SledgeHammer
New member
These are awesome! One thing that I noticed, crawling armless guy is bugged. When you kill him, he starts to spin around and rises slowly up in the sky.
These are awesome! One thing that I noticed, crawling armless guy is bugged. When you kill him, he starts to spin around and rises slowly up in the sky.
its possible that there is a conflict with other mods that add new zombies, shouldn't need a new save thoSo, any reason why I would not be seeing your zombies? I can see zombies/creatures from npc mod and its other expansions, as well as serversidezombiesPlus. Is it a requirement to have a new save to see the zombies?
It could be that they are rarer than I'd expect? but not sure. I'd expect them to be about normal spawn rates for most.
I have the latest update I saw today. I only modified the health and xp of zombies, but I wasn't seeing them before those changes either the past week.
I thought they all sorta just append the entitygroups. Could one mod's zombie probabilities being a certain amount indirectly block other spawns?Thought you would be interested in seeing this @Guppycur
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its possible that there is a conflict with other mods that add new zombies, shouldn't need a new save tho
its possible, I only know about the entity groups file from guppy's mod because I tweaked it so they spawned in POI's. its possible that another mod is over riding it having a higher priority and stopping guppy's from spawning. I dont know about zombie spawn probabilities and the entitygroups I sorted out only add more zombies to the default lists of what can spawnI thought they all sorta just append the entitygroups. Could one mod's zombie probabilities being a certain amount indirectly block other spawns?
right, and I see that when I go over the group files. I don't get any errors on load so its nothing goofy like that. Its strange that every other creature/zombie mod I have seems to show up regularly ingame and not the guppy ones. does the none, 0.0 mean anything at the end of the groups?its possible, I only know about the entity groups file from guppy's mod because I tweaked it so they spawned in POI's. its possible that another mod is over riding it having a higher priority and stopping guppy's from spawning. I dont know about zombie spawn probabilities and the entitygroups I sorted out only add more zombies to the default lists of what can spawn
right, and I see that when I go over the group files. I don't get any errors on load so its nothing goofy like that. Its strange that every other creature/zombie mod I have seems to show up regularly ingame and not the guppy ones. does the none, 0.0 mean anything at the end of the groups?
Do you see them very regularly throughout the normal zombies?
I will try removing some of the strong probabilities listed in some of the others to see if I can balance it out a bit. Will try to updateI see them all the time, due to the amount of them I see more than I do the default ones, it could possibly be the over all amount you are using as guppy's add about 40 new zombies and if you have more than one or two that could do it.
guppy should hopefully know more, but it may be you have to decide what ones you want more.
try backing up your mods file in total, then start a new creative world (so you can just test things) and try adding them one at a time till you stop seeing new zombies, that way you dont risk your main save. if you really want guppy's start with that one and go from thereI will try removing some of the strong probabilities listed in some of the others to see if I can balance it out a bit. Will try to update
I'm genuinely embarrassed lol. The issue was that the mod was unzipping to have an extra parent folder so it wasn't even running anything. haven't tested spawns but that totally has a big roll to play in the failure lmaooo.try backing up your mods file in total, then start a new creative world (so you can just test things) and try adding them one at a time till you stop seeing new zombies, that way you dont risk your main save. if you really want guppy's start with that one and go from there
sounds like that would be the issue, just that extra file would probably screw things up, no need to be embarrassed it’s an easy mistake to makeI'm genuinely embarrassed lol. The issue was that the mod was unzipping to have an extra parent folder so it wasn't even running anything. haven't tested spawns but that totally has a big roll to play in the failure lmaooo.
So the paths were just messed up is my guess because of this.