Performance Pack
Late-game FPS fixes. Headline: hideout patrol spawn-point LOD ~doubles night FPS on old saves — same horde, no gameplay change.
Get on Nexus40 free mods for Infection Free Zone — performance, fixes, and gameplay expansions.
Drop the DLL into BepInEx/plugins/. Full install guide.
Late-game FPS fixes. Headline: hideout patrol spawn-point LOD ~doubles night FPS on old saves — same horde, no gameplay change.
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Bundle of small QoL tweaks: TowerHMG, VehicleAmmoFix, BuildingIconToggle, ShellLairs. Each toggleable in F1. (Height and clay-pit features moved to the new HighGround and ClayPitFixes mods.) NEW 1.6.0: housing summary panel (click a house/shelter) + low-beds warning.
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Build farms and greenhouses at a chosen size. Cycle x1/x2/x3/x4 tiers during placement — cost, max staff and daily production all scale with the footprint.
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Idle squads automatically throw grenades and fire mortars at hostile clusters already in range - including from inside buildings and moving vehicles. Friendly-fire safe.
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A suicide-bomber infected dog. When killed it detonates in a fiery blast that damages your squads and base structures — walls, towers and buildings.
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Request Backup Army tanks actually engage hostiles near your base instead of idling.
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Vehicle capacity scales with cargo slots: 4 + floor(cargoSlots/4). Pickup 5, Van 6, Truck 8, Bus 9.
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Drag-build a walkable bridge across water with the wall tool. Real road, deck and railings; units and vehicles cross; survives save/load.
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Smooth, eased camera motion for play and recording - continuous zoom, slow cinematic rotation, eased panning, plus a slow-motion key and a hide-HUD key.
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Cancel paused deconstruction tasks — vanilla blocks the delete button on partial demolitions.
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Buffed blood and tracers, demolish dust, impact craters, night thunderstorms.
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Depleted clay pits regenerate production after a delay instead of being dead forever, and a depleted pit can be demolished to reclaim the land. Tunable in F1.
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Actually-dark nights, full-moon brightness bonus, smooth dawn/dusk, day tone-shaping.
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Citizens age, retire, grow frail and eventually die of old age - a persistent population life-cycle with an anti-death-wave trickle.
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Force-unlocks explosives_planting so the open-beta demolition feature actually works.
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Occupational health: harder jobs make workers fall sick, a round-the-clock hospital, and night-shift recovery.
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At night, mortars autonomously lob illumination flares at dark infected clusters, revealing fog-of-war.
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Real-time point lights for muzzle flashes, explosions, headlights, tower searchlights, antenna beacons.
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Height matters: build true high-rises, garrisoned units fire from the top floor over your walls, and shooters in tall buildings get a range bonus. Each feature toggleable in F1.
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Seeds extra infected hideouts across the map on a new game; they grow into lairs. Pairs with Surrounded.
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Powered homes get a +mood bonus, chimneys emit smoke, entrance lights at night.
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Shared library other IFZMods depend on. Controller cache, time/night helpers, VFX + reflection utilities. Install if a mod lists it as required.
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Shared UI-panel library for IFZ mods. A dependency — install it only if another mod requires it. Gives mods draggable, closeable in-game windows (rows, values, bars, buttons, graphs) with no hand-rolled UI.
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Forces InvariantCulture so ConfigurationManager can edit decimal floats on comma-locale systems.
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Press K, drag a box over your base, confirm — every qualifying building inside is queued for deconstruction at once.
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Warm amber window lights across the city at night. Reconstructs the game's own window placement and lights a realistic, patchy fraction of windows after dark.
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Lift the hardware-scaled building-count limit that stops you selecting dense real-world map areas.
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Demolish the 'no path' buildings along the water that you normally can't get rid of. A real worker walks in and tears them down under normal rules — no instant teardown.
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Raider camps grow when ignored, weaken when fought, raid your base, and drop loot when wiped.
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Bypasses the Unsupported save file version check. Load older saves on newer game builds.
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Stalled construction sites auto-pull workers from idle jobs. Cancelled-build refunds auto-haul to a stockroom as worker-gatherable debris.
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Auto-medbay when wounded, auto-resupply ammo, auto-return when dry, and (new) opt-in [SCAV]-tagged squads auto-gather loose piles near HQ.
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Right-click your own squad with another selected → merge into target squad.
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Squads fire while moving instead of halting — on foot and in vehicles. Hold Your Ground truly anchors.
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Vanilla swarms attack far more often and bigger; scavenge loot multiplied so you push out between waves.
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Restores late-game infected night waves that silently stop. The swarm aggro overflows past the top tier (Infinity/NaN) so no wave ever spawns again while raiders keep attacking; this sanitises the tier lookup so the hordes come back.
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Thai language support - bundles a Thai font as a TextMeshPro fallback so Thai text renders instead of boxes, and installs the community Thai translation.
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Bypass "too narrow / too complex" on splits, lift the custom-building restrictions (size + wall-length), and uncap the per-building storage / population / deconstruct-yield ceiling.
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