#Living Hordes - The undead are finally alive!

1 messages · Page 1 of 1 (latest)

timber tendon
#

🇫🇷 This mod completely replaces the classic zombie spawn system with something more alive and immersive.

Instead of zombies appearing “randomly,” the world stays active in the background

groups move across the map
they migrate between cities, roads, and dense areas;
they naturally drift toward the player during long periods of inactivity.
What this changes in-game
a more coherent world (less “magic pop-in”).
real moving zombie waves;
more realistic pressure around urban areas.
a more dynamic atmosphere when you camp too long.
The goal: keep a constant sense of threat without destroying performance.

How it works
The mod handles zombies in 3 layers.

Near the player: real, visible zombies.
Mid range: zombies tracked in the background (replaces vanilla caching).
Far away: simulated groups that keep migrating.
When a horde gets closer, it gradually becomes real zombies.
When it moves away, it returns to simulation.
Result: smoother transitions and far less weird pop-in.

Main features
persistent group migration.
attraction to dense/high-value areas.
player influence (staying too long in one place attracts more zombies).
globally controlled population (to prevent extremes).
full world-state persistence/saving.
Debug (if enabled)
O: debug panel
U: sonar / global view
This is only a summary: many small parameters shape group behavior.
I may release full documentation later if there is enough interest.

The mod is currently functional. Optimization work is ongoing (micro-freezes, especially in Louisville or while driving).
Once this is improved, the mod will be released in beta to gather player feedback.
Next logical step: multiplayer.

https://youtu.be/meNdC-eDWOI ⚠️ The video parts concerning Louisville is not representative of the actual distribution of the mod, as teleportation did not allow time for the category workflow to do its job.

https://youtu.be/M8P-tK7nqjQ - An example of the progressive filling of an empty map.

All questions or comments are welcome. ❤️

Zombie Migration System - The undead are finally alive!
This mod completely replaces the classic zombie spawn system with something more alive and immersive.

Instead of zombies appearing “randomly,” the world stays active in the background

▶ Play video
timber tendon
fierce laurel
#

already subscribed i gonna try it those days

timber tendon
fierce laurel
#

hi i was trying the mod, i'm looking for a set that have full cities but not so many in the countryside, cause now with the custom it's like having uniform spawn in vanilla, how i can set more urban focused?

#

or also something like make the zombies going out the cities and slowly expanding in the surrondings

timber tendon
#

Hello, currently you have some sandbox settings available, but nothing that allows you to handle this type of situation. However, you can certainly set the initial population to 0%. This will result in an EMPTY map, and the hordes will come from the edge.

I should point out that the mod has a higher default population density in cities than in the countryside (As shown in the in-game heatmap above).
But your question is interesting; I could add some additional settings to give you the ability to manage this.

Don't hesitate to ask if you don't understand some of the sandbox settings. I try to be as clear as possible in the tooltips, but even I sometimes forget what some settings do, lol.

fierce laurel
#

i saw the sandbox option, but like i'm in the game now and i meet like hordes of 20 zpmbies in the middle of nowhere in the countryside, it could be funny like to be a more more realistic in the way sure there are z in the countryside but not so many Xp and that hordes moves from cities simulating the fact of the moving and the spread in the surrounds, maybe a specific set

timber tendon
#

Are you using the default settings? Because in the campaign, hordes of 20 zombies are very rare unless it's a migration. Look at this heatmap of my game, for example. In the campaign, where there's nothing, everything is green, so there are between 1 and 15 zombies on average.

fierce laurel
#

i'm using the lower ones, it's possible to set like nearly zero in the countryside?

timber tendon
#

You cannot differentiate the values ​​between rural and urban areas. You can only increase the attraction weight of cities. This would cause hordes to tend to gather there.

#

However, you can lower the maximum horde size.

fierce laurel
#

ok thanks

#

but if i can suggest, i will suggest a mode that have less zeds in the countryside and them moving from the cities, to simulate and expanding behavior from big cities, following survivors or animals

timber tendon
#

Setting the difference between countryside and city is easily doable. However, following animals would be more complicated. A radius parameter is also quite possible; I had this option initially but found it annoying, so I can make it optional.

Thanks for the suggestions 🙂

fierce laurel
#

the following the animals is just a scenario to explain how zeds move from the cities in reality

timber tendon
#

Ah ok lol I thought you were suggesting they "smell" animals

#

The fact that you mentioned "scenario" gives me some ideas; it would be interesting to explore this further.

fierce laurel
#

like if i have to think to a zed apocalypse for sure they more attracted by cities cause of the sound, at the start, u know gunfights, scerams sirens, but when cities go silentl, i think the nature make is own, so birds, animals who roam in the towns, or survivors who will set out in the countryside, so the zed in a silentl world where even a lower sound they will be attracted out of towns and spread in the surronding areas, while in the country sides there will be smaller amounts caused by the families living in the farms, a scenario like this default u made is perfect for like 3 or 6 months after the start

#

usaully when i think about zeds it's like you idea roaming around,moved by natural causes like animals or any single sound and when enter in a radious of a generator work they swarm that place

#

finally even if i will live in a remote area barricate the windows will have some sense XD

fierce laurel
#

i noticing that zombies just re spawn after i cleaned a zone

#

is normal?

timber tendon
#

This problem is known, i'm working on it. It's not really a bug, but a balancing and design issue.

#

With the new map scan, the initial spawn zones will be more precise and targeted. And we'll be able to easily customize the balancing (which is what you asked for). For example, with the default scan. This is an example of my current implementation; the calculations are not yet fully tested and the system is not finished. But I think it should work quite well and be compatible with modded maps.

timber tendon
#

In addition to the smarter approach to the heatmap, I'm going to remove the problematic feature. Currently, each POI has a weight, which encourages nearby groups to move there. This was a mistake inspired by the vanilla system, I implemented the same problem.
That's why in the next update, I'm going to replace the migration weight with a parking weight. A dense area with buildings will keep zombies there longer.

fierce laurel
#

thanks pal!!!

timber tendon
timber tendon
#

bandit mod compatibility 🥳

fierce laurel
#

There still is the respawn problem?

timber tendon
#

Some screenshot of the 0.4 Update (the bigger modification).

WIP

1 : ASUIF Framework update, more widget for Make the most complex/dense sandbox settings simpler and more visual..

2/3 : Sealed building visualiser. For A better understanding of the system and monitoring of the status of your player base

4 : Horde system deep overhaul - > Blob system (agari.io like)

timber tendon
#

Version 0.4 brings a huge performance boost as well as adaptive resource management for budget configurations.

Being able to display over 300 physical zombies and a theoretical 1300 without dropping below 50 fps is a huge improvement. The only remaining bottleneck is native performance.

The tests are really good, the update is ready to be deployed, I just need to check that everything is okay and that nothing has been overlooked

timber tendon
maiden oak
#

@timber tendon In version 0.3, I consistently had 70 FPS with your mod on default settings. Now, I’m getting only 5–10 FPS, even when I’m standing in an open field with zero actual zombies, and all other mods except yours are disabled. I tried reducing the total number of zombies on the map to 50,000 and enabling the eco mod, but it’s still the same, FPS only goes up to 15–18. This seems like a bug. Considering that version 0.4 was supposed to improve performance, this definitely a bug.

maiden oak
#

I ran some additional tests with different settings, and here are the results:
At first, I tried turning the Immobility Checker and Construction Damage on and off. The FPS didn’t change and stayed around 10–12.

Then I tried lowering the map population to 6,000, and the FPS stabilized at 70, but it still dropped to 20–30 every 3–7 seconds. Before the update, I could get stable 70 FPS even with 100,000 zombies, but now I can only get it with 6,000.

timber tendon
#

That's really strange... I've seen a noticeable performance gain.
If you're saying you're experiencing intermittent drops, it's probably due to the sweeping effect of distant hordes.

Can you give me your report please ?

"\Zomboid\Lua\ZombieMigrationMP\diagnostic_report.txt"

#

I tested it again just in case. I'm still getting good performance and the resources remain at 100% allocation.

There must be an underlying cause that could be making your performance drop so drastically.

maiden oak
#

@timber tendon I do have this .txt file, but the only thing inside it is:
=== ZM Diagnostic Report ===
Session started: 2026-04-10 23:23:17

I tried rejoining several times and even creating a new world, but nothing else gets written into this file.

timber tendon
#

The report is generated every 30 seconds, you just need to let it run for a bit and play.

maiden oak
timber tendon
#

Thanks, i read it

maiden oak
# maiden oak <@354045954514616340>

In every place where FPS is mentioned, it shows 244, even though I never had more than 10 FPS. Also, even in vanilla without any mods, I never get more than 180 FPS.

timber tendon
#

Yep it's a known bug lol i have to fix it

maiden oak
timber tendon
#

@maiden oak I'm going to publish a fix. Since I'm not experiencing any performance issues on my end, my test doesn't really reflect the expected results. When you can test it, feel free to give me feedback 🙂

maiden oak
#

Alright, I’ll test it as soon as you release the update.

timber tendon
#

It's released, Thank you, taking the time to test and improve my mod is really cool !

maiden oak
#

@timber tendon Definitely improved. Now with 100,000 zombies and performance mode set to balanced, I get 30–40 FPS, with occasional micro-stutters down to 20–25 FPS.

If I enable Eco Mode, it runs at 40–60 FPS, with micro-stutters down to 30 FPS.

timber tendon
maiden oak
#

@timber tendon i5-4570, gtx 1060 6gb, 32 gb DDR3, game installed on ssd

#

A very average PC, perfect for testing if you want to make the mod accessible to people with an average setup.

timber tendon
#

Ah, okay, yes, it's perfect for performance testing. 👌

timber tendon
#

Hosted / Splitscreen Multiplayer integration testing has begun. So far, so good. Time for bed, and we'll continue tomorrow ! 🥳

timber tendon
#

New dissolution logic. This comes with optimization fixes.

Groups will be larger to allow for better performance. therefore, a revision of the dissolution logic was necessary to avoid gaps in the distribution.

maiden oak
#

Hey, how’s the development going? What are you currently working on in the mod?

timber tendon
#

Hi! I'm currently working on performance optimization. Version 0.4 seems to have impacted some PC configurations.

In parallel, I'm working on a multiplayer compatibility patch for dedicated servers.
The host test was quite encouraging.

timber tendon
#

@maiden oak How are your performances currently? Some players still seem to be suffering from problems, is that the case for you?

maiden oak
# timber tendon <@1274822519374872691> How are your performances currently? Some players still s...

I'm playing with 53,000 zombies. Performance isn't perfect but is acceptable—around 40–50 FPS with rare freezes to 30 FPS when I'm in a city. If I'm far from cities, I get 60+ FPS.

A bigger issue than performance is a bug where zombies fail to materialize, even when I'm right next to them on the map and making noise with weapons. I tried turning off automatic mode in the performance and increasing the physical zombie limit, but they still don't spawn properly. They just stand in place, even though the map shows them as active and supposed to move.

timber tendon
# maiden oak I'm playing with 53,000 zombies. Performance isn't perfect but is acceptable—aro...

Does this happen with the buffer zombies (blue or magenta dots)? Or with the hordes (orange, yellow, or red circles)?

If it's the hordes, it's probably due to the "Dynamic performance scaling" option. You can disable it in the options menu, either in the Sandbox performance tab or directly in-game in the main menu under "Living Hordes".

But in this case, it raises a balancing issue for me regarding this option.

maiden oak
#

I see you released an update, I'll test the performance now.

timber tendon
#

Today's update doesn't bring much; I don't think you'll see any difference. It was mainly to remove the MP test mod from the folder; some players were using it and reporting performance drops, lol.

timber tendon
#

Today's update brings further performance improvements, especially for building scans, which were very resource-intensive.
Also, buffer dissolution has been revised, allowing for more precise spawning and therefore less empty locations. For example, Rosewood Prison tended to have zombies all around it but not inside.

In parallel, I've been working on the multiplayer, which is unfortunately unsuccessful. I'm not giving up, but I'll have to resume my research.

My next session will focus on incorporating navzones (roads and paths) into the heatmap to give them a slight parking weight.
Branchs like the one at the entrance to Muldraugh should have a few more zombies at the initial spawn and should occasionally hold back hordes during migration.

maiden oak
#

I will test the performance tomorrow.

maiden oak
#

Overall, FPS is about the same, but now there are almost no stutters, just a smooth dip from 60 down to 25–30 FPS and back up to 60.

timber tendon
#

That's good. Now I have to improve the FPS, but vanilla PZ already has problems with that.

thanks

timber tendon
#

Upcoming Living Hordes 0.5 :

• A complete overhaul of the performance scaling system.

• Increased buffer and physical zone limits.

• Enhanced performance reporting (debug and .txt).

• Deeper horde distribution within the buffer to achieve 360° coverage around the horde.

• Optimized building scans for the sealed system.

• Revision of default sandbox settings.

• Revision of vanilla game modes to integrate Living Hordes settings.

• Improved sandbox menu to reduce parameter density without sacrificing customization.

ASUIF :

• Revision of the curve widget, which now includes a curve editor (allowing the removal of some interface sliders).

Idea under consideration 🛠️ :

• Replace the maximum population parameter with a population parameter based on weight (POI) to integrate modded maps more balanced.

• Integrate a temporal modifier system to alter horde behavior based on time spent in-game and the seasons.

timber tendon
#

New Widget used for POI density setting.
This allows for the creation of varied distribution scenarios.

timber tendon
#

Some news :

Mega-Hordes
When a horde doubles its maximum size, it has a chance to enter a "Mega" state: it no longer split, no longer stops to rest, and relentlessly continues its march from one dense area to another.
Their duration is limited (24 hours on average, 48 hours maximum), after which they organically dissolve.

GameMode
The four game modes now automatically apply the corresponding Living Hordes preset. No need to use the sandbox options to enjoy the mod.
Game modes have been renamed to reflect the Living Hordes atmosphere.
New dedicated illustrations for each of the four modes are coming soon.
Descriptions will be updated.

Distribution
The distribution now adapts to the actual map density. This means modded maps automatically get the correct number of zombies without manual adjustment. The POI weight calculation has been revised for better balance.
After the usual heatmap scan, a modal window allows you to confirm or modify the total population. This window displays the number of zombies that will be distributed in real time.

#

Initial Zombie Distribution Overhauled

The way zombies are distributed across the map at the first launch has been completely revamped.
Previously, a cell received its zombie budget and then distributed them into a few large hordes randomly drawn from the available buildings. The result: houses crammed with 250 zombies, nearly empty police stations, and most buildings never seeing a single zombie spawn because they hadn't been drawn.

"Important" buildings now carry more weight. A police station, a hospital, or a school now counts for more than a regular house.
Horgen size depends on the building where they spawn. A military building hosts a dense horde, while a house hosts a small group.
Saturation: Each building has a capacity. Once it's full, new spawns are automatically distributed to the other buildings in the cell. No more concentrating an entire district's budget in one place.

Rebalancing of categories: residential, commercial, motel, restaurant, farms and rural have been recalibrated so that urban hubs (city center, medical areas, schools, police stations) really stand out.

timber tendon
maiden oak
#

@timber tendon Hey, first of all, the optimization in version 0.5 is INSANE. With a zombie population of 100,000, I’m now getting 90-120 FPS. The only remaining issue is rare micro-stuttering and FPS drops down to 30-40, but the progress is incredible - you’ve done an amazing job!

Second, there is a serious bug in the 0.5 update. My favorite playstyle is having zombies attack my remote base from time to time, so I always enable "Immobility Tracking" mode. But in version 0.5, if this mode is enabled, the game just freezes during world generation.

There is also a small issue in the custom settings: under zombie behavior, the "Dogged" mode has no tooltip, unlike the other modes.

Congratulations on the huge optimization success. At this point, the main remaining performance issue to solve is the micro-stuttering and FPS drops.

timber tendon
# maiden oak <@354045954514616340> Hey, first of all, the optimization in version 0.5 is INS...

It's great that the optimization is noticeable, it's really something difficult to manage.

thank you! I'll look into immobility tracking, I forgot to test it. It's probably a simple issue.
Same for the tooltip; it must have been an oversight.

Yes, we still need to identify this last performance issue, and then we should have a stable enough version to seriously tackle multiplayer. 👌

Thanks again for your feedback. If you notice any problems, even with balancing, let me know. 😉

timber tendon
#

For the next update, I'm focusing on balancing the parameters and refining the behavioral logic of the hordes.

For this purpose, I exported the scan data and used it in a Lua tool that simulates the mod outside of Project Zomboid.

Being able to simulate a week in just 2 minutes is really practical and allows me to see the current flaws much more clearly.

The tool is not yet finished, but it is already extremely useful.

With the default settings, we noticed that the migration isn't very good, it's quite concentrated, and that outdoor spawns are too fast. This confirms the experience of some players.

timber tendon
#

Work done :

-Roaming state overhaul: Roaming hordes used noise, which was performance-intensive and resulted in poor visuals. Now, roaming hordes pick a random rotation every 50 tiles.
I also added an anchoring system. Roaming vehicles cannot move more than 5 cells away from their anchor point (which must be a POI).

-Hordes whose destination was beyond a river would freeze. I tried to retrieve the route zones at runtime, but it was impossible. So now the scan will generate a cached waterwalk map, which will determine the water chunks that hordes can cross (speed halved).

-The immobility tracking does have a problem; it's not working. A fix is ​​coming soon. Edit : Finally it's working.. :x

-I continued working on the simulator; it's a huge improvement for balancing and behavior analysis. It's like watching an ant colony, lol. I'm still improving it; I'll soon post a video comparing the parameters and behavior changes before and after the recent test.

timber tendon
#

@red sigil The problem with multiplayer is that it doesn't use the same Lua calls and doesn't have the same architecture as single-player.
So far, my tests have been pretty good for the hosted server (not to mention the performance :D). But for the dedicated server, the player-server communication is completely out of sync. So zombies don't die, animation glitches, and other problems occur.

red sigil
timber tendon
#

Yes, it's possible; in fact, I have one that worked. Letting the server manage everything is far too resource-intensive, and the performance would be disastrous.

I'll stay with the current setup: the server manages the hordes, and the players manage their own buffers and zombies. I'm sure that when I spend more time for searching, I'll find a solution.

timber tendon
#

https://youtu.be/XbIBI9NCO5w

After quite a bit of testing, I'm starting to get closer to the experience I'm looking for, at least for the default mode. Migration is less intense and less constant. Area clearing is rewarded with off-peak hours and areas that sometimes empty out due to migration. It's not perfect yet, but it's much more playable.

The initial spawn at the start of the simulation isn't right; it's lower than expected, but that's not a problem yet, it's just due to the simulator not being properly calibrated. The result is still what I'm aiming for.

The custom sandbox settings a i used :

-- Global
ZombieMigration.PopulationPerDensity = 800
ZombieMigration.InitialPopulation = 65
ZombieMigration.InitialSpawnMax = 50
ZombieMigration.HordeMaxSize = 150
ZombieMigration.ZombieDensity = 25

-- Behavior
ZombieMigration.ZombieSpeed = 0.25
ZombieMigration.RoamingChance = 0.8
ZombieMigration.CheckpointInterval = 200
ZombieMigration.StationingMinHours = 12
ZombieMigration.StationingMaxHours = 168
ZombieMigration.StationingSaturationDensity = 1
ZombieMigration.BehavioralDiversity = 0.5

-- Dynamics
ZombieMigration.SplitChancePOI = 0.05
ZombieMigration.SplitMinSize = 10
ZombieMigration.SplitRatioMin = 0.2
ZombieMigration.SplitRatioMax = 0.4
ZombieMigration.BlobRadiusBase = 5
ZombieMigration.BlobRadiusK = 4
ZombieMigration.BlobRadiusBias = 0.5
ZombieMigration.BlobSplitBase = 0.05
ZombieMigration.BlobRepulsion = 0.05

-- World
ZombieMigration.SpawnConcentration = 1
ZombieMigration.SpawnChance = 0.001
ZombieMigration.WildernessDensity = 0.25
ZombieMigration.CitySpillover = 5
ZombieMigration.BorderReplenishment = true

timber tendon
#

Zombie spawning system improvements.

The old physical zone still exists, but it now serves to retain physical zombies (it no longer spawns them but rather defines their living space).

Added a Line of Sight and Ambient Zone system. Now, zombies only spawn intside the player's line of sight or within a 20-meter radius around them.

This was done for two reasons:

  • Optimization : only zombies the player encounters spawn.

  • Behavior : once zombies spawn, they are no longer supported by the mod, thus altering migration patterns. By limiting the spawn zone as much as possible, it prevents zombies from accumulating around the player. A player who is hiding has no reason to find themselves surrounded by hundreds of zombies wandering on their landing when they were simply passing by.

Once a zombies is spawned, he remain present until he leave the physical area (~100 tiles).

timber tendon
#

Balancing is progressing well.

Modified the formula for calculating horde respawn rates at the edge of the map.

Previously:

Default (1 real hour = 1 game day, timescale ≈ 1), this results in ~1,440 cycles per game day → at 0.01 this produces ~14 hordes/day,

Now:

SPAWN_CHANCE pop 50% pop 25% pop 5% pop 0%
0.01 ~1.7/day ~2.5/day ~3.2/day ~3.3/day
0.05 ~8.3/day ~12.5/day ~15.8/day ~16.7/day
0.12 (default) ~20/day ~30/day ~38/day ~40/day
0.50 ~83/day ~125/day ~158/day ~167/day
1.00 ~167/day ~250/day ~317/day ~333/day

Now I I'm tackling the definition of wild POIs, which allocates a small portion of the spawn distribution.

Currently, all empty cells are defined as wild. Now, a margin will be implemented starting from POIs with a density greater than 0. By default, I'm setting it to 5. This means that a 5-cell radius around the POI will be defined as wild.

This will allow us to refocus the distribution on playable areas and prevent hordes from getting lost in the forest desert.

I also need to make sure that the hordes no longer spawn behind the river.

timber tendon
#

Sealed design issue

When a room is detected as sealed, the buffer zombies inside are immediately pushed outside. This was less noticeable before because the physical area was fixed at 65 tiles.

Now, upon detection of a sealed room, if a zombie is inside it is trapped inside and can only leave under two conditions:

The room becomes unsealed.
It breaks out of the buffer (hordes).

sleek scroll
#

This mod looks amazing! If you'd like any testing on a dedicated multiplayer server, I'm happy to work on that for you. Over the next few weeks some friends and I had planned a few server restarts to test B42 MP anyways. So I'm happy to set up a server and just play and look for bugs if you're ready.

timber tendon
sleek scroll
timber tendon
timber tendon
#

Immobility System - Updated

The immobility indicator, previously displayed in three levels (yellow/orange/red), is now a continuous gauge from 0 to 100%. The icon gradually fills and its color changes in real time based on the accumulated pressure, allowing for more precise monitoring of your situation.

Tracking of attracted hordes is more accurate: they now target your exact location, rather than the center of the tile you are in.

timber tendon
#

Multiplayer development has officially begun. I'm facing many obstacles, but I just fixed the first one that had been holding me up for a few days: the zombie spawning issue.

There's still a lot of work to do. Currently, I'm working on the latency that causes zombie/horde duplication and also longer disbanding times.

timber tendon
#

I had to go back to the single-player mode; it seems I celebrated too soon. Some problems have appeared:

1- Presets seem to be not used when selecting one of the four mods from the main menu (incorrect sandbox settings).
FIXED

2- The migration system is showing game design flaws after a few weeks. Error 1 is partly to blame.
Actual fix :
BEHAVIORAL_DIVERSITY = 1.0 fixed, sandbox removed. This parameter was deemed unnecessary and hindering behavioral diversity.
Phase offset by POI : at game start, each cell is at a different point in its cycle. The first starts are staggered by a few hours after spawn, desynchronized by geography.

This isn't enough to prevent a city from being completely emptied of its zombies in barely a week. In addition to increasing the parking parameter, I'm thinking of integrating a "dormant POI" system.
As long as the player doesn't pass near a POI, its parking time is multiplied by 10. This means that hordes in dense POIs (like Louisville) would be parked for an average of two months instead of seven days.
If a POI isn't kept awake for seven consecutive days, it reverts to a dormant state. This would significantly slow down the migration without freezing the map.

3- The sealed system seems to be causing problems for some players who are receiving zombies in their bases.
** Fixed, the system had completely crashed due to an indentation error. **

With the problems mentioned in point 2, I realized I've never fixed a limitation of my mod: certain areas like Riverside or Raven Creek, which are on the edge of the map and have few access, are emptied but never reclaimed by zombies.

So now I need to find a solution for this.

Compatibility patch applied for :

  • Military Tool Kit and all other mod using alternative kill lua call.
  • Dynamic Trading (w/ NPC) B42.16

Coming in 0.6.1

timber tendon
red sigil
#

hEY @timber tendon . Quick question. How do i reset the immobility tracker? I thought all I had to do was drive out of the cell, but it isn't going away.

Dp I have to spend more time outside of the previous cell or how does it work exactly?

timber tendon
# red sigil hEY <@354045954514616340> . Quick question. How do i reset the immobility tracke...

Hi, I investigated following your request. Indeed, you're facing a bug that hasn't been reported and verified yet.

I'm adding this to my notes. 🙂

Originally, once you changed zones, the timer resets fairly quickly, but with the current bug, it remains frozen and only decreases slightly with each cell change. So it would take you several weeks before it resets, lol.

edit: this bug was added during the modification of the tracking system in 0.6.

red sigil
#

Also, is there a way, or could it be made possible, to drag the immobility moodle at will?

Currently I use the Modern Status mod and turned the moodle icons into bars. Although the icons themselves don't show on the right side, under the clock, I assume they still take the moddle icon space because when the Immobility Tracker moodle shows up, it keeps jumping up and down on the moodle icon area.

Would be amazing if we could drag the moodle or, better yet, be able to turn it into a bar or integrate it onto Modern Status.

timber tendon