r/projectzomboid • • 13d ago

Megathread 3D & First-Person Mod Posts — Rule 2 & Rule 9 Enforcement

833 Upvotes

Hello all,

I wanted to take a moment to address the recent influx of posts relating to 3D and first-person mods for Project Zomboid, including Project Viewpoint, PZ3D, and other similar projects.

We understand that a lot of people are excited about these mods, but we also need to ensure that the subreddit remains functional for everyone and that there is room for a variety of topics to be discussed and shared.

For that reason, we will be enforcing Rule 9, our Meme Saturation rule, with regard to posts about 3D/first-person mods.

Going forward, if there is already a post about a 3D/first-person mod on the subreddit front page, we will generally remove additional posts about these mods. If you want to discuss or share something relating to one of these mods, please use the active thread rather than creating a new post.

This applies to Project Viewpoint, PZ3D, and other mods of a similar nature. It is not intended to prevent discussion of these projects, rather it is intended to prevent the subreddit from becoming dominated by repeated posts about the same subject.

If you're unsure whether something warrants a new post, please don't hesitate to send us a ModMail and ask. We would much rather clarify things beforehand than remove a post after the fact.

Please also keep in mind that, despite the number of moderators listed on the subreddit, the team actively moderating the community is relatively small. We may not always be available to deal with things immediately, so we rely heavily on user reports. If you see a post that you believe should be removed under this implementation of Rule 9, please report it. This helps us enormously.

Finally, we'd like to address the tone of some of the recent discussions surrounding these mods.

Rule 2 applies to everyone, regardless of their opinion on 3D mods, and we take it seriously. We have already had to issue a number of warnings and bans as a result of personal insults and hostile behaviour.

You're absolutely welcome to disagree with one another, including strongly disagreeing. However, please keep discussions respectful and focused on the subject rather than the people involved. Personal attacks and insults will be actioned.

Thanks for helping us keep the subreddit usable for everyone.


r/projectzomboid • • 6d ago

Megathread Hello, new community lead here - some words about AI

733 Upvotes

Hey there. I'm Stephen, AKA Rockjaw. I'm the new (ish) community lead at The Indie Stone. With the help of AmazingSully, nasKo and our moderators I'm here to answer your questions, tell you about new things, discuss our odds of surviving a zombie apocalypse (slim, tbh) and, y'know, other stuff.

For instance, I picked a nice, uncontroversial topic for my first discussion post; generative AI / LLMs, a tech that seems to be everywhere these days, mostly to be found in imagery, writing and now, code.

Before I get into it, a quick definition for this post. “AI” as a term has been used for a long, long time and has meant a variety of different machine-based things. Specifically here, I’m talking about generative AI via Large Language Models (LLMs), as found in a slew of generation-based applications, from images to music, writing to coding.

Whatever your view on generative AI and LLMs, given the prevalence of Open Source models and the internet, it’s not going away. If anything, whether we like it or not, it’s likely to become more prevalent in daily life.

Given their prevalence, there’s a lot of discussion about generative AI/LLMs, and clearly that’s happened here in our community. Unfortunately, discussions around this have become contentious to the point that, from a community point of view, it’s now about as divisive as politics and religion. If a discussion is started, or even introduced as a topic inside an existing discussion, it's going to cause trouble.

While we have Rule 7 for politics/religion (i.e., don’t discuss it), we have Rule 11 regarding AI, but it's a little unclear: "Any discussion regarding AI or AI-generated art that isn’t directly relevant to Project Zomboid will also be removed."

Emphasis mine. What does "directly relevant" mean? We'll come back to that.

I wanted to talk about how we're going to handle discussion of it going forward, and also remind you of some ground rules around modding.

TL;DR - First, a reminder: copyright exists, and you should not use other people’s code without permission, even via LLM-based coding. Second, you can discuss generative AI/LLMs, but you cannot attack others for their views, and we will moderate based on that.

Copyright, Mods and AI usage

We're deeply indebted to everyone who's worked on mods for Project Zomboid. Modders do incredible work on a daily basis, and we're working to make the entire modding experience/community better.

With that in mind, we’d like to remind everyone of some ground rules around modding, as they are particularly relevant when talking about generative AI.

Modders own the copyright on their work, and have final say

Valve’s Mod Content Usage rules apply directly here; we explicitly cite them in our Modding Policy. The most relevant parts are: 

“Even if a mod is free or not, the creators of any original work included within it (sounds, materials, models, source code) own the copyright for their work.”

.. and

“The authors [of a mod] alone can decide how and who may use their work and have the law behind them should they decide to take issue of anything used without permission.”

Clearly, this only works if everyone is clear on what the mod author wants. To help that happen, we encourage mod creators to make it clear in their mod's description how other modders can use it. In fact, we even made some nice graphics to help, featuring everyone’s favorite community raccoon. If you prefer to use a Creative Commons license for a mod, read about them here.

Using AI-based coding tools does not override a modder’s copyright

The entire issue of AI and copyright is still being debated in courts, but setting aside the inherent issues with LLMs - using an AI-based coding tool does not override the copyright of a modder.

This applies even if a mod seems to be “abandoned”. Our rules on that scenario are detailed in our Modding Policy, section 8, on Abandoned and Broken Mods. I’ll paraphrase the requirements here slightly. If you want to work on an “abandoned” mod, you should:

  1. Inform the Project Zomboid Steam moderation team of your plans via a private message, or via an email to [info@theindiestone.com](mailto:info@theindiestone.com)
  2. Use every reasonable method (email, Steam message, Discord, etc) to contact the original mod author and ask their permission
  3. Respect the original mod author’s wishes, should they have left directions prohibiting expansion and/or reupload of their mod (Yes, this includes AI “rewrites”)
  4. Give the original author FULL credit if you reupload a working or expanded version of a mod (Again, even if via AI)

I want to emphasize the third point here - respect the original mod author’s wishes. If they have been explicit in not wanting their mod used elsewhere, then that includes uploading the code to an AI coding tool for any reason. Doing that is exactly the same as copying the code yourself and using it.

We understand the interest and excitement around AI coding tools, but they should be used responsibly and with respect to modders who may have spent considerable time coding their work.

What can modders do if they think their code has been re-used?

Whether AI is involved or not, the process remains the same. First, contact the mod author and discuss the situation. Things may be resolved amicably. If they do not respond or you cannot agree, you may contact Steam about a DMCA (copyright) claim here: https://steamcommunity.com/dmca/create

We take accusations of copyright infringement seriously, but cannot investigate every one. You may contact us if you have questions, but you are ultimately responsible for DMCA claims.

It’s also important to note that we will not tolerate any kind of public or private harassment of modders. Contact us via Discord, here on Reddit or [info@theindiestone.com](mailto:info@theindiestone.com) if you want to discuss this.

AI related discussions

Generative AI and LLMs are contentious, even emotive topics. We’re not endorsing the use of generative AI in connection with Project Zomboid, but we’re also not going to forbid mentioning or discussing it - as long as those mentions and discussions are civil.

So, we're re-establishing and re-enforcing Rule 2 here on Reddit: Be Lovely.

Discussion of AI as a tool is allowed. Negative behavior, including accusations or insults purely based on the use or discussion of AI, is not. We want to facilitate constructive discussions around mods and their impact on the game.

If you disagree with anyone's use of generative AI in connection with Project Zomboid, that's okay, but what's not okay is attacking them for their choice in our community spaces.

Finally, to come back to what does "directly relevant" mean, when talking about AI? It means if you're solely expressing your opinion on AI in general - both positive and negative, unrelated to PZ - we'll be moderating that, up to and including potential bans. We hope it won’t come to that for anyone.

We're here to discuss Project Zomboid and enjoy the game as a community. I’m looking forward to getting into conversations with you.

That's it. Let's get back to talking zombies and how you and I both died. (Last time? Fire. I know...)


r/projectzomboid • • 2h ago

Meme Survived for 2 years, got bitten by local bathroom zombie

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296 Upvotes

r/projectzomboid • • 6h ago

I get it now

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342 Upvotes

Decided to stop whining and see what the hype about this first person/third person 3D Zomboid stuff was about….proceeded to play my longest session in months, it really is crazy how great it looks and plays (after I messed with my graphics settings)


r/projectzomboid • • 6h ago

Discussion The Chevalier Dart is the least fuel efficient car in the game - and other fun vehicle facts (A Vehicle mechanics deep dive)

303 Upvotes

I noticed when driving my various cars around that my Dart, a small, light, standard car I use for stealth missions, seems to absolutely guzzle gas compared to my big, heavy, lumbering SUVs, my step van, and my ambulance. At first I thought this was just because it had a smaller gas tank than those heavy-duty vehicles, but then I started tracking actual gas usage and no, it legitimately did use a lot more gas than the heavier vehicles. So I went on a vision quest through the game's codebase and now I know why.

The fuel consumption formula in the game has a lot of things you'd expect - it cares about how fast you're traveling, what gear you're in, what RPM the engine is at, the engine's quality, and of course the vehicle's mass. Most of this works out how you'd expect - although there are two notable exceptions to that. Speed is one; the higher the top speed, the more fuel efficient the car is - you can basically think of fuel consumption as the proportion of how close you are to the car's top speed. So if your top speed is higher, you get the same multiplier but more distance traveled. It's not unreasonable, just a little weird.

But what's more than weird is the way the game handles mass. Heavier cars do have worse fuel efficiency... but so do lighter cars. There's a sweet spot - a chassis mass of 1000 has the minimum multiplier for fuel cost. A car that weighs 900 and a car that weighs 1100 both have the same penalty. And this is where the Masterson Horizon and Chevalier Dart get absolutely wrecked - their chassis mass is only 650, so they eat a 2.2x fuel consumption multiplier because of their weight.

Add in the fact that the Dart specifically has a low scripted top speed of 70 km/h and that engine quality has a sizable effect and the Dart has one of the lowest engine quality values of any car in the game and the average Dart consumes about 3.5x as much fuel per distance traveled as the most fuel efficient car in the game. The Horizon fares a little better at 2.5x because of its higher top speed and higher average engine quality, but it's still not a car I would describe as fuel efficient.

What is the most fuel efficient car? Surprisingly, it's the Mercia Lang 4000. Usually lambasted because of its high script weight of 950 compared to other sports cars, that script weight actually helps it here as it almost touches that 1000 script mass sweet spot, it has a high average engine quality, and it has a very high top speed - and all of this puts it at the most fuel efficient car in the game. I still wouldn't recommend it, it's only a two-seater, but it is interesting.

But waiting in the wings at only 1% behind the Mercia is... the Franklin All-Terrain. As if we all needed more reasons to love this car, on top of everything else it is good at it is also extremely fuel efficient. It lands exactly on the 1000 mass sweet spot, also has a high average engine quality, and has a surprisingly high top speed.

Other popular cars, compared to the Mercia Lang 4000 / Franklin All-Terrain:
Chevalier D6 - 1.5x
Dash Rancher - 1.5x
Most standard and sports cars - 1.75x
Dash Bulldriver - 2x
Step Van - 2x
Franklin Valuline - 2x
Ambulance - 2.2x

(Note that all figures here are calculated at the car's rated top speed; actual comparisons at various speeds can vary a lot by where the various cars end up in terms of RPM but the general rankings should be steady over time for most usecases.)

But what about actual mass, you might ask? Wouldn't the lighter cars do better once accounting for the components and cargo the vehicle has to carry?

Well, for fuel efficiency purposes, actual mass is irrelevant - the code only refers to the chassis's mass for fuel consumption. But for actual acceleration and handling, the vehicle's total mass does in fact matter - and that brings me to the second point of this post:

There are a lot of vehicle parts you can remove from cars that do nothing or almost nothing - and by removing them, you actually make the car drive better! So what parts can be removed?

  • Tires, suspension, brakes, battery, driver's seat - 100% necessary, you can't properly drive the car without them.
  • Passenger seats - you could remove them, but then you lose the storage. Not worth it.
  • Hood - you could remove it, but then you lose your engine protection. Keep it.
  • Doors and windows - only actually useful to the player sitting in the associated seat. If you have a driver's side door and window installed, zombies will hit the door/window instead of you when attacking. But if you're playing single player, you could easily remove all passenger doors and windows and lose actually nothing.
  • Windshield - you might think it protects you from zombies or crashes, but it doesn't. The windshield protects you from rain. And that's it. So if you don't want to get rained on while driving, install the windshield, otherwise, skip it. Edit: Turns out, no, it doesn't even do that. You would think it should, and there is some code that would imply it does protect from rain, but that code never actually gets checked. Windshields do nothing.
  • Trunk lid - does practically nothing. There is code in the codebase that would indicate that having a missing or damaged trunk lid would cause items to fall out of the trunk while driving - but that code is currently nonfunctional and does nothing (as of B42.21.0). And the trunk lid doesn't protect the trunk at all, that's another myth. It feels like it should (and I wrote a small mod that lets it do that), but at the moment it does not.
  • Rear windshield - also does practically nothing and is an easy skip if you're lightweighting your car.
  • Radio - For a regular car, skipping a radio saves 1.5 encumbrance. Not much. But if you've got an emergency vehicle, that radio you have installed is a 15 encumbrance monster. If you never use it... maybe take it out?

You can shave a surprisingly large amount of weight off a car once you lean into this. An ambulance with no rear door, no rear windshield, no HAM radio and no passenger door shaves 56 encumbrance off its final weight and you lose basically nothing, at least in single player. I should mention that in MP if you want to lock a car then that's when it becomes valuable to fully seal the car up - doors and windows everywhere are required to be able to properly lock a car and keep people out.

Speaking of keys, as of B42.21.0, hotwiring a car is perfectly safe. There's a common myth that hotwiring a car will damage its engine in some way and I can safely say having gone through the code that no, hotwiring does not reduce the engine's quality or condition, even when you fail. A car having high engine quality does make it harder to hotwire, so it'll take more attempts, but it's safe to do.

There is a root to the myth, like the trunk lid myth, where there is code that would suggest that failed hotwire attempts harm the car - it just never develops into an actual impact. Failing a hotwiring attempt sets the flag 'hotwiredBroken' on the vehicle. This flag remains even if you later succeed at hotwiring the car. The thing is, though... nothing else in the codebase ever checks this flag. It appears to be an orphaned bit of code, either something Indie Stone planned to develop further, or a remnant from a previous design which has been abandoned. The important thing is, it doesn't do anything at the moment.


r/projectzomboid • • 11h ago

Feedback How would they die in PZ?

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597 Upvotes

Saw this on another post, and it sounds like a lot of perks & good traits for their character build. However, as we all know “this is how you die” so what do you think would be the cause of this characters downfall in a PZ run?

Also, mods, if this is NOT allowed, or violating any rules, I am very sorry, I looked em over and this seemed ok!


r/projectzomboid • • 20h ago

Meme How it feels just wanting the vanilla experience to improve.

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3.9k Upvotes

No hate. I use mods too.


r/projectzomboid • • 13h ago

Question Never been bitten, what could be killing me?

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627 Upvotes

r/projectzomboid • • 3h ago

Question What are the chances of me ever finding the keys?

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102 Upvotes

Found this real nice military vehicle on my CDDA run but no keys in sight and the door is locked. Checked the garage it was parked in front of and I’ve looted every zombie I’ve killed and still no keys.

Would have to break the window if I wanted to Hotwire it (even if I had the means to do so) and wanna know if it’s worth breaking the window to look inside and the keys are a lost cause or if I should hold off.


r/projectzomboid • • 7h ago

Question Since finding this wizard's hat, I have had extremely good luck. Is this a true source of magical power?

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119 Upvotes

r/projectzomboid • • 1d ago

Modded THIS MOTHERFUCKA APPEARED OUT OF NOWHERE

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3.1k Upvotes

r/projectzomboid • • 5h ago

Meme Things to say (aggressively)

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66 Upvotes

r/projectzomboid • • 16h ago

Discussion I dont get the hype over first person POV zomboid

420 Upvotes

So call me a stick in the mud, butI'm going to be that guy and say I don't really get the hype over first person zomboid beyond just the novelty that its possible? If that's the kind of game you want to play there has to be at least 5 games like that currently on Steam that are exactly this POV. Hell, I think I own two of them. But there's a reason i keep coming back to PZ. It was fun/unique to me because it wasn't like the others and the top down isometric view made it feel like the sims/old school fallout but with zombies. Now it's just another first person surivor sim and in my humble opinion that cheapens it in a weird way.

Not only that, I've been watching the workshop and it feels like 3/5 of the top trending most recent mods are all for the first person POV mod, which bothers me at least a little bit because i'm never going to play like that but also want the benefits of new mods that get uploaded...

Now before everyone starts to pile on, I've been accused before of being resistant to change and I'm wholly aware that this is probably just the latest example of me getting older and more set in my ways, i just never thought it would come through as disdain for mod for a video game.

And I get the argument that no one is forcing me to play this way so why not just let it be? I may very well end up doing that, but what else is the community/reddit for if not to express a possibly out-of-touch opinion on the game that I love in search of solidarity? :P

**TLDR** i liked the old view/playstyle more and I dont want this first person POV mod to take over and become the new norm for PZ


r/projectzomboid • • 14h ago

Meme I don’t get why everyone says these are so hard to find?

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289 Upvotes

r/projectzomboid • • 5h ago

Gameplay I got irl Vats

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57 Upvotes

r/projectzomboid • • 20h ago

To The Indie Stone: Please Never Underestimate How Beautiful Project Zomboid Already Is.

700 Upvotes

I don't know if anyone at The Indie Stone will ever read this, but I really hope they do.

With so many mods coming out: 3D overhauls, first-person experiences, realistic shaders, and all kinds of 3D innovations for PZ- I've found myself wanting to say something that has been on my mind for a bit. I usually never write posts, especially not this long, but here we go.

I genuinely hope Project Zomboid never loses the visual identity that makes it what it is.

And I don't mean that as criticism to the modding community. Not one bit. Quite the opposite. I love the creativity, dedication, and imagination that people pour into this game. The fact that players can transform it so dramatically is a testament to how special Project Zomboid is in the first place. If those mods make people happy, I'm genuinely happy for them.

But for me personally, I wouldn't change a single thing about how this game looks ♡

There is something about Project Zomboid's original art style that I find difficult to put into words. This top down isometric perspective, is something so unique to the game's identity, and it looks so beautiful to me.

Somehow, that point of view (the angled isometric top down), even though not as realistic as all the 3D mods, makes it feel more real to me. I can feel the loneliness of the world. I honestly love how cohesive the items and the world look too. Like the overall design. The muted colors. The way that rain looks when it falls down. The trees. The fact you can't always see around corners.

There is a strange kind of peace in the way Project Zomboid looks as the developers intended.

The visuals are such a huge part of the feeling the game gives.

There's this stillness. It makes the world feel melancholic. I find it comforting in a weird way, and also beautiful.

Now, this post is a message to the developers, not the modding community: I want Project Zomboid to keep looking like Project Zomboid ♡

That look is part of what makes it feel like home to me.

And I really hope that, amid all the incredible technological possibilities and the growing creativity of the modding scene, The Indie Stone knows that there are players who don't dream of changing the game's appearance. There are players who look at the game exactly as it is and think that its visual identity is already something extraordinary.

I know that the developers have their own vision for the game, and I'm not trying to tell them what they should or shouldn't do. I just wanted to express how much I appreciate the artistic direction they've given it, and how much that direction means to me.

So, if anyone from The Indie Stone happens to read this:

Thank you.

Thank you for creating a game that doesn't just entertain me, but gives me a place I genuinely enjoy being in. Thank you for an art style that feels timeless to me, for the atmosphere you've created, and for making something that I can return to again and again without ever feeling the need to change its visual identity..

And no matter how many incredible visual overhauls come along, I'll always come back to the original look.

Because to me, Project Zomboid is already beautiful. And I hope it always stays true to the art style that made it so.

Does anyone else feel this way about the visuals? I'd love to hear what it is about the game's atmosphere or art style that makes it special to you, too.

Written with love ♡


r/projectzomboid • • 18h ago

Modded Zombies want to eat my band. or they're moshing. I dunno.

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403 Upvotes

r/projectzomboid • • 7h ago

Art [OC] Made this after playing the game <3

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53 Upvotes

if anyone wants commission work i would love to draw some more pz art

https://commissions.gg/sweett4108 <3


r/projectzomboid • • 4h ago

Screenshot Ladies and gentlemen, we did it

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28 Upvotes

Been surviving in a 0.04 loot world with Romero's zombies, and for the first time since carving was added, I can make infinite bats, it's time to take back the world, one swing at a time


r/projectzomboid • • 10h ago

Chickens are killing me

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90 Upvotes

I have two fridge freezers and chest freezer full of eggs. And I find this in the garden. I swear this pile of ONE HUNDRED AND SEVENTY EIGHT eggs was not here yesterday. Hutch was full too so that's 218 eggs overnight from 17 chicken.

FML


r/projectzomboid • • 3h ago

Discussion Useless Fact: There is 189 Porta Potties & Outhouses

20 Upvotes

Been making a custom game mode and needed to find all of the Porta Potties & Outhouses.

There is 189.

Location List https://notebook.zohopublic.com/public/notes/xfalb1ed5c71f82dc408eb2b4c4fbaeed6746


r/projectzomboid • • 1d ago

Scalp! A Not So Last Resort.

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2.4k Upvotes

- Got Bit? Don't lose the arm. Cut the bite out.

-Serves As A Medium Between Vanilla And The Popular Mod "The Only Cure". Sometimes, I Wanna Keep That Arm Ya Know?

-Right click a bitten body part in the Health panel and choose Scalp. Dig the bite out with a small blade or a can opener (lol) and you might just live... with a nasty deep wound to show for it.

-Works with small blades and can openers: kitchen, hunting and fillet knives, scalpels, razors, shivs, cleavers, can openers.

-Machetes, katanas, axes and spears are too big for the job.

-By Default Scalping Has A 30% Chance To Fail. If It Fails It Leaves You With A Deep Wound And Your Zombie Virus. :) (Can Change Fail Chance In Sandbox Settings)

-Custom "Scalp" Animations For Each Body Part

Made By - twts.


r/projectzomboid • • 1h ago

Crafted weapon idea:Bone pickaxe. (For mining zomboid brains unga bunga style)

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• Upvotes

r/projectzomboid • • 1d ago

Modded I got bored and made a Blinking mod

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996 Upvotes

I decided to do a little project and get my character to blink, I thought it was kinda cool and wanted to share!

I am not releasing it, it’s a janky project that only works with this face and skin tone, and the texture isn’t mine to use.

All credit goes to “Tombs Player Body - Goth Skin”
I made an overlay texture with the Blink and made it appear every 5 seconds! Basically it acts like a temporary cosmetic that only exists long enough for a blink, again janky but I absolutely LOVE it!


r/projectzomboid • • 6h ago

Discussion How long do you think you'd survive IRL?

22 Upvotes

Title says it. How long do you think you'd survive, seriously?

As for me, I don't think it's impossible that I'd survive. I don't think it's likely, but I think I have a handful of useful skills that could, in perfect conditions, help me survive.

Biggest useful skills of mine is being a huge scaredy-cat terrified of everything, and running track. If I see a zombie, and I'm not 100'000'000% confident I can take em, I'm outta there. And I have pretty low self confidence so, chances are I'm just leaving. And if they're fast, I can run too. I may be very physically weak and probably couldn't fight any more than 1 zombie at a time, but I can flee.

They might be able to run for longer than I can, in that case it's a matter of losing them before that happens. I'd be so scared of zombies IRL though, it would probably take me an entire day just to scout a single house and make sure it's safe before I go inside, and also an entire week before that just to mentally prepare for it...

If the virus is airborne, I like collecting gas masks, and I own some P3 filters, which can filter microorganisms. I don't think it'd save me 100%, but owning that kinda stuff beforehand would probably be useful. I'm also a huge germophobe and would take every possible opportunity to clean myself and my things as best I can given my options. Even if it weren't airborne, I'd probably still wear one of my gas masks all the time, just to avoid getting blood in my eyes or mouth if I ever did have to fight. My dad is in the military as well, so, we do have some military things around my house, helmets, chest rig, backpacks. That stuff only really matters if I'm physically capable of staying alive long enough to use it though... BUT, i wont have to find it out in the wasteland, I'd already have it. I also own lots of nature books, including books about edible and medicinal plants in my area. I don't know it by heart and I'm by no means a pro herbalist, but I at least have the means to learn if I have to.

One problem would be my medication... i dont depend on it to survive, but i'd really like to have it. all my meds are shelf stable and dont degrade, so it's just a matter of finding it when i run out. much easier said than done, but not impossible, theoretically. A much bigger problem would be my glasses. I can see without them, but not well. I don't think I'd be able to survive very long without them, unless I've fully escaped any zombie populated areas already and don't necessarily need to see well to survive. Either way I'd have to protect them at all costs. Maybe wearing PPE eye protection over my glasses as like, a shield of sorts, idk.

The most important thing is where I am when it starts though... If it started while i'm on the train or on campus or downtown, i probably wont make it through the first day. But if I'm at home, I think there may be a chance. It also depends where the zombies are when it starts. If they're flooding my neighbourhood then I'm fucked but if they're downtown and I'm seeing it on the news, I'd have better odds. Whether I even make it past day 1 is just a matter of not being in the wrong place at the wrong time primarily, I guess.

Whether or not I can find a community to survive with also very important. I doubt I'd last too too long all by myself. I can teach myself to do everything in the world, but I'm just one girl built like a twig, I've only got two hands and two uselessly thin arms. I'd need help to keep going sooner or later.

A huge amount of luck involved for the things I do have going for me to even matter, but if I did get lucky, I think i would at least have some kind of chance.

How about y'all? Pros and cons of your irl build?

Edit: Another pro but also a con for me is having intense thanatophobia. It would make me much more cowardly, but also, having such an intense fear of dying would be a very strong driver to survive by any means necessary, which may work to counteract feeling like there's no reason to go on and just logging out myself or giving up.