WalkerSim2

WalkerSim transforms the way zombies and hordes behave in 7 Days to Die.
Instead of relying on random spawns, it runs a persistent simulation of zombie activity across the world.
In this system, zombies — referred to as agents — exist and move within a virtual 2D world that mirrors the actual game map.

These agents do not interact with the player or the game until conditions are right for them to be spawned, creating a world that feels much more alive and...

Read more about this resource...
 
ZehMatt updated WalkerSim2 with a new update entry:

2.0 support and bug fixes.

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...

Read the rest of this update entry...
 
Love this mod! Added 0.9.8 to my 2.0 playthrough yesterday and everything was great until I reached the desert. The plague spitters wouldn't spawn with the mod enabled. I did all the requirements for the badge except for killing the plague spitters last night and gave up. I removed the mod this morning and within 15 minutes I killed all 10. They spawn like crazy so I know it wasn't just bad luck last night.

Hopefully this is an easy fix, because this mod makes this game so much better. Hate to play without it!
 
Love this mod! Added 0.9.8 to my 2.0 playthrough yesterday and everything was great until I reached the desert. The plague spitters wouldn't spawn with the mod enabled. I did all the requirements for the badge except for killing the plague spitters last night and gave up. I removed the mod this morning and within 15 minutes I killed all 10. They spawn like crazy so I know it wasn't just bad luck last night.

Hopefully this is an easy fix, because this mod makes this game so much better. Hate to play without it!
I will look into this, I wasn't aware.

Edit: They do seem to spawn but the chance is very low
7DaysToDie_2025-06-19_17-04-402b37f41c6815673f4.png
7DaysToDie_2025-06-19_17-06-591c1a3a773d7196be1.png

I think this might have to do with the low chances set in entitygroups.xml, until a certain game stage its typically 5% which is not a lot and with more zombies being spawned now its quite a slim. I will do some further testing but it seems to me its not exactly a bug.
 
Last edited:
ZehMatt updated WalkerSim2 with a new update entry:

0.9.9

This version requires 2.0 (exp)
  • 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...

Read the rest of this update entry...
 
i used to use this in 1.0 and im going to try it again now! but, my only complaint about it is that restarting the server resets the spawns of the wild zombies. so i could clear my nearby town and area of the wild zeds (or lure them to my home traps) and they would simply come back when i play again.

has this been tweeked with latest builds of the mod curiously? so that it saves the state of the map. or that something far off scope?
 
Was excited to see this mod being active again(last I checked (Like A21) it wasn't updated for the then current builds)
But i'm not sure if I'm doing anything wrong or what gives, I'm running dedicated window server and the mod is placed correctly, there was some line when starting server about walkersim so so far it seems ok, But I don't seem to get the editor to pickup the world we're in. (RWG)
 
Was excited to see this mod being active again(last I checked (Like A21) it wasn't updated for the then current builds)
But i'm not sure if I'm doing anything wrong or what gives, I'm running dedicated window server and the mod is placed correctly, there was some line when starting server about walkersim so so far it seems ok, But I don't seem to get the editor to pickup the world we're in. (RWG)
I had the same issue with it not picking up the world. Eventually I just copied the generated world into the servers Worlds folder and then it saw it.
 
ZehMatt updated WalkerSim2 with a new update entry:

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.

Read the rest of this update entry...
 
Love the mod, been using it for a while now. Big thanks.
I just installed the most recent version and tried 7d2d (also most recent version). Everything worked but the sheer number of zombies was unmanageable. I was about lvl 4 and had to get through about 40 zombies to get to the trader. As I was fighting them more poured out of the forest. I ended up having to spawn in a gun just to get through them all. As soon as I turned away, fought for a bit, then turned back the zombies would be behind me again, a fresh 10-20 spawned in and it never ends.
Any idea what I could do to fix this?
 
Love the mod, been using it for a while now. Big thanks.
I just installed the most recent version and tried 7d2d (also most recent version). Everything worked but the sheer number of zombies was unmanageable. I was about lvl 4 and had to get through about 40 zombies to get to the trader. As I was fighting them more poured out of the forest. I ended up having to spawn in a gun just to get through them all. As soon as I turned away, fought for a bit, then turned back the zombies would be behind me again, a fresh 10-20 spawned in and it never ends.
Any idea what I could do to fix this?
Reduce the population density in the configuration, don't forget to use walkersim restart in the console in case you change it. I will definitely lower the default of that in the next update, I think its better to have a more reasonable default and for those who seek the absolute thrill can simply raise it.
 
ZehMatt updated WalkerSim2 with a new update entry:

0.9.11

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.
View attachment 36503

View attachment 36502

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...

Read the rest of this update entry...
 
I got a few questions!

Have had some weird zombie behaviours and spawning, wondering if it could be Walkersim related or some odd ingame bugs? (Never seen this behaviours before)
Have had zombies detecting players down in bedrock and digging down to the player (35+meters stone and dirt to the top) wich feels a bit... no.
This got to the point we had to disable zombie digging since the whole world was getting dug up)

Another thing, Just now I was digging a iron node down in bedrock and when jumping back down to bedrock when morning came, a whole group (5-7ish)of Z's had spawned and just stood idle on bedrock tunnel. Have also had a Direwolf and a snake spawn down in bedrock tunnels.

WalkerSim should replace all world spawns right?, So Clearing out a poi and slapping down a LCB to protect the area should theoretically keep the area 'safe' from respawn as LCB stops sleepers and WalkerSim handles spawns and places the at the edge (default). Do walkersim agents roam completely unhindered by buildings and blocks or do they influence agents movement? For example endgame project to place LCB's all over a town and build a wall around it should maybe keep zombies/agents out?

Is it at all feaseble to hope to get the walkersim show (and other commands) working in Multiplay?, never play singleplayer :P
 
Good afternoon, I have a question, how can I change this to 90 for example, I don't see the line in the xml, but in the log it indicates max 51. [INF] Max Allowed Alive Agents: 51 .Thank you and sorry for the translation.
 
I got a few questions!

Have had some weird zombie behaviours and spawning, wondering if it could be Walkersim related or some odd ingame bugs? (Never seen this behaviours before)
Have had zombies detecting players down in bedrock and digging down to the player (35+meters stone and dirt to the top) wich feels a bit... no.
This got to the point we had to disable zombie digging since the whole world was getting dug up)

Another thing, Just now I was digging a iron node down in bedrock and when jumping back down to bedrock when morning came, a whole group (5-7ish)of Z's had spawned and just stood idle on bedrock tunnel. Have also had a Direwolf and a snake spawn down in bedrock tunnels.

WalkerSim should replace all world spawns right?, So Clearing out a poi and slapping down a LCB to protect the area should theoretically keep the area 'safe' from respawn as LCB stops sleepers and WalkerSim handles spawns and places the at the edge (default). Do walkersim agents roam completely unhindered by buildings and blocks or do they influence agents movement? For example endgame project to place LCB's all over a town and build a wall around it should maybe keep zombies/agents out?

Is it at all feaseble to hope to get the walkersim show (and other commands) working in Multiplay?, never play singleplayer :P
I think I have fixed the digging issue and should be fixed in the next release, as for when that will be not sure yet. There will be no support to show the map for multiplayer, clients do not support that without the mod installed and streaming data to the clients is not a simple thing, maybe one day I'll add support to be able to view that in a browser. Also fyi, LCBs do not prevent spawns, never did, only bedrolls do.

Good afternoon, I have a question, how can I change this to 90 for example, I don't see the line in the xml, but in the log it indicates max 51. [INF] Max Allowed Alive Agents: 51 .Thank you and sorry for the translation.
Will be possible in the next update, if you don't like waiting you can use the artifacts from GitHub.
 
I think I have fixed the digging issue and should be fixed in the next release, as for when that will be not sure yet. There will be no support to show the map for multiplayer, clients do not support that without the mod installed and streaming data to the clients is not a simple thing, maybe one day I'll add support to be able to view that in a browser. Also fyi, LCBs do not prevent spawns, never did, only bedrolls do.


Will be possible in the next update, if you don't like waiting you can use the artifacts from GitHub.
Thank you very much, I will wait, I'm not good with GitHub. :-)
 
I think I have fixed the digging issue and should be fixed in the next release, as for when that will be not sure yet. There will be no support to show the map for multiplayer, clients do not support that without the mod installed and streaming data to the clients is not a simple thing, maybe one day I'll add support to be able to view that in a browser. Also fyi, LCBs do not prevent spawns, never did, only bedrolls do.


Will be possible in the next update, if you don't like waiting you can use the artifacts from GitHub.
I think I figured out a cause of the digging, From what it looks like sounds travel straight through blocks and dirt so the Zombies hear when we are at bedrock or like when I was indoors in a Vanity Tower POI on the 4th or 5th floor wrenching, zombies down at the street level heard me and came looking.
If the mod could check for the shelter status and dampen sound emitted by a configureable value it could probably fix this, I absolutely love outdoors to see zombies hearing gunshots and honing in, but it does feel weird when indoors that small sounds still travel out so far.

And yes, LCB do indeed stop spawing, they changed that a couple of alphas ago (Or rather it's stopping sleepervolumezombies from re-spawning) But we get walkersim agents roaming straight past walls and spikes and turns to zombies inside our base when we come near which is what I'd like to prevent.

As far as I gathered from other posts regular world zombies can spawn only on terrain blocks (voxelblocks) which does seems to be the case when I have been testing, and also respects the 'canMobsSpawnOn' xml tag for the block.
Does walkersim respect that tag aswell when turning agents to spawned zombies? If it does then I can mod in zombiespawnproof terrain blocks to place inside the walls to actually have a point with the walls and spikes ^^
(how does it handle bedroll safezone for that situation?)
 
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