GK2 Zombie PlusPlus

v0.3.0·Updated 2026-10-04

Zombie++: helpers empty furnaces and compost, gardeners tend compost, beehives, apple trees and berry bushes, porters carry 8 slots, and a message when the chests are full.

About this mod Author’s original text

Zombie++

More chores for the zombies you already have.

In the unmodded game a furnace without a crafter zombie waits for you after every ingot, the compost pile, beehives, apple trees and berry bushes are yours alone to tend, and a zombie whose chests are full just stands there without a word. Zombie++ hands that work to the zombies that are already on the spot:

  • Zombie suppliers (the zombie of a supplier station) walk to furnaces, kilns and compost piles that run without a crafter zombie, take the finished work and carry it to the chests of their zone. Queue ten ingots, walk away, come back to ten ingots in the chest. The research points of that work go to the zombie instead of falling on the ground.
  • Gardeners walk to compost piles: they take the peat, start a new batch from the leaves in the chests and bring the peat back. In a zone without a gardener, the supplier takes the peat.
  • Every chore is walked. No zombie works from a distance.
  • Zombie fishing. Your zombies' fishing skills finally have a use! Carry a zombie to a fishing spot and press E. With a fishing rod in its hand and some green mastery it fishes on its own, with bait from its pocket, and keeps the catch in a basket (20 fish) you empty from the Pockets panel. The game's unused zombie perks Novice Fisherman (more common fish) and Veteran Fisherman (more rare fish, surer hook) now work. The spot's fish are shared with you and grow back as usual, so it's no fish farm.
  • A Pockets panel next to the zombie window: what it carries as stacks (click to take one; body parts still come out only at the autopsy table), "+ Bait" to give it bait, and a fisher's catch basket.
  • Put a zombie down anywhere: J (or the gamepad's Rotate button) while carrying a zombie puts it down standing, facing you. Take it back with E. Fun stuff: look at it and press J again. See what happens.
  • Reset a zombie's branch: a "Reset branch" button on the Perks tab of the zombie window. The open branch goes back to what the zombie was born with, and every tech point spent on it comes back, so you can learn it anew. Free; click twice to confirm.
  • Gardeners harvest full beehives, fruiting apple trees and berry and rhododendron bushes in their zone, the same way they harvest beds. Green talent needed: hives 3, apple trees 2, bushes 1. A gardener below that leaves them to the others.
  • Gardeners unload their whole harvest at the station, not only seeds and crops. Organs, embalming, blood and flesh and gear always stay in the zombie.
  • Porters carry 8 slots instead of 4. A big item such as a stone block still takes 2.
  • Swift step: a new skill in the orange, red and green branches of the zombie perk tree (350 points of that colour). Each makes the zombie walk 15% faster, all three +45%.
  • A study desk for the yard, built from the yard's construction desk with a writing desk's materials. Put a zombie at it and queue technology books: it sits behind the desk and reads them one by one, getting 70% of each book's points in that colour (25 → 18, 50 → 35). Any zombie can read; more yellow mastery reads faster. The books are used up.
  • Reset a stuck zombie: a key (none by default, ResetZombieKey) takes the zombie nearest to you (within 8 m) off whatever it does and lays it at your feet, the way the game takes a zombie with E. Squad fighters are left alone.
  • A message when a zombie supplier or gardener is stuck because the chests are full, when a porter comes back without unloading, or when finished work doesn't fit into the chests (for conveyor transporters too, if you turn on ConveyorTransporters; off by default). With GK2 Codex's attention ribbon on, stuck zombies show up there.
  • Wardrobe (beta, still being tested): turn on Wardrobe in the settings, then open the zombie window > Pockets panel > Wardrobe. Give a zombie another head, a hat or glasses, or another body: the game's own heads and bodies, the keeper's outfits, and the hats that come with the mod. You can draw your own (see zombie_cosmeti

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.

Install locations vary a lot between mods — the bundled readme is the most reliable guide.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack

File & checksum

Filename
GK2_Zombie_PlusPlus-0.3.0.zip
File size
308.3 KiB