Project Zomboid

Project Zomboid

The Calm Before The Storm
410 Comments
DinDin 14 Jul @ 10:14pm 
☮Morti, you can check your console.txt log file to see if CBTS is working, and what phase it is in.

It is different for each player, but you can check on your own horde.

It is possible that you've set the distance to be too great, and the duration to be too short, so that the distance is greater than the horde can travel in that time.

One problem with CBTS working independently for each player is that if the phase are overlapping out of sync, another player entering the calm phase during your storm phase could be stealing your horde.
If that happened, the zombies would just walk backwards and forwards a short distance as the phase updates happened.

That's why I really think this mod should be updated to be synchronization with the server on login.
☮Morti 11 Jul @ 12:02pm 
At several occasions we run into a group that is larger than what is set in the server's sandbox settings, so I'm assuming this is horde that has been gathered. But driving back they're suddenly gone; like they're migrating away from us. Naturally I'd assume that this has to do with the 'calm phase' where zombies form hordes away from the player in order to gather for an attack. But the attack never seems to happen, and we never see the horde again.
☮Morti 11 Jul @ 12:02pm 
Got a server running for about a 5 in-game months. We had a total of one mini-horde in the beginning of the wipe and never seen any again. The towns seem to be deserted, as stated before migrating phase, so I'm guessing their migrating but never seem to attack. Rather confusing as it seems like the mod doesn't work properly? Or it might be my settings.

I hear the sound of the horde event starting, as do other players on their own individual timers, but there is never an attack. This leaves me wondering if (a) hordes disappears or (b) the horde gets stuck somewhere, or (c) the hordes migrate to far away to take to long to get to our base.
DinDin 23 Jun @ 4:49pm 
The best solution i could come up with to ensure everyone's timers went off at the same time was to set the Cooldown to an obscenely long value in advance to ensure it didn't go off prematurely.
Then immediately before we wanted to hold the event, changed the settings to 0 Cooldown, 1 hour Calm, 2 hours Storm, and restarted the server.
Everyone logged in within a few minutes of each other, their timers started from 0, and our phases all triggered at the same time. (I used the StormAlertMessage to verify)

This was a kludge solution to a ridiculous problem that I only confirmed by reading the LUA files.

You shouldn't be claiming to support multiplayer without declaring the HUGE caveat that this is mod is NOT synchronized in multiplayer.
DinDin 21 Jun @ 6:58pm 
I'm an admin on a server which just added this mod, and we're trying to coordinate times for having a streamed event, so I tried to figure out the nuts and bolts of this mod.

The first odd thing I noticed is that the debug counter in console.txt only counts when I'm logged in.
The second odd thing I noticed is that all the logic for the hordes is in the client lua.
The third odd thing I noticed is that when I logged in as a test account, the debug counter in console.txt is completely different.

As far as I can tell, all the logic for this mod - including the event phases - is done by each client, separately. So everyone has their own horde, and separate times, which only counts down when they're logged in.

Is that correct?
15 May @ 5:55am 
is it possible to put a limit on the size of the horde? this feature would help a lot with a large pop
StormSpiritGB 8 May @ 11:39pm 
cant hear the sound and when turn text on nothing pops up there also no way to tell when horde thing is over if its ever over cause would stop trickling in 6 at a time every 2mins htis was after the 50+ major horde
guardians25 15 Apr @ 3:13am 
감사합니다! 당신은 천사에요!
Tregedy 15 Apr @ 12:16am 
fun mod,but not recomend to use on 2.5pop and above for obivous reason :steamfacepalm:
SocialTroglodyte  [author] 14 Apr @ 11:32am 
@guardians25 Just added it. Hope it helps
guardians25 14 Apr @ 1:35am 
I can't hear well when I start. Can you add an option to tell me in text?
JoaGamo 7 Apr @ 8:20pm 
where is exactly the setting that makes zombies not knowing where you are? couldn't find it server side
Tnaz.v 2 Mar @ 9:47pm 
Could it be that the zombies disappear with this mod? Because this is happening to me, I have a horde of 1000 zombies and I walk a block and go to the place where the zombies were and they all disappeared. The mods I have on the list are these

https://steamproxy.net/sharedfiles/filedetails/?id=2458631365

https://steamproxy.net/sharedfiles/filedetails/?edit=true&id=3010852743
Ангел смерті 2 Mar @ 5:32pm 
Ironically, this makes Raven Creek easier.

Because now I can just wait for the horde gathering phase to clear the area, find a second-floor apartment and drop a TV in front of the door to cheese an impregnable fortress. xD
Tnaz.v 1 Mar @ 2:20pm 
How do you recommend that I configure the mod to generate crowded and stuck hordes that move from city to city and that there are also some solitary zs (when I say that they are stuck together, it means that they go very close together, literally, it may be difficult for you to separate them to kill them, I plan to put The maximum zombie generation that allows pz is 1000)
Reaper 24 Feb @ 8:00am 
you should've made this mod exactly like don't escape.
SocialTroglodyte  [author] 22 Feb @ 7:58am 
@3lfu84 Wandering Zombies should work fine. I haven't tested Definitive Zombies yet, but I don't think there should be any major conflicts.
3lfu84 22 Feb @ 7:04am 
@SocialTroglodyte im testing with wandering zombie and definitive zombie Should I expect stranger things or do they work well together? https://steamproxy.net/sharedfiles/filedetails/?id=2983905789&searchtext=wandering https://steamproxy.net/sharedfiles/filedetails/?id=2981571303&searchtext=definitive .
however ty for your great mod
RKZ 18 Feb @ 10:02am 
@SocialTroglodyte great thanks
SocialTroglodyte  [author] 18 Feb @ 9:30am 
@RKZ Use the Storm Phase Update Frequency option and set it to the max value
RKZ 18 Feb @ 8:08am 
I'm actually not seeing the setting that denies the horde the information on the players location
StalinJe 17 Feb @ 1:43pm 
do the zombies knows where you are or they just wander in a group
🌴 Zunder 🌴 12 Feb @ 2:00pm 
@Definitely a Virus
Dev said in previous page:
'Storm Phase Update Frequency is what you're looking for. Increasing it will call them in longer intervals rather than every minute. It replaced an old tickbox option in a recent update, so that part of the description is a bit outdated and needs a rewrite. Hope this helps.'

He didn't rewrite the description.
Definitely a Virus 10 Feb @ 7:01pm 
Additionally, for random duration value override - is it randomly chosen each time the phase changes? For instance if I have Minimum Cooldown at 84 and Maximum Cooldown at 252, will one cooldown phase be at 130 and the next at 90 and so on? Or will the game just pick one number, and it will always be at that duration?
Definitely a Virus 10 Feb @ 6:58pm 
Hi! Your mod suggestion states that we can disable zombies always knowing the player position during the Storm phase, but I do not see that option in your sandbox settings. Am I missing something? I'd like fleeing from the horde to be an option.
StalinJe 8 Feb @ 8:00pm 
Are the zombies infinite or they just gather all around the town???
Mikaze 29 Jan @ 12:21am 
@Sens - i play the same way. i experienced that the horde gets smaller. therefore i increase the radius and the phase periods. cooldown phase may fill up the cleared areas again until calm phase begins.
Sens 28 Jan @ 6:45pm 
Will this mod work properly if i disable zombies respawn? I like when i clear an entire city to remain cleared, but i like the idea to have a massive horde attacking once in a while, to make the late game more intersting.
OriionKek 25 Jan @ 5:04am 
really neat mod, but i personally want to thank you for not adding some stupid restrictions on sandbox settings. such stuff is really great for completely changing mod's purpose in example, without the need of installing other mods. i just made infinite horde, with really large offset, which just made all the zombies wander around world rapidly.
black_rose 6 Jan @ 8:10pm 
is this compatible with wandering zombies
Laiel 5 Dec, 2023 @ 4:41pm 
There is a bug in the multiplayer that causes each player storm to be triggered.

For example, if player 1 first starts and player 2 comes in four days after in-game time, each step is set to 180, 24, 12 hours

Storms are triggered on Day 10, Day 14
if this interval is in a Calm phase superimposed state, only a few of the gathered zombies point to the player and the remaining zombies wander.
The wind at the start of the storm can also be heard only by individuals.
Seraphim 20 Nov, 2023 @ 11:29am 
is there any way to use the console to immediately trigger another Calm phase?
InkNite 15 Nov, 2023 @ 10:43pm 
Hi, regard the "Calm Phase Update Frequency" & "Storm Phase Update Frequency" i still dont really get what it does.

Could you means explain in more details ?

Example
"@AbsoluteGato Storm Phase Update Frequency is what you're looking for. Increasing it will call them in longer intervals rather than every minute."


How does it relate to "Zombies are always aware of the player's position", does it means update player frequency per in-game minutes?


If so does that means by increasing the value from 1 to 10 the zombie tracking ability will get worst ?
Daemos 13 Nov, 2023 @ 2:28pm 
ive been playing around with this mod with debug zombie population on and have noticed a few things:
there is a culling square around the player that determines if a zombie is rendered or not. (zombie represented by yellow dot) When the calm phase is active i see the zombies all moving toward the horde rally point which by default is outside of the culling square. Once the zombies move outside the culling square they are un-rendered.
This is where the issue comes in: Once storm phase hits the horde rally point which is outside the culling square doesnt do anything. i can see on the zombie population map as soon as they are rendered and become a yellow dot they all get my location and head towards me. Is there some kind of workaround to extend the culling square and/or have zombies that arent rendered receive the ping to move to the player?
SocialTroglodyte  [author] 7 Nov, 2023 @ 6:38pm 
@AbsoluteGato Storm Phase Update Frequency is what you're looking for. Increasing it will call them in longer intervals rather than every minute. It replaced an old tickbox option in a recent update, so that part of the description is a bit outdated and needs a rewrite. Hope this helps.
AbsoluteGato 6 Nov, 2023 @ 11:22pm 
kek made mistake of ignoring the strange wind sound and made a camp on top of rosewood prison's guard office
woke up surrounded by 200+ zombies and the game got so laggy i have to teleport myself far from the location. the wind sound is very distinct and you can easily tell that "this one must be the indication". very good job sir

by the way, how to edit this section "Zombies are always aware of the player's position (this can be disabled in custom sandbox)". cant find anything read "zombies aware of player position" both in sandbox setting and game setting. am i doing something wrong? sorry for asking too many question
◘Quetz◘ 3 Nov, 2023 @ 5:04pm 
How to you view the logs about the storm? Can you do it live in game or is it stored in a file?
SocialTroglodyte  [author] 3 Nov, 2023 @ 8:25am 
@Package It starts at the end of the storm phase
Package 3 Nov, 2023 @ 8:14am 
Does the cool down phase start at the end of a storm phase, or the beginning of a calm phase? i.e. on default settings is an event going to occur every 7 days, or every 8 days and 6 hours?
SocialTroglodyte  [author] 2 Nov, 2023 @ 8:54am 
@AbsoluteGato Nope. It's just the wind/zombie sounds that indicate the start of the storm phase.
AbsoluteGato 2 Nov, 2023 @ 1:37am 
is there any indication other than sound of wind and zombie noises? like icons or something saying "everything is strangely quiet today..." during calm phase and the day before the storm phase the icon changes to "my intuition is telling me to be very careful..." or something so that we can predict it the day before and not at the start of storm phase?
IMPACT-ACI 30 Oct, 2023 @ 12:05pm 
"this does not spawn any zombies, but rather moves the existing ones in the world to form hordes."
what a badass man. thank you for making this
Bosterk 26 Oct, 2023 @ 4:49pm 
your mod is very good!

It is the only mod that can accumulate more zombies than the chunk can support, one question, can you make a huge horde? and that this horde goes together migrating across the map until it meets the player? like in the walking dead
Danny 21 Oct, 2023 @ 12:21am 
Cool mod...

Was walking around the whole Eerie Country, looting houses, gaining weapons,
confused why there is nothing alive in all the locations I went through...

Then... I reach the sawmill, loot it and decide to continue by crossing the bridge and get on the highway...
About 2 minutes driving, I see all the zombies marching towards me.

That was a great moment of surprise.
Margwa_Slayer2 19 Oct, 2023 @ 11:16pm 
/!\ You have alerted the horde!
パンダ(Φ ᆺ Φ) 17 Oct, 2023 @ 10:19pm 
does the default 168 hours calm phase cooldown mean the event will trigger every 7 in-game days? in coop play I am currently on my 10th days but the event won't trigger, I have reduced the distance and radius to 75 each if that'd prevent the event?
8hoursofsleep 15 Oct, 2023 @ 5:16pm 
Do zombies stop chasing you after some time or do you need to kill everyone?
DemonofRazgriz [Blaze] 13 Oct, 2023 @ 9:07am 
I'm a bit confused on how the mod works. I have everything set to default and keep getting these wind sound effects I've never heard before, but the horde never shows up. I'm running a time lapse test on a single player save to see how long it takes before I actually get one. So far 1 full month no horde.
Mikaze 5 Oct, 2023 @ 10:22am 
@32Alpha - yes. if they#re not trapped.
Chickenfrenzy21 4 Oct, 2023 @ 5:36pm 
That worked, thank you!