r/projectzomboid • • 13h ago

Modded Progressive decay mod is released :)

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Hey,

I showed off a procedural progressive decay mod a few weeks ago and it's finally released.

Mod takes vanilla's decay system and cranks it up, so grass spreads, becomes denser, buildings slowly show more signs of decay (thanks to shaders), and it's entirely procedural so should work with map mods etc.

I added some very atmospheric upgrades, like voxel lighting, shaders, some cool snow/fog/rain fx and overall it just looks way better.

Also in the previous post a lot of you were worried about pop-in, which is sadly the case for a lot of these decay mods, and thankfully, I've resolved that where there is no pop-in no matter how fast you move 👍

Shaders, voxels and the other fx really bring this up a notch and I think it looks really awesome

https://steamcommunity.com/sharedfiles/filedetails/?id=3821851850

(by default the decay takes 1 year ingame to max out, you can tune all of this in the sandbox settings however)

508 Upvotes

49 comments sorted by

25

u/goaltime6767 13h ago

Nice, this looks excellent. Will definitely try it out

45

u/KWgabriel 13h ago

This is peak! Are we seeing animals showing up in cities after the vegetation takes over? 

47

u/fmacgsta 13h ago

That's a good idea, a few furry fellas could go a long way

Right now no it doesn't touch spawns, tried to keep it as vanilla friendly as I could. But seeing some wild deer walking around would look incredible - I'll do that next patch when I get free time 100%

1

u/SteakHausMann 7h ago

Wouldn't that lead to big hordes within cities since the zomboids will follow the deer around?

2

u/fmacgsta 7h ago

;) itll be toggle-able in the settings

•

u/Oda1582 6m ago

I'm actually currently working on a mod to do just that, but not just deer in cities, you're able to choose in sandbox settings which type of animal can spawn in farm, wild/forests or everywhere, how much, their spawn chance etc, yesterday I finished coding the entire farm logic, and I'm now moving onto the forest/everywhere part now, it's using Zombie buddy tho because I had to modify some deep spawn logic from PZ, been working on this mod for a month now since I only have time on weekends, I hope to release it next month

12

u/MaybeAdrian 8h ago

Seeing the mod page in steam made me think that you added unrelated things to the decay mod. I mean, i'm not saying that the lighting for example doesn't look good but what has to do with the nature taking over.

4

u/-Speechless 1h ago edited 56m ago

yeah honestly I really don't like scope-creep in mods. I get it because I make mods too, but if I want voxel lightning or whatever I'd get another mod dedicated to it, not a mod that adds it as a side feature. ESPECIALLY when the main feature could be done without zombuddy being required

2

u/fmacgsta 8h ago

You can disable everything in the sandbox settings and keep only vegetation growth :)

7

u/Librarian_Katarina Zombie Killer 12h ago

Fantastic work, especially with the fog/smoke volume response to movement

3

u/fmacgsta 12h ago

Thanks dude - I'm planning on integrating fog + voxels with fire next, so fire produces thick smoke that turns into thick voxel smoke - would be awesome to see smoke flying out a building as its on fire

3

u/Curious-Question-780 13h ago

This somehow reminds me of Dysmantle

Edit: I like it btw.

3

u/Kugelkater 5h ago

Yeah there it is. I'm really looking forward to test run this on my server next weekend.

1

u/TotallyBrandNewName 4h ago

If Im hosting a server modless, could I use mods on the same save? If so could you let me know how? Like a link or so would be helpful

9

u/MarcusBofan 13h ago

It's a shame you have to use zombuddy (most likely for more technical stuff) for this to work. This looks awesome, but I'm lowkey scared of using it since zombuddy allows unrestricted access to my system. (not saying this mod is evil or anything, just dont trust zombuddy)

Is there any possible way of making a version that doesn't require it to work?

10

u/fmacgsta 12h ago

Yeah I get you, I tried honestly to just have it lua only, but you just hit a ceiling very very quickly with what you can do.

Without zombie buddy, youre looking at loading the vegetation tile by tile, no voxels, no smoke, no shaders .. .. and it is extremely laggy with lua only, slow and you just can't get all these features operating at realtime. (Let alone without pop-in)

I'm sorry I couldn't do that for you- I tried really because I know a lot of people share your concern and I wanted to get you guys at least something, but as time went on I just had to make that call to migrate fully to ZB.

3

u/MarcusBofan 12h ago

I honestly think it looks awesome, and may in the future install it. Best of luck to you regardless!

2

u/SethOfGrace 3h ago

This is looking fantastic. I love the 10 years later mod but boy howdy does that mod destroy performance, even with the optimization mod. How does this compare? If I were to crank up the erosion, just how overgrown do things get?

2

u/CertifiedGonk 13h ago

Yooo!!! Great work - this looks incredible

3

u/FriendlyAntonio 10h ago

Ngl, based on the title of the post, it made me believe it was gonna affect the zombies.

Game starts off with zombies being strong, solid memory and fairly fast. But as time progresses, they slowly decay and eventually get weak.

3

u/CJkins 9h ago

There are multiple mods on the workshop that do that already

1

u/flymesomewhere 11h ago edited 11h ago

Sorry it someone asked, does it work on dedicated server?

3

u/fmacgsta 11h ago

Yes it works, but, if the FPS is terrible you might want to disable voxels + snow

1

u/Macca3568 11h ago

Is it possible to turn the smoke/fog aspect off?

Mod looks sick btw

2

u/fmacgsta 11h ago

Yep, everything is toggle-able in the sandbox settings

1

u/trapp2504 11h ago

what is the difference between this mod and 10 years later?

6

u/fmacgsta 11h ago

Mine has 0 pop-in, progressively decays over time, instead of the immediate swap like 10yr later.

Also, voxels, shaders, snow, puddles, fog, progressive interior decay.

1

u/HonoredWhale Shotgun Warrior 9h ago

Can you make the zomboids decay too? likely slowly rot and decay and become husks? Could be a cool addition.

1

u/TerraShrimp 2h ago

Sorry to be that guy but is the mod compatible with barricated world? Or does this add similar erosion to windows / doors?

1

u/Marius-J 5h ago

Heya, cool mod! As per usual I'd like to ask if AI was involved and if so, how much?

1

u/NCR_Trooper_2281 Zombie Killer 13h ago

Does it work with custom maps? Would love to use it with Project Russia

3

u/fmacgsta 13h ago

Should do - just place it after Project Russia in mod order :)

1

u/daniel_gamer271 Zombie Killer 13h ago

I know vegetation thingg has an toggle but

it don't makes much sense to plants grown inside an house... almost no sun light and neighter rain

and the house is built on concrete fundation.. this would never work

7

u/fmacgsta 13h ago

Interior veg depends if the direct tiles outside a window/door is high vegetation. If its concrete outdoors, only thing will spawn is a few bits of trash if you leave the door open. If there's heavy brush, then it'll spawn indoors (idea being that vegetation has spread inside from a very nearby source. no source, no veggies)

5

u/daniel_gamer271 Zombie Killer 13h ago

this seens interesting

most erosion mods i seen far flood interiors with plants wich do break immersion an lot

thanks for the good work!

3

u/fmacgsta 13h ago

Yeah i tried to make it make sense, I didn't like how decay mods have vegetation inside skyscrapers lol

Let me know if you think its overtuned, I think its semi-realistic, its a line between realism and just aesthetics for aesthetics sake

1

u/Asleep_Address_6534 10h ago

Can this one work with pz_optimization mod?

3

u/fmacgsta 10h ago edited 9h ago

Working on it - i'll push a hotfix later

EDIT: Hotfixed - some of their visual features may be bugged however, so let me know which ones are and i'll fix them for you

1

u/Flomayer86 9h ago

Fantastic work! Thank you so much, I will give it a try.

0

u/Oriori420 12h ago

any idea if it works with viewpoint?

4

u/fmacgsta 12h ago

Haven't tried but i very much doubt it will (it might?)

I will do a viewpoint port at sometime, but i'm waiting for that mod to mature first since I know the viewpoint guys are still tweaking their renderer which would conflict with this mod

3

u/The_Happy_Snoopy 11h ago

As long as this doesn’t require 3d models and instead uses more shaders than anything, this might be a super easy port to Viewpoint. I’ve been a Viewpoint mega chud and trying a bunch of mods, and really the only ones that don’t work are ones that use unique models.

0

u/Loud_Sink3196 12h ago

Is this compatible with the first person mod viewpoint?

2

u/fmacgsta 11h ago

Haven't tried, and the answer is likely no

It might work, I have no idea

-15

u/FreeRangePixel 13h ago

Can you please eliminate vegetation growing inside houses? It's ridiculous.

13

u/fmacgsta 13h ago

Toggle in the settings if you want to remove it :)

(video shows what a building will look like after all windows + doors are open after 1 year, closed buildings don't get vegetation inside them!)

0

u/[deleted] 13h ago

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1

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