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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).
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.
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.
I'm on Linux (Ubuntu 24) and I don't have any file named ZombieCountOptimiser.class nor NetworkZombiePacker.class on my Zomboid folder.
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.
I’m running a Project Zomboid B41 server hosted on AxenHost, with the mod " project france " installed. I tried installing the “No Mo Culling (Formerly known as Zombie Fix)” mod to reduce zombie-related bugs in multiplayer. The mod is installed in the correct location. ( java/zombie/popman )
However, after installing it, my server fails to start. The server log mentions a “disk full” error, even though yesterday the server only needed about 9GB of space, and now it still doesn’t start even with 13GB allocated.
I’m not sure why this is happening. Has anyone experienced this issue before, and do you have any guidance on how to make the server run with this mod installed?
i'v try many thing , internet research , chatGPT asking , but nothing seems to work..
Thank you very much for your help!
- Render further zomboid in lower FPS.
- Cut/Black out the one that further away.
But wasn't CPU still memorize them? Feel free to correct me if I'm wrong, I just want to know how exactly does this will boost my server performance? - If you can, walk me through it a lil' bit!
This is why we wrote that it's not strictly necessary for clients to use the patch but it's probably still better to do it because who knows how much cpu/network load the infinite counting adds (we didn't test it extensively). It's over there in the FAQ under "How does this mod increase performance exactly?".
So yes if your client is not patched you will see "Culled" stats but as long as "Server" stays at 0, it doesn't matter.
Now I can't tell you why you still have disappearances. I'd need to see it in action and we'd have to investigate, because that's not normal.
2/2
Basically there's 2 sources of disappearances that we could find, a bug we fixed in the server's code (you're using that fix when patching your server), and a limitation put in by the devs (of 500 zombies max).
For that 500 limit, we initially patched the clientside code that would parse zombies and send requests to the server for deletion. But it was annoying for servers to expect each player to patch their game so eventually we made a hack for servers too, so the code would simply stop handling deletion requests and just never delete anything.
1/2
https://imgur.com/a/eXFW6Oa
I haven't yet gone looking for disappearing zombies visually, but the stats in this image and the one below strongly suggest that having this on client in addition to server will have visible culling consequences.
https://imgur.com/a/qq1d8pJ
I wouldn't expect to see any culling since your page suggests that "the entire server" is affected by a serverside installation, but perhaps I misunderstand what you're saying in your page. Clientside culling does seem to persist, however, with the mod only installed on the server. I'm going to throw it on my client as well and see if this has any effect on the stats page.
But yeah a video of what is going on would be nice.
Based off of the admin panel, under statistics, under client and server, I observed that the number of "Loaded" zombies, were decreased by an amount equal to the sudden spike in number of "Reusable" Zombies. I can only assume that even with this .java patch, to the code, zombies were still being actively culled.
I have followed the instructions above and patched the dedicated paid server running on Nitrado, and on my computer as well, alongside trying out the patch with the Github version instead. We definitely installed it properly, for all of us.
My group of Zomboid Players would be extremely grateful if we could seek help regarding this issue, as it has ruined some of the high zombie count fights that we geared up for, only for the zombies to just, disappear.
Context: I've written about 40 mods for this game, copying files where I'm told to copy them is not a big ask for me.
As for it causing crashes sounds like it could be on your end this changes two lines of code that effect the game in a minimal way, unless your crank up zombies far more than your PC can handle.
NetworkZombiePacker.class fixes disappearances serverside.
ZombieCountOptimiser.class fixes disappearances clientside.
do you put both in the server files? Thats what I did
C:\SteamCMD\steamapps\common\Project Zomboid Dedicated Server\java\zombie\popman
for me, thats where I put it
I have everything I need on the server and the zombie hordes don't disappear. But the corpses on the ground for my friend do.
Could it also be caused by his poor connection? Something like desync?
If anyone has had a similar experience and would like to help, I would be happy.
Server is on B41
Fair enough.
Read the description.
I don't see an issue with Wandering Zombies, should be fine.