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(V1) arramus' modlets (Harvest to Seedlings, Auto Miner, POI Filler, Server Side Weapons, and more..........)

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I get what you are saying regarding the Screamer Beacon and screamer behavior in 1.0- on the Nexus page. However, I'd say that adding heat is still adding heat (assuming that's what the mod does). In that case, it sure beats building and loading 50 campfires! 

 
Yes. It still works in that it adds a huge amount of heat, and pretty instantly puts that surrounding area into threat state where Screamers have the potential to appear. The new random dynamic of when they actually appear no longer guarantees instant appearances but it will all add up. I'm not sure what will happen to the new method of appearances in the main game as it has received some interesting feedback so far. It seems a little experimental but time will tell I suppose.

 
I get what you are saying regarding the Screamer Beacon and screamer behavior in 1.0- on the Nexus page. However, I'd say that adding heat is still adding heat (assuming that's what the mod does). In that case, it sure beats building and loading 50 campfires! 
Here is a small update for the collection:

(V1) Screamer Beacon

The Screamer Beacon has been updated to add an additional trigger feature for players that would like to speed up the visits. After placing the Beacon, we can simply hit it (melee or ranged) and it'll trigger a Screamer Horde Wave. Each time we hit it, another wave will be spawned. There is no need to repair the Beacon after hitting it and we can simply pick it up and walk away.

How is this working? It uses a very similar mechanism that is used for the locked Police Car. However, the spawn is guaranteed whereas the Police Car has an 80% success rate to see a spawn. As we hit the Beacon it downgrades in the same way a Police Car changes from locked to unlocked. The more we hit the Beacon, the more will appear. It is compliant with dedicated servers but we just have to be careful of server zombies limits.

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