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Doughs modlets

  • Thread starter Thread starter doughphunghus
  • Start date Start date
I had issues with the 4920 zeds one. Mostly that I could load it locally just fine, but on my server it would run into a memory exception and get stuck in a loop while downloading configs trying to load in to the world. I went through and cut it down to a little over 400 and it works on the server just fine. Really love the zombie names, but my players didn't want health bars. Luckily since I'm also running a mod that makes the dead zombies lootable it shows the names then. 
That is excellent information!  I ran some tests and it didn't seem to use up much more memory on the client side, and,  other than taking a little bit longer to load the game, didn't seem to have any harmful effects (which is why I cranked it up to almost 5000 zeds, to really get the "randomness in. I found when you want the names to be "fun and interesting" you really needed a whole lot of zeds to make the effect complete.  It was no fun getting the same 5 "burnt zombies" when you were in a place that spawns specific zombies.).  Besides getting "maximum" random zombie property generation, the name/localization just seemed to make it fun as you (well, I) would spend a little bit trying *not* to kill the zed attacking me so I could try to read the name :) .

Anyway, thanks for the info, and let me know if you have any more issues/input with these!

I'll get some ~400 zed ones generated, and maybe a 2500 one so people can choose what works for their games.  Did you load the animal packs as well with this?

Also: I test them out and play them a little but unless I see some nasty/bad edge cases (legless zombie running, etc) I usually leave the minor bugs alone until I can work on it again.  I blindly pulled the name generation from various massive lists so I'm not sure how well it all turned out. Having teh name be seen when "lootable" is a great idea.  Is that mod one publicly available on the forums?

 
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Getting weird error on the buff infection mod. First noticed when started game red errors flagged up as would not load. When go into buffs.xml file just shows "10800 10800" which is clearly why not work. Figured must have corrupted when downloaded it so tried again. Still same. Weird part is if go to edit the file the whole xml data suddenly appears as it should but when try save the xml or come out of file it goes back to "10800 10800". Any ideas?
Yeap... I screwed up ;)   I made an XML formatting mistake, likely when trying to comment out a debugging section.  I fixed it and its now available in teh git repo.

Thanks for reporting that!

 
Hey Dough,

I'd really like to use the Buff Infection mod, but I'm having some trouble. I get the attached error upon loading in. I've also transcribed it below, since the red text can be difficult to read.

ERR XML loader: Loading XML patch file 'buffs.xml' from mod 'Doughs Buff Infection' failed:
XmlException: '<', hexadecimal value 0x3C, is an invalid attribute character. Line 61, position 7.


I apologize if this has been addressed in the forum, but a quick glance through the latest couple pages didn't have anything. I look forward to trying this mod though!

Thank you

EDIT: Oh heck, just saw the poster above me lol. Rip, sorry

Capture.PNG

 
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That is excellent information!  I ran some tests and it didn't seem to use up much more memory on the client side, and,  other than taking a little bit longer to load the game, didn't seem to have any harmful effects (which is why I cranked it up to almost 5000 zeds, to really get the "randomness in. I found when you want the names to be "fun and interesting" you really needed a whole lot of zeds to make the effect complete.  It was no fun getting the same 5 "burnt zombies" when you were in a place that spawns specific zombies.).  Besides getting "maximum" random zombie property generation, the name/localization just seemed to make it fun as you (well, I) would spend a little bit trying *not* to kill the zed attacking me so I could try to read the name :) .

Anyway, thanks for the info, and let me know if you have any more issues/input with these!

I'll get some ~400 zed ones generated, and maybe a 2500 one so people can choose what works for their games.  Did you load the animal packs as well with this?

Also: I test them out and play them a little but unless I see some nasty/bad edge cases (legless zombie running, etc) I usually leave the minor bugs alone until I can work on it again.  I blindly pulled the name generation from various massive lists so I'm not sure how well it all turned out. Having teh name be seen when "lootable" is a great idea.  Is that mod one publicly available on the forums?
Yes I was using both the animals ones as well, still am. And my modified version that has a little over 400 zeds. Really love the added variety. I imagine seeing the name after they die is a lot like checking their wallet for their ID. As for the lootable zombies showing the name mod. I found that one on Nexus Mods. Idk if it's against the rules to post links like that but it is called A16 Style Zombie Loot for A19.1 by PerpetualHappiness. 

I wonder if it would be possible to apply names via localization to the vanilla zombies as well?

As a server host, I was thinking it wouldn't be a bad idea to make multiple localization files so I can switch them out every week or few days to create the illusion of many more new zombies than there actually are. 

What's weird is my server panel never showed ram or cpu usage above 80% when trying to log in with the 4920 zed version. But I let it sit for more than a half hour and it never loaded in or progressed past the same point on 3 tries. 

I'm incredibly grateful to you for all your mods, my server is using 10 of them right now. Though technically all of them that needed it have been converted to be server side only. Aramus helped with the Rabbit of Caerbannog. 

Hey Dough,

I'd really like to use the Buff Infection mod, but I'm having some trouble. I get the attached error upon loading in. I've also transcribed it below, since the red text can be difficult to read.

ERR XML loader: Loading XML patch file 'buffs.xml' from mod 'Doughs Buff Infection' failed:
XmlException: '<', hexadecimal value 0x3C, is an invalid attribute character. Line 61, position 7.


I apologize if this has been addressed in the forum, but a quick glance through the latest couple pages didn't have anything. I look forward to trying this mod though!

Thank you

EDIT: Oh heck, just saw the poster above me lol. Rip, sorry

View attachment 17569
I thought I had posted about this problem. It was a simple typo on line 60 at the end actually. Looks like dough was in the middle of editing and something got deleted.

It read: 

 <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$infectionMaxDuration" operation="set" value="s-->
when i believe it meant to read:

    <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$infectionMaxDuration" operation="set" value="1800">
But correct me if I'm wrong there. That's what I've been using on my server and am loving it.

*Edit* Didn't see you already put out a fix. Thanks for being awesome Doughphungus!

 
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I wonder if it would be possible to apply names via localization to the vanilla zombies as well?
There's a "general name" localization mod by @ztensity to handle the vanilla ones, albeit its "normal, sane" naming and not "silly" naming like the randomizer has. 

Part of the issue trying to add silly names to the vanilla zeds would be (philosophically) making modifications to the vanilla zeds, and I wanted to keep the randomizer from touching anything about anything already loaded in game.  I was hoping (and have done some tests) to be able to clone *any* entity loaded, even from the Creature packs, Sorcery, Snufkins, etc.  but its not working perfectly yet and I'm not sure why yet. On the technical side it would be more code to maintain, and the code is pretty...ugly and sphagetti like already :)   I'm considering it a prototype for now and if I can get it all working like I want I'll likely modularize and dockerize it so its easier to maintain/extend, and people on everyone can run it via Docker without doing any special installs.

As a server host, I was thinking it wouldn't be a bad idea to make multiple localization files so I can switch them out every week or few days to create the illusion of many more new zombies than there actually are.
This would be a cool idea!  The only difficulties I can think of are:

The Randomizer makes completely randomized *entity class names* each time it runs :( .  This is by design as doing it this way is lazier on my part and less code to maintain. This means that if you run it the first time, you may have an "DoughsR101_animalZombieVultureRadiated", but the second time that entity class might not be in there (e.g. you might get a "DoughsR101_animalBoar".  Notice how the "101" is ties to a different animal? The "101" is the counter that is incremented on every clone to keel them all random.  Since the localization is tied to the entity class name, the localization file(s) that are generated from multiple runs isn't compatible with any other generated modlet than the one it was generated with.

Anyway, The easiest? way to get around it (from your side) would be to write a script to parse the Loacalization.txt file in the randomizer and change the names. Of course, you'd have to find a way to generate a bunch of names (ugh) so "easiest" being not super easy :)   The easiest way (on my side) would be to generate multiple Localization.txt files when the script runs (Localization.txt.1, Localization.txt.2....), tied to that specific modlet generation.  I'll see if this is something I can add in as an "option" (meaning you could choose to generate 10 or 100 extra Localization files).  I have some plans on making the names more "random" so they don't all follow the same predictable format, like maybe some names like "The Terrible Steven" or something, so I'll look into adding this then.

What's weird is my server panel never showed ram or cpu usage above 80% when trying to log in with the 4920 zed version. But I let it sit for more than a half hour and it never loaded in or progressed past the same point on 3 tries.
I wonder if there is some low internal limit on the server for a maximum size of file transfers to the client (like in bytes)?  Maybe it's applicable to only Localization.txt, since it was recently added?  I've read int eh forums about TFP not wanting to send things to the client ( like icons/resources) for security reasons...so maybe they were conscious of someone trying to blow up a client by sending them a file of infinite size, and added limits?

I'm incredibly grateful to you for all your mods, my server is using 10 of them right now. Though technically all of them that needed it have been converted to be server side only. Aramus helped with the Rabbit of Caerbannog. 
Thanks! I'm glad people are getting some use out of them besides myself :)   I saw the rabbit conversion one.  It looks great! I haven't played the Snufkins PLUS pack yet, but I am planning on it.  The grenade -> snowball conversion for server side is hilarious :)

 
And my modified version that has a little over 400 zeds.
@magejosh I added a pre-generated zombie only modlet with only 492 zeds, that hopefully will be server-side safe.  I'll try to keep generating one of these as I make updates.  I'm hoping to find out if there is a limit on file sizes which I can use instead as a generation limiter.

 
This might be a dumb Q so my bad, but my mod-usage experience is very limited and I have 0 coding knowledge.

How do I know the Buff Infection mod is working? I'm not seeing any yellow text in the log indicating it has installed, which I've seen with other mods. I ran around getting infected several times and calculated the total time needed to reach 100%, and each time it was 3 irl hours.

I've done the same thing with every other mod I've used: unpacked the .zip into the Mod folder. So what am I missing? Is there some other indicator (perhaps in-game) I can use to tell if it's installed?

 
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This might be a dumb Q so my bad, but my mod-usage experience is very limited and I have 0 coding knowledge.

How do I know the Buff Infection mod is working? I'm not seeing any yellow text in the log indicating it has installed, which I've seen with other mods. I ran around getting infected several times and calculated the total time needed to reach 100%, and each time it was 3 irl hours.

I've done the same thing with every other mod I've used: unpacked the .zip into the Mod folder. So what am I missing? Is there some other indicator (perhaps in-game) I can use to tell if it's installed?
Its a totally reasonable question :) There's not really an indicator I'm aware of.  All I can come up with is:

- When you start the game ( like choose "new' or "continue" game and it starts launching), hit "F1" and a little console window pops up.  Scroll to the top of the window and it will list all the mods that it parsed/tried to load.

- When in game: Since the infection buff is pretty harsh compared to the vanilla game (and random) I just let a zed hit me until infected.  Most of the time you will see the infection counter go up within a few minutes, or it will start out at like 0.4% instead of 0.1% because the time so short to get to 100%

I had trouble testing this mod too, because I didn't want to give any clues as to "how much time you had" in order to make it a bit terrifying to get infected (well, if you don't want to die).  Because of this, I have 2 lines in the mod that I commented out that would tell me how much infection was applied when hit so I knew it was working.  I would really prefer if you didn't know the "% infected" and instead maybe had some sort of "fever intensity/sickness indicator"...but that's a lot more work and messing with a game mechanic so I left it alone.

Anyway, this is *supposed* to be the randomness probability:

 15% chance of having 3 hours (10800 seconds) [real time]
 20% chance of having 2 hours (7200 seconds)
 25% chance of having 1.5 hours (5400 seconds)
 25% chance of having 1 hour (3600 seconds)
 10% chance of having 45 minutes (2700 seconds)
 5% chance of having 30 minutes (1800 seconds)

Its possible that you got super unlucky, but maybe its not working properly.  The fact that it took 3 hours (to me) indicates the mod is loaded as vanilla is like 7 hours (real time) I think.

I'll run some more tests to see if its working as expected.  Its possible the "infection roll counter" is not resetting properly, so once it picks a "time" it stays with that time

 
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There's a "general name" localization mod by @ztensity to handle the vanilla ones, albeit its "normal, sane" naming and not "silly" naming like the randomizer has. 

Part of the issue trying to add silly names to the vanilla zeds would be (philosophically) making modifications to the vanilla zeds, and I wanted to keep the randomizer from touching anything about anything already loaded in game.  I was hoping (and have done some tests) to be able to clone *any* entity loaded, even from the Creature packs, Sorcery, Snufkins, etc.  but its not working perfectly yet and I'm not sure why yet. On the technical side it would be more code to maintain, and the code is pretty...ugly and sphagetti like already :)   I'm considering it a prototype for now and if I can get it all working like I want I'll likely modularize and dockerize it so its easier to maintain/extend, and people on everyone can run it via Docker without doing any special installs.

This would be a cool idea!  The only difficulties I can think of are:

The Randomizer makes completely randomized *entity class names* each time it runs :( .  This is by design as doing it this way is lazier on my part and less code to maintain. This means that if you run it the first time, you may have an "DoughsR101_animalZombieVultureRadiated", but the second time that entity class might not be in there (e.g. you might get a "DoughsR101_animalBoar".  Notice how the "101" is ties to a different animal? The "101" is the counter that is incremented on every clone to keel them all random.  Since the localization is tied to the entity class name, the localization file(s) that are generated from multiple runs isn't compatible with any other generated modlet than the one it was generated with.

Anyway, The easiest? way to get around it (from your side) would be to write a script to parse the Loacalization.txt file in the randomizer and change the names. Of course, you'd have to find a way to generate a bunch of names (ugh) so "easiest" being not super easy :)   The easiest way (on my side) would be to generate multiple Localization.txt files when the script runs (Localization.txt.1, Localization.txt.2....), tied to that specific modlet generation.  I'll see if this is something I can add in as an "option" (meaning you could choose to generate 10 or 100 extra Localization files).  I have some plans on making the names more "random" so they don't all follow the same predictable format, like maybe some names like "The Terrible Steven" or something, so I'll look into adding this then.

I wonder if there is some low internal limit on the server for a maximum size of file transfers to the client (like in bytes)?  Maybe it's applicable to only Localization.txt, since it was recently added?  I've read int eh forums about TFP not wanting to send things to the client ( like icons/resources) for security reasons...so maybe they were conscious of someone trying to blow up a client by sending them a file of infinite size, and added limits?

Thanks! I'm glad people are getting some use out of them besides myself :)   I saw the rabbit conversion one.  It looks great! I haven't played the Snufkins PLUS pack yet, but I am planning on it.  The grenade -> snowball conversion for server side is hilarious :)
Yes, I definitely went for more "lore friendly" / "sane" / vanilla" / "normal" / "standard" names for the zombies. I'm certainly open to suggestions to updating certain names to make it more immersive, as that's the intent of my mods.

As for other mods, it's 100% possible for me to create localizations upon request.

As far as your randomizer, @doughphunghus, does it have a preset amount of "coded names like ""DoughsR101_animalBoar" that then get randomized to "Wild Boar" or "Boar"? I don't think I 100% understand how the mod works.

 
Yes, I definitely went for more "lore friendly" / "sane" / vanilla" / "normal" / "standard" names for the zombies. I'm certainly open to suggestions to updating certain names to make it more immersive, as that's the intent of my mods.

As for other mods, it's 100% possible for me to create localizations upon request.

As far as your randomizer, @doughphunghus, does it have a preset amount of "coded names like ""DoughsR101_animalBoar" that then get randomized to "Wild Boar" or "Boar"? I don't think I 100% understand how the mod works.
Nope :(  the codes names are not hard coded or preset. It works the worst possible way, as it was thrown together quickly.  Basically it auto generates the code names and it does this in a different , random order every time. I figured every release of the game could have any amount of changes to it. So you’d never be able to use an older version of my generated zeds and know it would work 100%, so I didn’t bother trying to make sure the names were always the same on each generation. 
 

this sounds like another feature to add in. It won’t work 100%, especially if TFP adds or removed a single entity or renames one, but it might make it easier to do the localization tricks with different generation runs when the base game version is the same. I’ll see if I can add sorting and “more standard naming practice” into it. No promises on this one though :)

If anyone’s curious: I’m using Unsorted data from an xml

Parser , then cramming it into hashes (unaorted), then just looping through the hash keys, making up new clones and names as it goes. 
 

for those who don’t mess with this stuff: there’s a lot of things not being sorted going on all over the place, thus making the end result work, just not in any standard/reliable way ;)

 
@magejosh I added a pre-generated zombie only modlet with only 492 zeds, that hopefully will be server-side safe.  I'll try to keep generating one of these as I make updates.  I'm hoping to find out if there is a limit on file sizes which I can use instead as a generation limiter.
@magejoshpwr a forum post I made elsewhere. the latest experimental build might have a fix for this (large file/localization not being sent to the client) so I would say wait for a20 official release and try the large one again. 

 
Nope :(  the codes names are not hard coded or preset. It works the worst possible way, as it was thrown together quickly.  Basically it auto generates the code names and it does this in a different , random order every time. I figured every release of the game could have any amount of changes to it. So you’d never be able to use an older version of my generated zeds and know it would work 100%, so I didn’t bother trying to make sure the names were always the same on each generation. 
 

this sounds like another feature to add in. It won’t work 100%, especially if TFP adds or removed a single entity or renames one, but it might make it easier to do the localization tricks with different generation runs when the base game version is the same. I’ll see if I can add sorting and “more standard naming practice” into it. No promises on this one though :)

If anyone’s curious: I’m using Unsorted data from an xml

Parser , then cramming it into hashes (unaorted), then just looping through the hash keys, making up new clones and names as it goes. 
 

for those who don’t mess with this stuff: there’s a lot of things not being sorted going on all over the place, thus making the end result work, just not in any standard/reliable way ;)
I gotcha! Yeah, I haven't figured out anything beyond just making the localizations. So, I wouldn't know what to do with your mod. If I remember right though, @xyth and @sphereii use something in their NPC modpacks that do something to set random "names" to pop up, so maybe that's the alternative way to make what you're doing work in a way that looks more immersive? I think at that point, it's not about a localization, but more about the coding.

 
I gotcha! Yeah, I haven't figured out anything beyond just making the localizations. So, I wouldn't know what to do with your mod. If I remember right though, @xyth and @sphereii use something in their NPC modpacks that do something to set random "names" to pop up, so maybe that's the alternative way to make what you're doing work in a way that looks more immersive? I think at that point, it's not about a localization, but more about the coding.
I haven’t seen their stuff that does this, but I agree it’s far more likely to be the better “solution” to doing stuff like this for most people. The only advantage the randomizer mod generator has over anything is:

- it doesn’t need to be compiled with DMT or anything, so it can be run on non windows platforms (I use Ubuntu, which is why I wrote it :)  )

- in theory, anyone could select how they want the zeds randomized and generate them (if they want to learn how to run and config the script). I think this is like 0.01% of people, since it’s written in Perl. I might dockerize it so more people could run it easier, if I hear any interest. I feel most people just like grabbing a pre generated mod from it and play it.  I had an idea for some mini overhaul mods that would benefit from generating 20-50 custom zeds of 1 type. Think an army of just crawlers. Fast crawlers ;)  so making mini mods like this would be easy to generate, then you could hand tune it. 

- it’s fairly easy to randomize “any” property, and in theory anything in any of the XML exposed modding. Well, sort of. It’s still way too over complicated but “it can be done”. For example, I was thinking of attempting to randomize the zed “hand items” so you could have them randomly vomit like the cop (different distances, damage, etc) but apparently it doesn’t work too well, likely the vomit Cop class is special? In theory I could switch base classes... err, things are getting complicated ;) Anyway, the sky is the limit!

- its “server side safe” in terms of nothing special for clients to load. I’m not sure if any compiled code is server side safe but I was under the impression it was not as it required custom resources.

as soon (if?) as TFP makes the resources and other stuff transferable to clients from servers, I’m fairly sure the mod generator could mostly be shelved. But I feel they are pushing back on doing this. 

 
Probably a lot to ask, but I am curious if you can tell me of any of these mods are server side only? 
Most of “mine” are just xml and should work server side, but I haven’t tested any of them server side. Known exceptions (NOT server side safe) are:

the Rabbit of Cerbannog,

the “add more sounds” one, 

and likely “1 hour of daylight” as it’s a client side setting. 
 

in addition:

any of my “buff” mods that buff explosives. The buff is to create ones that break blocks. This might be an issue for servers (look like drop mining/FPS issue, or just too much destructive potential for trolls)
 

for Khelldons and MeanClouds, I would have to double check.  Off the top of my  head, these are NOT server side safe:

khelldons holy hand grenade

khelldons crossbow bolts

khelldons get nailed/add more nails? (one of them contains a crowbar resource)

khelldons horns

meanclouds fishing

meanclouds cannabis

meanclouds mining 

i should post a table/checklist for this.... hmmm.  I’ll look into doing that this weekend.

 
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doughphunghus said:
@magejosh UPDATE: This may be fixed now? alpha-19.3-stable release notes has listed under "Fixed" -> "Large localization mods breaking client connects"
Yes I was going to try your new one on my server tonight and see if it will work. These remix zombies really thin out the boss zombies snuffkins zombies adds to the spawn list. And all the players have really enjoyed reading the dead zombies names as they move towards them to loot their bodies.

doughphunghus said:
the Rabbit of Cerbannog,

the “add more sounds” one, 

and likely “1 hour of daylight” as it’s a client side setting. 
I also wanted to mention as part of a conversation with @Aramus on the snufkins zombies thread they adapted the rabbit of caerbannog to be server side safe using the rabbit model and making it player size, and a snowball for the holy hand grenade. I love the model you made, but my challenge was to create an overhaul that was entirely server side safe, so my brother wouldn't have to install anything else to play on the server. It's still a work in process, but that rabbit is awesome.  

And that's good to know about the 1 hour of daylight. I didn't see anything that looked like it wouldn't work server side only so I've been running it, but yeah it's not working on the server and I couldn't figure out why. 

 
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hey adapted the rabbit of caerbannog to be server side safe
I saw that and it looks great! I was thinking of trying it out when a20 is released.  I didn't make the models for the rabbit or the grenade, I just set up the XML to make it evil and hopefully jump at your face :)   (credits to Mumpfy and  Mjoelnir.hh for rabbit texture + model, khelldon for the grenade)

Yeah, I really wish TFP would allow the models and icons to be sent from the server to the client, it would make things a bit easier. I try to keep most of my mods "server side safe" mostly because the models are currently outside of my expertise (and time to learn), but I really want to get some new icons in all my mods rather than always recoloring existing ones.

 
FYI: For those of you playing the "Entity Randomizer" pre-generated modlets:

- I have generated pre-generated modlets for a19.3.b6-stable, available on github

- I have started doing diffs of the vanilla configs as updates are pushed (to see if I can tell which of my mods break without testing them all), and it looks like (my best guess, no guarantees!) the a19.2.b4 pre-generated modlets should work with a19.3.b6.  So if you were playing a game in 19.2.b4 and didn't want to update just because of these pre-generated modlets, it might be safe.  Even if it was not, you could likely pull out the 19.2.b4 one and replace it with the a19.3.b6 one and all that would likely? happen is any spawned entities would cease to exist, and it would likely throw some console errors as the game tried to spawn them when you entered a chunk where they were spawned before the update.  Just my guess, I have not tested this.

- The important thing is only load one "set" of mods for a particular version, do not try to load them all across versions.

 
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Hey guys, I'm wondering if anyone can help with this. I'd like to use MeanCloud's Inreased Animals mod in 19.3, but I'm getting a yellow error when I start the game, either loading into an existing world or a new one from RWG. Text from the console pasted below. Any ideas how to work around this?

2020-12-28T03:56:58 2512.398 WRN XML patch for "spawning.xml" from mod "MeanCloud's Increased Animals" did not apply: <insertAfter xpath="/spawning/biome[@name='pine_forest']/spawn[@entitygroup='ZombiesAll']"
2020-12-28T03:56:58 2512.398 WRN XML patch for "spawning.xml" from mod "MeanCloud's Increased Animals" did not apply: <insertAfter xpath="/spawning/biome[@name='desert']/spawn[@entitygroup='ZombiesAll']"
2020-12-28T03:56:58 2512.398 WRN XML patch for "spawning.xml" from mod "MeanCloud's Increased Animals" did not apply: <insertAfter xpath="/spawning/biome[@name='burnt_forest']/spawn[@entitygroup='ZombiesBurntForest']"
2020-12-28T03:56:58 2512.398 WRN XML patch for "spawning.xml" from mod "MeanCloud's Increased Animals" did not apply: <insertAfter xpath="/spawning/biome[@name='wasteland']/spawn[@entitygroup='ZombiesWastelandNight']"
2020-12-28T03:56:58 2512.398 WRN XML patch for "spawning.xml" from mod "MeanCloud's Increased Animals" did not apply: <insertAfter xpath="/spawning/biome[@name='snow']/spawn[@entitygroup='SnowZombies']"
2020-12-28T03:56:58 2512.398 WRN XML patch for "spawning.xml" from mod "MeanCloud's Increased Animals" did not apply: <set xpath="/spawning/biome[@name='pine_forest']/spawn[@entitygroup='EnemyAnimalsForest']/@maxcount"
2020-12-28T03:56:58 2512.398 WRN XML patch for "spawning.xml" from mod "MeanCloud's Increased Animals" did not apply: <set xpath="/spawning/biome[@name='desert']/spawn[@entitygroup='EnemyAnimalsDesert']/@maxcount"
2020-12-28T03:56:58 2512.398 WRN XML patch for "spawning.xml" from mod "MeanCloud's Increased Animals" did not apply: <set xpath="/spawning/biome[@name='burnt_forest']/spawn[@entitygroup='EnemyAnimalsBurntForest']/@maxcount"
2020-12-28T03:56:58 2512.398 WRN XML patch for "spawning.xml" from mod "MeanCloud's Increased Animals" did not apply: <set xpath="/spawning/biome[@name='snow']/spawn[@entitygroup='EnemyAnimalsSnow']/@maxcount"
2020-12-28T03:56:58 2512.398 WRN XML patch for "spawning.xml" from mod "MeanCloud's Increased Animals" did not apply: <set xpath="/spawning/biome[@name='pine_forest']/spawn[@entitygroup='EnemyAnimalsForest']/@respawndelay"
2020-12-28T03:56:58 2512.398 WRN XML patch for "spawning.xml" from mod "MeanCloud's Increased Animals" did not apply: <set xpath="/spawning/biome[@name='desert']/spawn[@entitygroup='EnemyAnimalsDesert']/@respawndelay"
2020-12-28T03:56:58 2512.398 WRN XML patch for "spawning.xml" from mod "MeanCloud's Increased Animals" did not apply: <set xpath="/spawning/biome[@name='burnt_forest']/spawn[@entitygroup='EnemyAnimalsBurntForest']/@respawndelay"
2020-12-28T03:56:58 2512.398 WRN XML patch for "spawning.xml" from mod "MeanCloud's Increased Animals" did not apply: <set xpath="/spawning/biome[@name='snow']/spawn[@entitygroup='EnemyAnimalsSnow']/@respawndelay"


 
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