Project Zomboid

Project Zomboid

No Mo Culling (Formerly known as Zombie Fix)
363 条留言
JPMPICKLE 22 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?
Mopop  [作者] 10 月 16 日 下午 11:59 
Since this is a bug fix and not really a mod, if something new came up in B42 we wouldn't know about it and will not begin testing till we have an official release from TIS.
DarkSmile 10 月 15 日 下午 10:50 
Hi could u update this mod for 42 pls, The Death Legion mod came out, which allows you to play online in 42, and I encountered this bug
iFuuXi3 9 月 6 日 上午 10:21 
Hello,

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!
Gojita 8 月 31 日 上午 12:12 
Okay, here is what I understand:

- 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!
Mopop  [作者] 8 月 29 日 下午 10:16 
Yes it works on existing saves.
Modinstaller  [作者] 8 月 28 日 上午 11:40 
What we noticed is that when the server is patched but not the client and there are more than 500 zombies around, the client will naturally continue parsing zombies and sending requests, which, if I remember correctly, is what shows in your admin panel as "Culled Client". In fact I remember that it would constantly count up to some number then go back to 0 then count up, back to 0 etc..

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
Modinstaller  [作者] 8 月 28 日 上午 11:40 
Hey, so it's been a while since we made this so I'm a bit rusty, but from what I can remember, the admin stats panel thing is just visual.

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
Tr4ppeR 8 月 28 日 上午 11:38 
does this work on an exisiting hosted save?
Burryaga 8 月 20 日 上午 3:40 
Okay, so IF I install this mod on BOTH server AND client, then both values stop culling. The description suggests that only the host needs this, but my testing and the stats page suggests that clients who want to avoid culling also need this.

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.
Burryaga 8 月 20 日 上午 3:14 
Okay, so after checkin that panel, it seems that the mod successfully prevents serverside culling when installed on server, but not clientside culling. I never see anything culled serverside, but I see many clientside culls. Image for evidence. I suspect this could be the cause of at least some observed disappearances with the mod running, but perhaps they are temporary and would come back under the right circumstances if the server still has them stored.

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.
Burryaga 8 月 20 日 上午 2:00 
I'll check that panel and report back. It's entirely possible that what we experienced is not culling on a technical level. Still, the player losing a body doesn't care so much whether it's technically culling as they care that their zombie self disappeared. 😅
Mopop  [作者] 8 月 19 日 下午 9:47 
I'd need to see a video or something happening. I doubt it's culling though, you can easily check that in the admin panel, statistics and there is a column for culling.

But yeah a video of what is going on would be nice.
Myuuritsu 8 月 18 日 上午 2:36 
I'm currently experiencing what Burryaga is experiencing, where under bigger hordes zombies seem to stop walking after being kited for awhile or "get stuck in their decision-making process" and then despawn.

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.
Burryaga 8 月 14 日 下午 5:22 
For what it's worth, I can show you via screen share and you can watch it happen if you don't believe me. Your mod was the only Java mod I've tried, so unless a Lua mod can somehow induce culling, or perhaps my host automatically verifies file integrity on every server restart (seems unlikely but I guess theoretically possible to me), my best guess is that there are rare situations that are not handled by this mod.
Burryaga 8 月 14 日 下午 5:11 
Yes. It is rather simple to install according to your instructions above. I navigated to java\zombie\popman on my dedicated server and overwrote the files there with the two filles provided in your mod folder. The right files were there, so the instructions made sense, and we may have seen some decrease in culling (though I did not extensively test the degree of culling reduction), but we still got occasional culling, generally in crowded situations where zombies seemed to get stuck in their decision-making process. Since some risk still remained for us, it seemed worth sharing this info with passersby.

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.
Mopop  [作者] 8 月 14 日 下午 4:21 
I've never seen a single zombie culled by this, did you install it properly?

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.
Burryaga 8 月 12 日 上午 7:53 
Unfortunately, while this mod may reduce culling, it does not completely address the issue. Zombies that bug out animating or walking still seem to get culled. For those who want a way to restore player data in emergencies where the a player's zombie is culled, Advanced Death Log can help.
therokito 8 月 8 日 下午 8:38 
This fix may be broken after the zomboid update last sunday. narrowed it down with every single mod, and this ended up being what fixed the crashes once i removed it.
RainGamma 8 月 8 日 下午 5:25 
confused,

NetworkZombiePacker.class fixes disappearances serverside.

ZombieCountOptimiser.class fixes disappearances clientside.

do you put both in the server files? Thats what I did
RainGamma 8 月 8 日 下午 5:23 
I have my own server so its in
C:\SteamCMD\steamapps\common\Project Zomboid Dedicated Server\java\zombie\popman

for me, thats where I put it
RainGamma 8 月 8 日 下午 5:17 
For some reason zombies still despawn for me, (was just 2 tho)
keyzeyy 8 月 3 日 上午 3:47 
@GeorgeStand maybe your CorpseRemoval setting on sandbox options is set too low.
GeorgeStand 7 月 25 日 上午 2:35 
Do you know what could be causing the zombies on the ground to disappear after a while after my friend kills them?

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
Varlun 6 月 21 日 下午 12:28 
Read the description bud.
null 6 月 21 日 上午 11:25 
If the server owners add this does the client need to aswell?
Varlun 6 月 20 日 下午 12:00 
Which I would actually suspect to be the case, because I don't believe I have any anti-culling mods for B42. Anyway, I've gone back to B41 for the time being to play with a friend.
Varlun 6 月 20 日 上午 11:59 
There is still a singleplayer setting for culling in B42. Unless they just have the setting there as a leftover from B41 and it doesn't do anything in B42 yet.
Mopop  [作者] 6 月 20 日 上午 11:49 
It's not needed for B42 because B42 is single player and culling is a MP thing. Also just subscribing to the mod does nothing.
Varlun 6 月 17 日 下午 1:06 
Not necessary for B42? Or is there a B42 version? I thought I had this mod installed already (maybe I did it a long time ago), but stumbled across this again and I'm not subscribed. I haven't noticed any culling in my games. Pretty sure I'd notice it if they were, I'm playing on 16x. I turn around and all the zombies are still there.
ryland_thomas 6 月 6 日 上午 10:38 
when installing the filse into the packman folder is it all 4 or just the .class ones ?
Not Sure 6 月 4 日 上午 12:39 
it's important to remember that the steam function to "verify integrity of game files" will replace these back to default. If you run a "verify", you'll need to re-overwrite these files again with the mod's versions.
[+| CL rautamiekka 5 月 24 日 上午 7:46 
@Goose

Fair enough.
Goose 5 月 23 日 上午 7:54 
@[+| CL rautamiekka Thanks, I overlooked that, was tired when I was reading it
[+| CL rautamiekka 5 月 23 日 上午 6:47 
@Goose

Read the description.
Mopop  [作者] 3 月 29 日 下午 3:12 
Welcome to 16x how it was meant to be played.
ЯΞxx 3 月 28 日 上午 4:59 
Dude, after I've patched my dedicated server with this, zombies just keep coming. They form hordes and hordes. No matter how much I kill lmfao. I killed 3k zombies in a single street. My server has 16x zombie and respawn disabled, but seems that they just don't stop coming.
Mopop  [作者] 3 月 21 日 下午 1:17 
Have fun, don't die couldn't imagine wandering zombies at 16x, probably die of FPS death first lol.
marshmallow justice 3 月 20 日 下午 11:00 
seems to work just fine with WZ on our dedi server. Entered Debug after a number of zombie-related mods added and still see them behaving like WZ intends. Great :)
Mopop  [作者] 3 月 16 日 下午 5:22 
if you install it correctly, yes.

I don't see an issue with Wandering Zombies, should be fine.
EHOT 3 月 16 日 上午 8:48 
If I add this mod to my server when I have already created it. The question is , will everything work correctly and will it work for my friends ?