Project Zomboid

Project Zomboid

Spring Cleaning - See remaining zombies on map [B41/B42]
57 Comments
Ormus n2o 22 Jun @ 11:34pm 
@awesome_dylon Default Apocalypse setting will spawn over half a million zombies. Remember to turn off respawn in the sandbox settings, otherwise the zombies will keep re spawning.
Ryan 3 Jun @ 7:06pm 
make it so i can see this only when i have a radar or only on certain days
awesome_dylon 11 May @ 1:11pm 
for singleplayer what zombie rates would make this balanced and legit for wiping all zombies out of Kentucky
Z Chuck 22 Mar @ 2:08pm 
I'm not sure if it's this mod or build42 in general. I will see 200 something in crossroads mall. Clear probably 180 ish, then with no respawn settings and no migration I come back next day and there is 250? Across all squares.
Naxdar 15 Mar @ 5:58am 
I tested the mod in debug on the latest PZ version (42.5.1), to compare with the debug zombie population map, and the numbers given by this mod are all wrong. I suspect it counts the zombies inside the active area only and write that number for the entire 100x100 square, missing those that aren't loaded. Something probably broke with one of the recent patches.
SilverBeam  [author] 4 Mar @ 4:50am 
@FreakyFerret Could you perhaps send me a screenshot via DM, imgur, or whatever you prefer?

I do not have a high resolution screen and i would be interested to see what you are talking about.
FreakyFerret 3 Mar @ 4:26pm 
RadarZ does work perfectly with Spring Cleaning. My only issue remaining is the text is way big on my map. I'm playing in 4k though, and that's likely the cause.
SilverBeam  [author] 3 Mar @ 1:59pm 
RadarZ is compatible? Very nice to hear!

I am a bit saddened that the ingame minimap just straight up ignores symbol scaling, sigh, nothing i can do about it sadly.
Meyar 3 Mar @ 7:27am 
For those wondering, RadarZ does work with this.
Undying Jungle 3 Mar @ 6:40am 
@SilverBeam Works like a charm indeed. Sorry for doubting it.
Undying Jungle 2 Mar @ 4:05pm 
oh cool i thought it broke :D
Demenz Dustin 2 Mar @ 10:39am 
Thanks for the response! Maybe put that in the description because i wasnt aware of it and in screenshot you also dont see anything of it ;) but very nice work anyways!
SilverBeam  [author] 2 Mar @ 10:24am 
I added proper support for Illiterate characters, The way tell me if it still produces only question marks for you.
SilverBeam  [author] 2 Mar @ 10:06am 
@The way it's gonna be: Make sure that your character is not "illiterate", otherwise you cannot read/write on map. That is a Vanilla mechanic.

@Demenz Dustin: the mod is already compatible with the minimap. Allow the minimap from the sandox options, open it by holding "M". Due to Vanilla limitations, you cannot see text there, and symbols won't scale, but the square colors around will be correct and update as you move!
Demenz Dustin 2 Mar @ 2:58am 
@silverbeam this was just released and is what i meant, https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3436681654 a dream <3
Demenz Dustin 1 Mar @ 3:23am 
@The way it's gonna be, i also have a lot of ???? on my one, i think it's not a bug/error, but you need to "visit" those tiles to get info on Z's there. As soon as you are in that tile you'll see a number - i mean you can even see them "????" in his screenshots above....
NewJacks Forehead 28 Feb @ 9:28pm 
Did a bit more than an hour of play testing. Build 41, heavily modded, previous save game on a modded map (New Albany)
So far after around 3 hours on two start ups, no issues yet. I really like the real time migration numbers, granted i dont have alot of map explored. I might duplicate my main playthrough and test this mod to really stress test it, alot of map and alot of zeds for the code to count in real time.
Undying Jungle 28 Feb @ 3:36pm 
The mod issue was solved for a moment, but it's pretty cursed right now.
What i love is that everyone has a different issue apparently.
My problem : every number of zombies written on the map in chunks now says "????????"
It started like 12 hours into a game.
A lot of ???? are also written on the map itself, even if i untoggle zombie density.
I'd say all the issues we have are probably compatibility related given the sparsity in symptoms and the fact i got like 50 mods.
Demenz Dustin 28 Feb @ 1:47pm 
@santax no its just an overlay within the Map that shows the zombies around you
Mark Corrigan 28 Feb @ 11:51am 
Its broken, i've disabled it in game, uninstalled it and removed the mod from my game folder and it still shows up in game.
Santax 28 Feb @ 11:22am 
Is it used to clean the corpses of zombies already eliminated?
Demenz Dustin 28 Feb @ 7:48am 
can it be shown in minimap bottom right? used this one in b41 and i freakin loved it - but from what i see difference is minimap always shown and only shown when opening map right?

https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=1619603097&searchtext=eris+minimap
Meyar 28 Feb @ 7:07am 
So I'm still having issues. I flip on the toggle zombie density button, green squares work (but no text) while orange and grey squares will flash for half a second with text and then immediately vanish. So far I've been able to narrow down the suspect to MinimapZ, which gives you a kind of minimap radar of nearby zombies.

If that's not it, my other suspect is 'limitless zoom in' but I'm still testing that one out.
NewJacks Forehead 27 Feb @ 9:04pm 
gonna test it for an hour will report back
SilverBeam  [author] 26 Feb @ 8:46am 
Mod is theoretically compatible with anything, i have yet to encounter any mod that interferes with it.
SilverBeam  [author] 26 Feb @ 8:45am 
Hosted MP is now fixed, lemme know if you spot further issues!
VVentos 26 Feb @ 8:22am 
Is this mod compatible with Bandits NPC mod ?
Pavlus 25 Feb @ 8:01pm 
The map seems to be working (updating zombie number properly) but toggle button still don't work. If set to off, new areas of the mod map won't appear, but old ones still be there. And it still generates a ton of errors every few seconds. Like 2-5 thousands errors. In few minutes I got all the way to error count of 200 000+

Upd. Scrap that, started a new game and there was 0 errors. Probably just needed new game or clean save.
This is one of those mods, that you wouldn't think you need, until you try it, after that, you wont play without it.
Great and original idea, splendid determination to get thru the thorny path and make it work. And a well deserved place in the proud and respected group of mod creators! Great work! :FH5Kudos:
Bob 25 Feb @ 11:00am 
The mod seems to work fine in singleplayer B41 but doesn't work in multiplayer, at least not self hosted. Clicking Host and starting a fresh game the map has the toggle zombie density button but clicking it does nothing and the map is empty. Loading a singleplayer game works fine.
SilverBeam  [author] 25 Feb @ 9:33am 
Yeah, this is proving more challenging than anticipated. The root cause of the bug is some inconsistency somewhere in the game's code, where stuff is not reset properly to what it should be. It is unclear to me what might be causing this, as any test i tried would not be able to reproduce this issue. Thanks to Tidurian's suggestion i have pushed an update that should make the code resilient even to unexpected data. Thanks everyone for your patience, i truly hope this will be the last update before the one that introduces advanced settings for the colors.
Meyar 25 Feb @ 7:15am 
Sounds like this is proving to be one hell of a difficult mod, good luck, appreciate the effort! :>
Bob 24 Feb @ 3:31pm 
Latest version just now doesn't do anything. No annotations on the map, no errors. Pressing the toggle zombie density button does nothing.
Tidurian 24 Feb @ 7:17am 
Tested with the new version. results in Discussion
SilverBeam  [author] 24 Feb @ 6:57am 
Pavlus, due to how the map works i cannot make textures that "change" when in Isometric or Aerial, sadly
SilverBeam  [author] 24 Feb @ 6:55am 
Sorry, i was away from home this weekedn. I just pushed a new update that should fix the occasional issue. Please check again now.
LambVORTEX 24 Feb @ 12:37am 
Hey mod author, check the discussions. You made the mod, you take CARE of the mod.
Alb3rt_Hmm 23 Feb @ 11:16am 
great mod, works perfectly
Pavlus 23 Feb @ 9:55am 
For me mod works, but I can't toggle it off, and it dont look proper if you use map in non top-down view. Also get this error
N0wh3re 22 Feb @ 9:44pm 
Working fine to me. at least your mod is fully compatible with symbol size slider mod.
Btw, can we have a option for colors?(Green-Yellow-Red)
For example, I just ignore less than 5 zombies and want to color the cell to green.
Meyar 22 Feb @ 6:32pm 
I'm likewise getting the error. I have a few other map mods like Darker Maps, MinimapZ, draw on map, additional symbols, symbols size, that kind of thing.
IceRogue 22 Feb @ 6:24pm 
Two Errors From Build 42.3.1 preventing it from displaying anything
IceRogue 22 Feb @ 6:23pm 
`attempted index: getName of non-table: class zombie.worldMap.symbols.WorldMapSymbolsV1$WorldMapTextureSymbolV1
function: wipeZombieCountsFromMap -- file: Spring.lua line # 350 | MOD: Spring Cleaning
function: refreshMap -- file: Spring.lua line # 281 | MOD: Spring Cleaning
function: init -- file: SpringCleaningClient.lua line # 24 | MOD: Spring Cleaning
java.lang.RuntimeException: attempted index: getName of non-table: class zombie.worldMap.symbols.WorldMapSymbolsV1$WorldMapTextureSymbolV1
IceRogue 22 Feb @ 6:22pm 
`attempted index: getName of non-table: class zombie.worldMap.symbols.WorldMapSymbolsV1$WorldMapTextureSymbolV1
function: wipeZombieCountsFromMap -- file: Spring.lua line # 350 | MOD: Spring Cleaning
function: handleSpringCleaningButtonClick -- file: SpringCleaningClient.lua line # 152 | MOD: Spring Cleaning
function: onMouseUp -- file: ISButton.lua line # 56 | Vanilla
java.lang.RuntimeException: attempted index: getName of non-table: class zombie.worldMap.symbols.WorldMapSymbolsV1$WorldMapTextureSymbolV1
Bobitec 22 Feb @ 4:12pm 
@SilverBeam It's maybe mod compatibility issue?... i play with 280~ mods and maybe one of them cause that...
SilverBeam  [author] 22 Feb @ 3:27pm 
exmeris, what do you mean by "bot work at all"? Which error do you see?

Regarding the other error i am tryinf tonreproduxe it but it doesn't happen on my end and i am not too sure what is causing it, apart from hand deleting symbols
♡ Emmie ♡ 22 Feb @ 3:01pm 
42 does not work at all, thanks for nothing man
Bobitec 22 Feb @ 12:10pm 
it doesn't work for me :steamfacepalm:

`attempted index: getName of non-table: class zombie.worldMap.symbols.WorldMapSymbolsV1$WorldMapTextureSymbolV1
function: wipeZombieCountsFromMap -- file: Spring.lua line # 350 | MOD: Spring Cleaning
function: handleSpringCleaningButtonClick -- file: SpringCleaningClient.lua line # 152 | MOD: Spring Cleaning
function: onMouseUp -- file: ISButton.lua line # 56 | Vanilla
java.lang.RuntimeException: attempted index: getName of non-table: class zombie.worldMap.symbols.WorldMapSymbolsV1$WorldMapTextureSymbolV1
Bob 22 Feb @ 10:31am 
With the latest update on build 41 the map shows a little Error popup every 5 seconds and in the logs shows the following:
ERROR: General , 1740248605908> 437,649,362> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: getName of non-table: class zombie.worldMap.symbols.WorldMapSymbolsV1$WorldMapTextureSymbolV1 at KahluaThread.tableget line:1689..
SilverBeam  [author] 22 Feb @ 9:56am 
Uwe, that issue is due to the fact that you attempted to manually remove markers instead of toggling visibility, while the mod is still running. This creates inconsistencies but does not prevent the mod from still running. You can Quit and Relaunch the save to get rid of it. I'll add a warning for it in the post. This is a bug/quirk with the Symbols engine that does not remove Symbols correctly from its internal lists.