ZombieJoiner

v1.0.1·Updated 2026-04-25

Spawn controllable computer zombies that follow the latest player ping to reach destinations. Press J to spawn and K to delete the nearest zombie. Simply put, it can spawn controllable computer zombies!

About this mod Author’s original text

ZombieJoiner

ZombieJoiner is a PEAK BepInEx mod that lets the host spawn computer-controlled zombie companions. These zombies are generated in-game, listen to player ping markers, and try to travel to the marked destination by simulating normal character movement.

Features

  • Press J to spawn one controlled computer zombie.
  • Press K to delete the nearest controlled zombie.
  • Zombies follow the latest player ping marker as their destination.
  • The zombie AI attempts to reach the pinged point using local path planning.
  • Supports direct walking, detours, climbing, jump-grab attempts, gap jumps, and drop-down decisions.
  • Includes safety handling for deleted zombies, invalid references, destroyed objects, missing Photon views, and interaction states.
  • The spawned zombie is intended to behave like a computer-controlled player-style zombie rather than a normal passive NPC zombie.

Controls

| Key | Action |

| --- | --- |

| J | Spawn a controlled zombie near the local player |

| K | Delete the nearest controlled zombie |

| Player ping | Set the zombie destination |

How it works

When a zombie is spawned, the mod creates a MushroomZombie object and attaches a custom controller to it. The controller reads the most recent player ping marker and treats that point as the active destination.

Instead of using a simple straight-line movement command, the zombie tries to move more like an in-game character. It checks the terrain around itself, decides whether the destination is directly reachable, and then chooses an action such as walking, detouring, climbing, jumping, or dropping down.

The path system is based on several action types:

  • Direct: Move directly toward the goal when the route looks clear.
  • Detour: Move around an obstacle or approach the goal from a better angle.
  • Climb: Attempt to climb when the target is above the zombie and the wall looks usable.
  • JumpGrab: Try a jump-grab when the target is above but not directly reachable by normal walking.
  • GapJump: Jump across a gap when the landing point appears reachable.
  • DropDown: Move down from a ledge when the drop is considered acceptable.
  • Hold: Pause or hold position when no safe movement is available.

The controller continuously replans while moving. If a route segment fails, the zombie records that failure and tries to avoid repeating the same bad route immediately.

Pathfinding design notes

ZombieJoiner does not rely on a full NavMesh. The AI uses local probing and player-like input simulation. This makes it flexible in dynamic terrain, but it also means the zombie may sometimes make imperfect decisions in complex areas.

The current navigation approach is best suited for:

  • Short and medium distance ping destinations.
  • Simple terrain transitions.
  • Platforms that can be reached by walking, climbing, or a small detour.
  • Situations where the player gives reasonable ping points on or near walkable ground.

The navigation can be less reliable when:

  • The ping is placed on a wall, cliff face, or unsupported edge.
  • The target requires a long human-style route around the map.
  • The zombie must distinguish between a dangerous drop and a safe route.
  • The terrain requires precise stamina management.
  • The route requires intentionally moving away from the destination before approaching it.

Behavior analysis and known limitations

The zombie follows the latest ping marker as a coordinate, but it does not fully understand player intent. A human player can tell the difference between a wall ping, an edge ping, a platform ping, or a route hint. The zombie currently treats the marker mainly as a destination point and then tries to resolve a nearby standable position.

The local path planner is mostly greedy. It looks around itself and chooses a nearby action that appears useful. This works for simple movement, but it may not always pick the same route a real player would choose. For example, a player may walk around to a ramp, while the zombie may try to climb a nearby wal

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack_PEAK

File & checksum

Filename
ZombieJoiner-1.0.1.zip
File size
135.5 KiB