Zombieland
Quote: I just want to say what a beautiful mod this is. The zombies behave exactly how I want them to behave, as in they build up over time if you don’t keep culling them, they’re manageable IF everything else is going well but as soon as things starting getting hectic (raids, pawns downed etc) they can become a real threat. And the customisation options are just wonderful also. Big thanks to the mod author, I was trying to take a break from Rimworld but with this mod that’s just not possible.
Do you like The Walking Dead? Are you afraid of the undead? Good. Because this mod will give you the heebie-jeebies!
Zombieland is not your average zombie mod. It is a full zombie-apocalypse system for RimWorld: zombies crawl out of the ground in masses, hunt you down, bash your doors, follow noise and scent, eat the wounded, and become a real threat the moment your colony is distracted by raids, injuries, fires, or one badly timed mistake.
Zombies attack anything that moves, smells, or makes sounds. They do not discriminate: colonists, animals, raiders, traders, and many humanlike pawns are all potential targets. Shoot them and they keep coming. Kill them and more will eventually rise.
UPDATED FOR RIMWORLD 1.6
Zombieland has now been lifted to RimWorld 1.6. This was not just a version-number update: the Harmony patch surface, pawn rendering, zombie behavior, infection flow, contamination, settings UI, save/load behavior, uninstall cleanup, special zombies, combat hooks, and official-DLC content branches have been audited and tested against the 1.6 game code.
Supported versions:
– RimWorld 1.6
– RimWorld 1.4 legacy support remains available
– Harmony is required
The 1.6 pass also covered the current official DLC loadout: Royalty, Ideology, Biotech, Anomaly, and Odyssey.
WHAT ZOMBIELAND ADDS
– Large configurable zombie hordes
– Zombies that smell, hear, track, wander, rage, bash, stumble, eat, burn, bleed, and respawn
– Night pressure, ambient danger, threat forecasting, and dynamic horde scaling
– Door and wall pressure, corpse eating, downed-pawn eating, fire interactions, and zombie avoidance
– Special zombies including suicide bombers, toxic splashers, tanky operators, miners, electrifiers, albinos, dark puffers, healers, spitters, and blobs
– Zombie infection through bites, with hidden, treatable, and terminal stages
– Dead infected humans can rise again unless handled in time
– Double-tap, serum extraction, infection treatment, and corpse-management workflows
– Contamination: a slow late-game threat that spreads through contact, products, buildings, cleaning, surgery, food, corpses, and world interactions
– Zombie thumper, zombie shocker, chainsaw, zombie extract, zombie serum, Twinkies, custom zombie visuals, and a lot of settings
CONTAMINATION
Contamination is a second long-term danger system beside the zombies themselves. It spreads through contact and accumulates over time on things, pawns, buildings, products, and parts of the world.
You can inspect it, overlay it, manage it, burn things, decontaminate what matters, and decide who or what has to carry the risk. It is intentionally slow and mostly becomes a serious problem later in the game.
INFECTIONS AND SERUM
Only zombie bites infect. Each bite can hide an infection at first, then become treatable, then become terminal. Treatment, surgery, amputation, and zombie serum can save a pawn depending on the stage and body part. If things go badly, the corpse may still rise later.
Colonists can extract zombie serum ingredients from zombie corpses, refine serum, double-tap infected corpses, and manage infection-related work through player controls.
SPECIAL EQUIPMENT
The chainsaw is a unique high-risk weapon that can cut through zombies on contact when running. It is powerful, loud, fuel-based, and dangerous around walls, friendly pawns, and bad positioning.
The zombie thumper attracts zombies. The zombie shocker can knock out zombies in a room for a short time. Both are meant to give you tools, not safety.
CUSTOMIZATION
Zombieland is heavily configurable. You can change when and where zombies appear, what they attack, what they destroy, how fast they move, how tough they are, how infection works, how contamination spreads, how many zombies can exist, how events scale, and how colonists avoid danger.
COMPATIBILITY
– Can be added to an existing save
– Can be removed from a save through the built-in remove feature, which creates a cleaned copy of the save
– Works with Combat Extended in the current 1.6 compatibility pass
– Current 1.6 testing also covered official DLCs, Humanoid Alien Races framework behavior, Vehicle Framework basics, Save Our Ship 2 space/hologram behavior, RimConnect actions/settings, Dubs Performance Analyzer, Camera+, and Simple Sidearms load-order metadata
– Put Zombieland late in your mod list for best compatibility, unless another mod gives more specific instructions
IMPORTANT NOTES
– Multiplayer is not compatible and is not expected to become compatible
– Mods that implement androids, robots, holograms, aliens, or machines as humanlike pawns may need proper flesh/non-flesh support
– Optional-mod compatibility depends on the version of that other mod. If another mod updates and breaks a patch target, report it with a minimal mod list and a log
FULL DOCUMENTATION
https://github.com/pardeike/Zombieland/blob/master/README.md
The best way to learn Zombieland is still to read the in-game settings side channel and the tooltips on Zombieland-related things.
TUTORIAL (SPOILER WARNING)
https://youtu.be/e2Kbt9xyTno
Thanks to the lovely Jadziax.
CUSTOM ZOMBIE GRAPHICS FOR MOD AUTHORS
https://gist.github.com/pardeike/a24c10abe76d92424f419d50fe16297e
POWERED BY HARMONY
https://github.com/pardeike/Harmony
Revisions:
Old revisions of this mod are available below. Click the link to download.