WalkerSim transforms the way zombies and hordes behave in 7 Days to Die. Instead of relying on random spawns, it runs a persistent simulation of zombie activity across the world. In this system, zombies - referred to as agents - exist and move within a virtual 2D world that mirrors the actual game map. These agents do not interact with the player or the game until conditions are right for them to be spawned, creating a world that feels much more alive and reactive.
You will only need the editor if you plan to create a complex custom configuration, the editor is no longer packaged with the mod and is now standalone because of the support for multiple platforms, if you plan on creating a custom configuration you will have to download the editor separately, you can find download under releases. If you are using Windows you want to download WalkerSim2-Editor-Windows-x64, if you are on Linux you want to download WalkerSim2-Editor-Linux-x64.
You can find the full documentation here.
At the heart of WalkerSim is a virtual 2D simulation that represents the loaded 7 Days to Die world. When the game starts, WalkerSim generates thousands of virtual agents based on the map size and configured population density. These agents roam the virtual 2D world by following simple, configurable behaviors. Examples include:
- Favoring roads and paths
- Grouping together in herds
- Staying near Points of Interest (POIs)
- Wandering freely based on environmental factors
- Reacting to sounds like gunfire, explosions, and breaking materials
Agents move constantly within the simulation, completely independent of whether players are nearby. Only when they come close to a player will they cross into the real game world as actual zombies.
Virtual zombies react to the sounds you make in the game world. Gunshots, explosions, and breaking materials draw zombies toward the source of the noise. This means your actions have lasting consequences - fire a gun in an area, and zombies will converge on that location even if they can't spawn immediately. When you return later, you might find a horde waiting where you made noise before.
Below is a visual example of the simulation in action (sped up by 64x for better demonstration), when one of the agents reaches the players activation zone it will spawn them in, this is how WalkerSim manages to simulate thousands of zombies in the background without a noticeable performance impact.
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