Project Zomboid

Project Zomboid

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No Mo Culling (Formerly known as Zombie Fix)
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3.091 MB
2023 年 12 月 16 日 上午 5:37
2023 年 12 月 23 日 下午 11:03
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No Mo Culling (Formerly known as Zombie Fix)

描述
No Mo' Culling (AKA "I want persistent zombies on my server")
Requires manual install (do not just activate the mod in-game! it will do nothing!)

You may or may not have noticed, but your server has forever been plagued with disappearing zombies…

Well say "No Mo!"

What this does

This mod fixes ALL instances of disappearing zombies that plague vanilla servers.

That includes:
- Zombies disappearing above a count of 500
- Zombies disappearing when being kited

As long as your server has zombies, your zombies are getting unduly removed by bugs and purposeful limitations. We fixed those!

Bear with us though, as the awesomeness of this mod will require you to manually install it. Don't worry, it's a very simple process and we'll guide you through it!

Who needs it

Everyone who wants to play Zomboid in multiplayer!

If server files are patched, it affects the entire server (and all its players). If regular game files are patched, it affects the individual player even on an unpatched server.

Everyone should get this and patch their game, but especially server owners should patch their server with it.

How to install

There are two ways to procure the files:
- Subscribe to the mod
OR
- Visit the github link in the pinned discussion below

If you subscribe to the mod, you will find the files in your steam workshop folder under Steam\steamapps\workshop\content\108600\3115293671\mods\No Mo Culling

Here is the full default windows path for your convenience: C:\Program Files (x86)\Steam\steamapps\workshop\content\108600\3115293671\mods\No Mo Culling

If you prefer using github, you will find the files in the latest release. Direct download links included (check the pinned discussion!).



Once you have the files, copy them and navigate to your Project Zomboid game or server install:
- If your server is hosted via the game ("Host" option in menus), find your normal game install
- You can find your game install in your Steam library. Right click Project Zomboid, Manage -> Browse local files.
- For servers, connect via ftp if on a hosting platform, or simply browse to its install folder if on your machine.

Once in the game/server install, browse into zombie\popman (on a server, java\zombie\popman)

Here is the full default windows path: C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\zombie\popman

Paste the files in popman, overwrite and you’re done!

Credits and more info

If you have any questions, please check the FAQ pinned discussions post. If you want more info about zombie disappearances and how the mod works, please check the More Info pinned post.

Credits and Special Thanks to Sooner535{UFIP}, Fed_Cap for their help in figuring out a solution, to everyone sharing in bug forums, and to Retanaru for making the video.

A very special thanks to EnigmaGrey for believing in us and giving us the drive to figure it out.

3D rendered art for the title card by: Ash

Workshop ID: 3115293671
Mod ID: No Mo Culling
热门讨论 查看全部(4)
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4 月 28 日 上午 9:04
置顶: F.A.Q
Modinstaller
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2023 年 12 月 25 日 上午 12:40
置顶: More Info
Modinstaller
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2023 年 12 月 21 日 下午 11:45
置顶: Github Links
Modinstaller
363 条留言
JPMPICKLE 10 小时以前 
was working perfectly on my dedicated server for a while now until earlier when i noticed that half of the zombies i was kiting despawned. I went to reinstall the mod and noticed that the new file is smaller and there is nowhere I can find stating it has been updated between now and when I installed it (server says that was 8/12/2025). was wondering what the cause for that could be
[+| CL rautamiekka 11 月 19 日 上午 6:39 
@Nightmare

Sounds like the host either re-runs the verification after a reboot which then reverts the files, or they have some kinda in-house protection reverting them after a reboot, so you'll need to ask them, it's the 1st time I've ever heard of a host doing something like this (granted, the last time I used a game server hosting service instead of running it by myself was something like 16 years ago).
Nightmare 11 月 18 日 下午 10:44 
so trying to use this in nitrado. Does the files have to be replaced every time the server is restarted? Every restart the files just go back to the original.
Jane Helldiver 11 月 15 日 上午 4:11 
@null It's easier to tell if it's NOT working.

Find a group of 100-200 zeds, walk them around for 10 to 20 minutes and lure them away from your base/town as far as you can.

As you are walking around, looking around, watch for large groups of them to get culled.

If you see a group of 20 suddenly spin around away from you, freeze in place then de-spawn? That's the culling this is supposed to prevent.

If the mod is working, you won't see this happen. You may still get a handful of zeds to blip out of existence here and there, but not in large quantities like 20 or 50 at a time when being chase by a massive horde of hundreds.
null 11 月 14 日 下午 1:47 
How do i know if its working? :spiffo:
[+| CL rautamiekka 11 月 7 日 下午 2:36 
@RamBo

No, it's in the expected place in my Debian Unstable (currently the same as Debian 13 Trixie, but using the Flatpak version of Steam) without using the Window$-specific version of the game, so either your installation is incomplete or you're looking in the wrong place.

Right-click the game in the Steam library to browse the files to easily get where the game is, just like the mod's instructions tell you.

If the files look in any way incomplete, try going outta the game's folder, uninstall the game through Steam, check that the game has indeed been deleted from the folder, and reinstall.

Remember this mod is for Build 41.x, so make sure to change the beta setting to that.
RamBo 11 月 7 日 上午 3:18 
Does anyone know if this is fix is Windows-only?

I'm on Linux (Ubuntu 24) and I don't have any file named ZombieCountOptimiser.class nor NetworkZombiePacker.class on my Zomboid folder.
Mopop  [作者] 10 月 26 日 下午 6:58 
You don't have to add it to your mod list if you don't want to. Though if you ever verify files you'll need to redo the process again, keep that in mind.
[+| CL rautamiekka 10 月 20 日 上午 5:46 
@Hola Amigo

Well, it'll be far easier to download, and update, if you add it to the modlist, you'll just need to always check which mods Steam updated when it does (which you should do anyway, so it ain't specific to this mod) and thus redo the replacement; you should use symlinks (short for symbolic links) instead of copying for that reason, but I dunno if Steam is smart enough to detect a symlink instead of writing to the symlinked file.
Hola Amigo 10 月 18 日 下午 11:06 
Do i even need to add this to my mod list? Or is it just the file replacement?