Living World
Persistent actors, hordes, former survivors and survivor-authorised observations in the 0.7 world simulation.
Persistent world entities
world_entities provides one authoritative identity and location for actors that must survive beyond a single request. Important infected, hordes and wandering traders build their own domain state on top of that identity shell.
Movement changes the same entity rather than cloning it into another cell. Exact hidden positions remain server-only until a survivor legitimately observes them.
Important infected
Ordinary zombies still use scalable cell pressure and temporary encounters. Selected important infected can instead persist with their own HP, visual identity, home area, encounter state and survivor-specific last-seen knowledge.
Hordes
Hordes are aggregate persistent infected populations that can move lazily between cells, react to noise and create consequences without simulating every zombie step-by-step continuously.
Former-survivor zombies
The 0.7 architecture supports a dead survivor reanimating as one persistent former-survivor zombie in applicable online worlds. It has one authoritative location, can move, and can eventually leave physical lootable remains. The same possessions are transferred, never duplicated.
Living-world observations
The map and text UI can surface authorised observations such as smoke, threats, traders, rumours and other world events. Observation knowledge is separate from hidden authoritative world truth: approximate sightings stay approximate and stale sightings do not magically track a moving entity.
Persist consequences, not possibilities
Cells, location state, drops, objects, events and actors are materialised when gameplay creates a meaningful consequence. Lazy reconciliation and cleanup keep the world persistent without requiring a global real-time simulation tick.