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WalkerSim2

WalkerSim2 0.9.9

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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...

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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...
 
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