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- 1 Effects of Heatmap
- 2 Things that Affects Heatmap
- 3 Compounding Effects
- 4 Notes and References
The Heatmap is a mechanic that controls the spawn of the zombie depending on the player's activity. It does not have literal implication towards actual heat but it does affect a certain area around the affected zone. It may be easier to think of it as a measurement of the activity level. The higher the activity level, the more likely zombies will appear.
Every chunk (a 16 X 16 block area) has a heat level value and various activities can increase the heat level. Heat generated in a chunk affects that chunk and all adjacent chunks. Once the heat-generating activity stops, the heat level will decrease slowly over time.
To see the heat level of the chunk that the player is in, activate debug mode, and press F8.
Effects of Heatmap[edit | edit source]
If the player performs certain activities in a small area, the heat of that area will increase. If the heat level is high enough, there is a chance that it will be set to around half of it's value and a certain event will happen near the affected zone. The higher the heat of an area, the more likely that such an event will happen. 100 points will instantly reset the counter.
Scouting Zombie[edit | edit source]
Formerly done by the Spider Zombie, scouting is now performed by Screamer, which will then wander around the area. If they spot a character in the area they will emit screams, which will then spawn random zombies around it, possibly even a horde if the screamers are not defeated fast enough.
Even if the screamer did not notice the player, it's always preferable to dispose of it quickly, because it will start summoning zombies by itself when it has scouted too long and decided to storm the player's heatmap generating object instead.
Pitstop Horde[edit | edit source]
Pitstop hordes are similar to a wandering horde, but these only happen if the heatmap got reset too many times. Pitstop horde has varied difficulty and is dependent on the reset frequency and may even spawn Special Infected that may cause difficulty to the player. Unlike the wandering horde, pitstop horde will walk directly toward the source of heatmap, and will eventually seek to break the player's door and destroy the source whether it's the player's campfire, workbench, chemistry station, and much more. Pitstop horde event will never happen during the blood moon, and they will never include screamer.
Things that Affects Heatmap[edit | edit source]
Using Objects[edit | edit source]
Using the following items will generate heat:
Note: If you are looking to purposely generate as much heat as possible, and draw the maximum amount of zombies to a specified area, then 25 campfires fully loaded with wood will consistently reach, and maintain the heat map at 100%, drawing extremely large amounts of zombies, once it reachs 100% you can turn off 5 of them, as you will no longer need the additional boost to maintain 100%. Note: its also very likely to be raised at some point in the future making too much activity draw full on hordes to the players area.
|Air Filter Land Mine||5||120|
|Cooking Pot Mine||5||120|
|Hard Metal Door||0.05||120|
|Hub Cap Land Mine||5||120|
|Iron Door1 v2||0.05||120|
|Iron Door1 v3||0.05||120|
|Pressure Plate Mine||5||120|
|Scrap Iron Hatch||0.05||120|
|Scrap Iron Hatch v2||0.05||120|
|Scrap Iron Hatch v3||0.05||120|
|Stick of Dynamite||5||120|
|Tin Land Mine||5||120|
|Vault Door v2||0.05||120|
|Vault Door v3||0.05||120|
Firearms and explosives generate heat on a per-use basis. Other items continue to generate heat as they are used, such campfires and forges. Therefore some items have an additional value of "frequency."
In the file blocks.xml, the frequency is defined as a number of ticks. Each tick is approximately a .75 to 1 minute real-time interval. Therefore, according to the table above, each forge running will generate 1.5 units of heat every 18.75-25 real-time minutes, and will stack up as the forge runs. These 1.5 units of heat will only disappear once the its HeatMapTime of 1200 is reached, which is approximately after 33 real-time minutes.
In the file Stealth.txt, heat map time is defined as "the time in seconds it takes for the heat to dissipate. Dissipation is not modeled, it's instant off after the time." However, it is either contradicted and/or clarified in blocks.xml that HeatMapTime decays in x seconds, and scales with game time. It further states that HeatMapTime 36 roughly equals 1 minute (presumably at default [50 minute] day length).
Combat[edit | edit source]
Killing a zombie in direct, non-stealth engagement will cause it to scream upon it's death, not only that it may attract the attention of nearby zombie, it will also add to the total heatmap point, which may result in even more zombies approaching the player.
Passive Action[edit | edit source]
Any activity which include staying in one place for too long will passively increase the heatmap (eg: camping, base building, or generally hiding). However building any number of block or funitures won't affect the heatmap, but spending too much time doing so will increase the heat map.
Player bed (Spawn Point, also contribute to increasing the heatmap passively)
Crimes Against Nature[edit | edit source]
Felling one or two trees will affect nothing, but chopping down many of those within an area will exponentially attract a lot of zombies, using loud tools like a chainsaw will also accumulate together toward the heatmap pool, same goes to mining too much and digging large holes.
Farming and gathering however will not affect the heatmap.
Hunting, while killing the animals using bows will not generate heat, their corpse upon harvesting will leave a gore which will passively generate massive amount of heat, even if it's disposed very quickly, it will still leave a rather high amount of heat.
Metallic Objects[edit | edit source]
Dismantling (via wrench) and Damaging a metallic object using another metal tool increase the heatmap by each hit, and it also depending on the tool's block damage, tools with high block damage, hit the object less times, therefore generating less heatmap in the process. Lockpicking safes also increases heatmap, but with an even higher points due to the high durability of the safes.
Upgrading and Constructing Using Metals, This count as building scrap block, Upgrading blocks and doors to it's metallic tier does this too.
Horde Mentality[edit | edit source]
This is another problem that some player may encounter, usually those who chose to shelter in only one place, even if no heatmap generating action done around this place, zombies may still come to the player, this can be seen by how the heatmap would just progressively increase more and more rapidly, while it is possible that zombies as a collective, may take notes and remember where player usually hangs around, and will keep trying to get to the player, or this may also be a part of the compounding effect whereas zombies being killed generate heat, and spawn in more zombie, then the spawned zombes killed, and so on.
Other Actions[edit | edit source]
- Falling Down - falling down one block will not affect the heatmap, but falling down any further will increase the heatmap at 0.5 point.
- Jumping - Jumping is similar to falling down,but jumping will always increase the heatmap by 0.05 point no matter how low the landing point is
- Breaking Glass - Breaking glass object, especially windows will increase the heatmap by 0.5 point during it's destruction
- Riding Bike - While not easily noticable, you minibike do generate heatmap when driven around, but it does not necessarily attract zombies attention to it.
- Torch & Candles - These object do effect heatmap, the candle by 1 point and the Torch by 4.05 points.
- Burning Barrel increases by 4.05.
- Doors - Opening or closing doors/hatches upgraded with metal increases the heatmap by 0.5 point each use.
What Does NOT Increase Heatmap[edit | edit source]
- Running - It does not increase heatmap, but will still generate noise that may attract zombies.
- Destruction, Upgrades, and Construction of Wooden and Stone (Flagstone, Brick, Concrete) Object.
- Non-Fire based light sources, such as spotlights.
- Electrical Traps - although it's possible to be an unintended feature, gunshot generated by electrical traps, does not increase heatmap nor will it's sound ever attract nearby zombies.
- Speaker - provided that this is also unintentional not only that it doesn't generate any heat, speaker does not attract or even redirect zombies near the speaker
- Smell - While smell does attract nearby zombies via a separate mechanic, carrying an item which smells will not alter the heatmap.
Compounding Effects[edit | edit source]
Each individual item or action affecting the heatmap adds to the heat level. Thus multiple campfires or forges compound the increase in heat for a given area. Also, a single item's generated heat levels are compounded over time. A single campfire used for a long duration will eventually build a high level of heat.
Because it takes time for heat levels to naturally decrease and because the action of fighting zombies—especially with firearms and explosives—also generates heat, it is possible to get caught in a cycle in which screamers continue to spawn and investigate and attract additional zombies.
Notes and References[edit | edit source]
- sounds.xml and blocks.xml define an item or block's heat signature using the parameters HeatMapStrength, HeatMapTime, and HeatMapFrequency
- How heat is calculated over time for the chainsaw and auger needs to be determined