Zombie population
population.ron decides how many zombies there are and where, whether emptied places fill up again, and how loud
events pull the far horde toward them. Every field is optional; left out, it takes the default shown in the shipped
file.
Density
Section titled “Density”density: ( town_core: 40000.0, street: 32000.0, yard: 19000.0, indoors: 10000.0, forest_road: 7000.0, forest_edge: 2600.0, deep_forest: 650.0,),rooms: { "kitchen": 1.3, "living": 1.3, "bedroom": 0.8, "bathroom": 0.6 },scale: 1.0,Zombies per square kilometre of open ground (not walls, trees or furniture) in each zone:
| Zone | Where |
|---|---|
town_core |
The civic and commercial blocks along the main street, and the street itself. |
street |
Roads, parking lots, sidewalks. |
yard |
Gardens and lots. |
indoors |
Any room, times the rooms multiplier for its type. |
forest_road |
Roads out of town. |
forest_edge |
Forest within forest_edge_width metres of town. |
deep_forest |
The rest. |
scale multiplies everything (a sandbox “population” setting). core_fraction shrinks the town core along the street.
On the default map this gives about 2,950 zombies. --zombies N on the command line sets the total instead and keeps
the proportions.
Speed: fast_share of them (one in ten) move at fast_speed, the rest at slow_speed, in metres a second.
Respawn
Section titled “Respawn”respawn: ( enabled: false, interval_secs: 120.0, min_distance: 250.0, seen_distance: 100.0, unseen_secs: 1800.0, top_up_below: 0.75, max_per_region: 6, max_per_check: 60,),Off by default. When on, every interval_secs the map’s 64 m regions are checked: one at least min_distance from
every player, that nobody has been within seen_distance of for unseen_secs, holding less than top_up_below of its
share, is topped back up, a few at a time. Never in or next to the house you wake up in.
Migration toward noise
Section titled “Migration toward noise”migration: ( enabled: true, min_radius: 25.0, reach_mult: 4.0, max_reach: 700.0, indoor_mult: 0.6, life_secs: 600.0, lasting_secs: 1800.0, spread_speed: 3.0, join_chance: 0.5, gather_radius: 12.0, merge_radius: 24.0, max_attractors: 16,),A sound at least min_radius metres loud (breaking a door is 26, smashing glass 22) leaves an attractor. Its pull
spreads outward at spread_speed metres a second to reach_mult times the sound’s radius (at most max_reach, and
indoor_mult of that from indoors), and fades over life_secs. Far zombies wandering in a region that feels the pull
set off toward it a few at a time, so a big noise brings the horde in over minutes, not at once. Loud sounds close
together (merge_radius) strengthen one attractor instead of making another.
Watching it
Section titled “Watching it”The MCP regions tool draws heat maps of living zombies and targets per region, the pull of every attractor, and the
regions furthest from their targets. make_noise {x, y, radius: 120} and a few minutes of step_ticks show a horde
arriving. stats gives the totals.