tehAon’s Mindless Zombies – Feral Zombie AI

tehAon’s Mindless Zombies – Feral Zombie AI

EXPERIMENTAL. Vanilla zombie...

MOD ID: 11558作者: tehAonカテゴリ: Gameplayバージョン: 0.5.0更新日: 2026-07-31(今日更新)用途: 汎用人気スコア: 0
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Gameplay

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ダウンロードは Nexus Mods 上で行われます(当サイトではファイルを配布しません)。対応バージョンは各ファイルの記載をご確認ください。

メイン Mindless_v0.5.1_gameV3.0.1-V3.1.zip v0.5.1
⬇️ 2
更新履歴(changelog)
- **Game V3.1 supported.** One DLL now covers **V3.0.1 and V3.1**, boot-verified on each rather than
assumed: no code change was needed, because nothing the mod binds to moved between them. On a real
V3.1.0 (b11) dedicated server the startup probe reports no missing members, all 13 patches apply,
and the self-test passes — the same as on V3.0.1 (b4).
- **POI sleepers wake at vanilla range again.** Reported from a live game: zombies in a quest POI
"just stand there unless I bump into them". Root cause was this mod's own sight nerf reaching
further than intended. `SightRange` sets `EntityAlive.sightRangeBase`, and *three* different things
read that one field — ordinary awake sight, a sleeper's sight range (`max(3, base * 0.2)`), and the
sleeper **wake** test, which compares your light level against a ramp in `dist / base`. Only the
first was ever meant to change. Dropping `SightRange` from 30 to 18 scaled the other two by the same
0.6, so a sleeper's wake distance fell to roughly one to two metres in a dim interior — close enough
to walk past a whole room. There is no separate sleeper-range property to compensate with, so the
fix is to stop setting `SightRange` at all.
**Short sight is unchanged.** It now comes solely from the `seeDist` already present in the
targeting line, which caps acquisition at 18 m (27 m if the server runs feral sense) against
vanilla's 30/75 — the pathfinder-side and stealth-side numbers just stop being collateral. Nothing
about horde night, the beeline, rage, speed or the noise magnet changes.
- **Hearing back to vanilla's 50 m.** The same targeting line wrote a literal `30` for hear distance,
believing a `0` meant "use the entity default". It does not — the game reads `0` as 50 m — so the
mod had quietly cut hearing *below* sight, the exact opposite of its stated "blind but sharp-eared"
design. Now `0`, so noise genuinely outranges sight.
- The boot self-test now asserts `SightRange` is still vanilla, so this cannot come back unnoticed.
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旧バージョン(5件)を表示
アーカイブ Mindless V0.2.0 GameV3.0.1 v0.2.0
⬇️ 48
更新履歴(changelog)
Three additions, all server-side; still verified booting on a V3.0.1 dedicated server with
`EACEnabled=true`, so clients still install nothing.
- **They shift with the clock.** Speed and rage now key off the phase — day / night / blood moon.
Vanilla already hands zombies run speed in the dark and walk speed by day; Mindless leans into that
with a per-phase scale (default `0.45` / `0.70` / `1.0`), so daylight is a losable shamble and a
blood moon is a surge. Rage distance widens the same way (`12` / `25` / `40` m). No new per-tick
hook — the existing speed and rage patches just read the phase at call time. **Beeline is unchanged
in every phase:** `pathCostScale` stays 0 around the clock; only the tempo moves.
- **Enrage on damage.** Shoot a zombie and it gets a 5 s burst of speed and bite (`buffMindlessEnrage`,
a new appended buff). `EnrageSpread` wakes the ones next to it too — one hop, not a horde-wide
chain. The buff is applied from the DLL so it obeys the preset (off on `lite`); the definition rides
along in the auto-pushed `buffs.xml`.
- **Noise has teeth.** Gunfire heat on the AI director's activity map is scaled (`NoiseHeatScale`,
default `2×` on standard), so a firefight summons a screamer in about half the shots. Done
server-side in `AIDirector.NotifyActivity` — **not** by editing `sounds.xml`, which is client-loaded
and would have broken the install-nothing promise. Only `Sound` events are scaled; campfires and
forges are left alone.
- **Not built, because it was already done:** an anti-door-funnel feature. At `pathCostScale=0` the A*
engine flattens every custom connection to a uniform cost, so doors already have no advantage over
walls. Verified in the pathfinder, documented, skipped.
- Preset defaults extended; new settings `DaySpeedScale` / `NightSpeedScale` / `BloodMoonSpeedScale`,
`RageDistanceDay/Night/BloodMoon`, `EnrageEnabled`, `EnrageSpread`, `NoiseHeatScale`. The old single
`SpeedScale` and `RageDistance` still work and set all three phases at …
⬇️ Nexus でダウンロード
アーカイブ Mindless V0.3.1 GameV3.0.1 v0.3.1
⬇️ 9
更新履歴(changelog)
- **Wall commitment.** Once a zombie starts tearing through toward you (the "rage" / destroy-area
behaviour), it now stays on the wall instead of letting the destroy-area timer lapse and bouncing
back to route-finding — hit the same wall, re-decide, start over. That flip-flop is what made a
horde look like it was hesitating at your base, and every bounce was a wasted pathfinder request.
The commitment is held only while the zombie is genuinely breaching and is released the instant it
can reach you, so it never stands in melee range chewing a block instead of hitting you.
- Distance-based release (not path-based) on purpose: a Mindless zombie has `pathCostScale=0` and so
always holds a straight-through path, which a path-emptiness test would never catch.
- Safe: only ever extends a destroy-area task the game already chose to keep running; never revives
one that exited for its own reasons (stun, a hopeless spot). Non-zombies untouched.
- New knobs `RageCommit` (on; lite = off), `RageCommitSeconds` (8 / nightmare 12),
`RageCommitReleaseDist` (3 / nightmare 2.5). New patch: postfix on `EAIDestroyArea.Continue`.
- Pairs with **SteadyFrame**: more of the horde sits in the cheap block-breaking state at once, which
SteadyFrame's cost-weighted cap counts cheap and can therefore let you run more of.
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アーカイブ Mindless V0.4.0 GameV3.0.1 v0.4.0
⬇️ 1
更新履歴(changelog)
- **Fences no longer un-dumb the horde.** A player added horizontal industrial-fence blocks to a
defensive wall and the zombies "regained their brains" — routing around it instead of smashing
through. Root cause: `pathCostScale=0` only zeroes a block's cost when that cost rides the pathfinder's
*scaled* channel (`PathType > 0`, `Path="solid"`). A thin off-centre model shape — fence, railing, pole
— loads as a *scan* block (`PathType = -1`) whose blocking and detour the game carries in an **unscaled**
channel (`BlockerFlags`, baked edge costs, `Block.GetPathOffset`) that the mod's one lever can't reach,
so the wall got a real cost gradient back. Fix: at load, promote every destructible, movement-blocking
scan block to solid (`PathType 1`) so its cost zeroes like the wall around it and the beeline holds
through it. New patch: postfix on `BlocksFromXml.InitBlock`. New knob `FlattenPathCutouts` (on; global
to the shared AI path grid, so all AI stop threading fences — the point of the mod; runs once at load,
never per tick). A boot self-test confirms no destructible scan blocks are left un-flattened.
- **A player standing beside a zombie is no longer ignored.** Reported: zombies ran past a digging player
to keep smashing/chasing. The mod never touched target *selection*, and 0.3.0's wall-commitment made it
worse by gluing a breaching zombie to the wall past the player. Fix — a point-blank **melee lock**: when
a live player is within reach **and** in line of sight, the zombie retargets to them and drops out of
the block-smashing state so ordinary approach/melee takes over. The line-of-sight gate keeps it
caveman-simple and matches intent exactly — a player behind the wall it is breaching, or down a hole out
of sight, fails the raycast, so the zombie keeps smashing (or keeps following the noise into the hole).
No strategic routing is added. New knob `MeleeLock` (on); it reuses `RageCommitReleaseDist` as its reach,
so there is one number for "close enough to hit you". W…
⬇️ Nexus でダウンロード
アーカイブ Mindless V0.4.0 GameV3.0.1 v0.4.0
⬇️ 31
更新履歴(changelog)
- **Fences no longer un-dumb the horde.** A player added horizontal industrial-fence blocks to a
defensive wall and the zombies "regained their brains" — routing around it instead of smashing
through. Root cause: `pathCostScale=0` only zeroes a block's cost when that cost rides the pathfinder's
*scaled* channel (`PathType > 0`, `Path="solid"`). A thin off-centre model shape — fence, railing, pole
— loads as a *scan* block (`PathType = -1`) whose blocking and detour the game carries in an **unscaled**
channel (`BlockerFlags`, baked edge costs, `Block.GetPathOffset`) that the mod's one lever can't reach,
so the wall got a real cost gradient back. Fix: at load, promote every destructible, movement-blocking
scan block to solid (`PathType 1`) so its cost zeroes like the wall around it and the beeline holds
through it. New patch: postfix on `BlocksFromXml.InitBlock`. New knob `FlattenPathCutouts` (on; global
to the shared AI path grid, so all AI stop threading fences — the point of the mod; runs once at load,
never per tick). A boot self-test confirms no destructible scan blocks are left un-flattened.
- **A player standing beside a zombie is no longer ignored.** Reported: zombies ran past a digging player
to keep smashing/chasing. The mod never touched target *selection*, and 0.3.0's wall-commitment made it
worse by gluing a breaching zombie to the wall past the player. Fix — a point-blank **melee lock**: when
a live player is within reach **and** in line of sight, the zombie retargets to them and drops out of
the block-smashing state so ordinary approach/melee takes over. The line-of-sight gate keeps it
caveman-simple and matches intent exactly — a player behind the wall it is breaching, or down a hole out
of sight, fails the raycast, so the zombie keeps smashing (or keeps following the noise into the hole).
No strategic routing is added. New knob `MeleeLock` (on); it reuses `RageCommitReleaseDist` as its reach,
so there is one number for "close enough to hit you". W…
⬇️ Nexus でダウンロード
旧バージョン Mindless V0.5.0 GameV3.0.1 v0.5.0
⬇️ 49
更新履歴(changelog)
- **Your settings survive updates.** Editing `Config/mindless.xml` never lasted — every update
overwrites it. Put what you want changed in `Config/mindless.local.xml` beside it instead; it
overrides the shipped values and nothing writes over it, because that file is in no release. A
`<setting>` merges onto the shipped one with the same name, or is added if absent. The overrides are
logged at startup.
⬇️ Nexus でダウンロード

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MOD 解説

実験的。バニラゾンビは、あなたの最も弱いブロックへと向かい、拠点を破壊します。「マインドレス」はそれをさらに過激にします。ブロックの硬度は無意味になり、ゾンビはまっすぐあなたに向かってきて、邪魔になるものは何でも突き破ってきます。昼間は動きが遅くなりますが、血の匂いを嗅ぎつけると突進してきます。

原文(英語)を表示

EXPERIMENTAL. Vanilla zombies path to your weakest block and pick your base apart. Mindless flattens that: block hardness stops mattering, so they come straight at you and through whatever's in the way. Slower by day, a surge on a blood

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