Rimworld Zombie Apocalypse is a mod that adds Zombies to the sci-fi colony sim "Rimworld". Zombies are mindless killers who attack anyone, whether friend or foe. They have an infectious bite which is fatal to anyone unlucky enough to let themselves get bitten, and anyone who dies to a zombie bite will be reanimated as a zombie themselves and add to the ranks of the zombie hoard. If that doesn't sound bad enough, in the Zombie Apocalypse incident the zombie virus goes airborne, infecting everybody. Once the virus goes airborne all corpses, regardless of their cause of death, will eventually be reanimated as zombies. These things add up to make zombies an interesting and unique challenge to face in the Rimworld universe.

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Blog RSS Feed Report abuse Latest News: RimWorld Zombie Apocalypse v. 0.7.1 Release

0 comments by Justin_C on Sep 10th, 2014

I know I told people this update would be out by last Sunday, but I wound up taking a couple extra days to tweak some things to make sure I wouldn't need to release another update before RimWorld Alpha 7 comes out.

Rinworld Zombie Apocalypse [Alpha 6] (v. 0.7.1)

Zombie Apocalypse v. 0.7.1

This update is mostly just changes to balance and early-game difficulty, and it fixes a compatibility issue with the MAI mod and potentially other mods that use custom Pawn classes.

- Fixed a mod compatibility issue.

When working on the mod I incorrectly assumed that the player would always want all colonists to be capable of being infected. This was causing compatibility issues with Haplo's Mobile Artificial Intelligence (MAI) mod. Haplo was kind enough to track down the issue for me before I was even aware that it existed and save me a lot of time and effort.

It's a fun mod. MAI is a metallic android who helps out around your colony, and she is immune to the zombie virus. To check out the MAI mod you can find the thread on the Ludeon forums here.

- Made zombie raids start small early-game and ramp up over time.

This should help a bit for those who were feeling a bit overwhelmed by the size of early-game zombie raids, especially those playing with the Superior Crafting or Tech Tree Minami mods.

- Increased the base chance of a traveler/raider being infected when it is spawned.
- The chance of a traveler or raider being infected when it enters the map now takes the difficulty setting into account.

After testing and watching streamers play with the mod it became obvious that most of the time infected travelers manage to leave the map before the infection kills them, so I felt it was safe to turn the frequency of infected travelers up a bit. I don't want the player to run into too many random zombie encounters because that could be pretty unfair, but I would like a few just to keep them on their toes.

The base chance of a traveler being infected is now 1/300. It will happen a bit more frequently at higher difficulties, and less frequently at lower difficulty settings.

- Reduced the base zombie raid frequency.
- The frequency of zombie raids is now affected by the difficulty setting.

Zombie raids were happening a bit too frequently in the previous release of the mod, so I turned them down a bit.

Because frequent zombie raids made the "Easy" difficulty settings way more difficult than they were meant to be, the raid frequency is now affected by your chosen difficulty setting. Now for the lower difficulty settings zombie raids should be far less frequent, and for the highest difficulty settings they should be frequent enough to pose a challenge.

Thanks for your support!

I really appreciate all of the feedback and support I've been getting! If you have any questions/comments/ideas you can visit the Zombie Apocalypse thread on the Ludeon forums here.

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Rinworld Zombie Apocalypse [Alpha 6] (v. 0.7.1)

Rinworld Zombie Apocalypse [Alpha 6] (v. 0.7.1)

Sep 10, 2014 Full Version 0 comments

Version 0.7.1 of Zombie Apocalypse brings some balance and mod compatibility changes. As usual you will need to create a new world once the mod is enabled...

Rinworld Zombie Apocalypse [Alpha 6] (v. 0.7)

Rinworld Zombie Apocalypse [Alpha 6] (v. 0.7)

Aug 19, 2014 Full Version 1 comment

This is the Rimworld Zombie Apocalypse release for Alpha 6. You will need to create a new world once the mod is enabled. It will not work properly for...

Rimworld Zombie Apocalypse [Alpha 4] (v. 0.6.3)

Rimworld Zombie Apocalypse [Alpha 4] (v. 0.6.3)

Jun 1, 2014 Full Version 0 comments

This is the Rimworld Zombie Apocalypse release for Alpha 4.

Rimworld Zombie Apocalypse [Alpha 3] (v. 0.5.3)

Rimworld Zombie Apocalypse [Alpha 3] (v. 0.5.3)

May 23, 2014 Full Version 0 comments

THIS IS NOT THE ALPHA 4 VERSION! Released May 23, 2014. This version fixes a few bugs and tweaks early-game zombie hoards again.

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Guest Sep 16 2014, 9:42pm says:

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Justin_C Sep 17 2014, 5:43pm replied:

The frequency of zombie raids depends on your difficulty setting, and there is some randomness to it. It could just be that you have a particularly long waiting period between your last zombie attack and the next. I can't really know what the problem is without having more information.

+1 vote     reply to comment
DannyTang716 Aug 22 2014, 5:08pm says:

oh my bad i found alpha 6 thanks anyway

+1 vote     reply to comment
DannyTang716 Aug 19 2014, 5:13pm says:

alpha 5 please

+1 vote     reply to comment
Justin_C Aug 21 2014, 5:25am replied:

I just released the Alpha 6 version. I do not plan on making a version that is compatible with Alpha 5, sorry.

+1 vote     reply to comment
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Released May 20, 2014
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