Can Screamers Have A Original/Current/Off Toggle?

Original = Screamers will function like they did pre 1.0 and spawn once heat reaches 100%.
Current = The way Screamers currently spawn from heat.
Off = Unless it's part of a POI, Screamers do not spawn.

Fun Pimps would you be open to considering this as an option for players?
 
Are they acting differently, or are there just more of them?

For options I was thinking:

Screamer Check Frequency:None | Infrequent | Default | Frequent
Screamer Trigger:High Heat | Medium Heat | Low Heat
Number of Screamers Appearing:1 | 2 | 3
Screamer Horde Size:Few Zombies | Default Zombies | Many Zombies
Torch and Candle Heat:On | Off
Dew Collector Heat:On | Off
Gas Generator Heat:On | Off
 
Are they acting differently, or are there just more of them?

For options I was thinking:


Screamer Check Frequency:None | Infrequent | Default | Frequent
Screamer Trigger:High Heat | Medium Heat | Low Heat
Number of Screamers Appearing:1 | 2 | 3
Screamer Horde Size:Few Zombies | Default Zombies | Many Zombies
Torch and Candle Heat:On | Off
Dew Collector Heat:On | Off
Gas Generator Heat:On | Off
Those are good options that should make a lot of people happy. I'm not sure if I would use words for frequency instead of numbers, but it would work.
 
I'm not sure if I would use words for frequency instead of numbers, but it would work.

I don't know how often the game checks to see if it should send screamers now, so I just used words. Personally, I'd prefer the setting be a range so that screamers weren't showing up on a predictable schedule.
 
I don't know how often the game checks to see if it should send screamers now, so I just used words. Personally, I'd prefer the setting be a range so that screamers weren't showing up on a predictable schedule.
For reference, once hitting 25% heat, it "rolls" to see if screamers should spawn. If that fails, it will wait 4 minutes before rolling again and repeat until they spawn. After you've dealt with them, you have 21 minutes until they can spawn again, but you are again rolling for it, so they may not spawn for over 30 minutes depending on RNG.

Note that these numbers are for a single location. If you go somewhere else, the time isn't the same and you can get them to spawn earlier.

There are a few different settings that could be added, though you don't necessarily need them all...
  • Minimum heat to respawn
  • Time before respawn
  • Chance to spawn when heat level is reached
  • Time before rechecking for spawn if no spawn

Those all have a similar effect, but are used different. And of course the other options you mentioned that aren't related to spawn time or chance are also good options.
 
@Riamus
Your post made me think of this. It's an extension of your idea.

Use heat as a spawn modifier. using 100% as the top level for spawning screamer.
People post regarding more biome spawn.
There are two spawn frequency governors.....maxcount="1" respawndelay="2.9".
As the heat rises, the maxcount goes up and the respawn delay goes down.

These can be calculated or transposed to real time, well close to it anyway.

Heat gets checked anyway, so no additions there, but with each check as it raises
to 100%. There could be a plugin value that increases spawn rate and volume in the
area, if it hits 100% then screamer spawn. Screamer death starts cool down. After
dispatching the main screamer spawn it turns off checks on devices already being used,
but checks on any new devices turned on or heat generating activities after cool down
has begun.

Simulating attracting zombies because of activity, in a constant and gradually elevated
manner, more proportionate to the activity in the area, ending with a screamer spawn.

So it would use heat to elevate walker activity, still be dependent on gamestage, the
thing that may and may not be liked is later game would render stronger variants.

Then just have an on/off selector for heat gen spawn or not. Off crafter's fantasy, or
crafter's nightmare. Also since there are so many different heat generators in the game,
it could possibly give some life to spawn. The more activity in an area the more the
external spawn proportionately increases, and when you leave goes back to normal.

I did something similar before as an event, walking on terrain did nothing, walking on
blocktypes other than terrain built heat, and raised spawn. So in cities walking/riding
on the street, increased activity. You wanted it to cool down, you hid or walked in the grass.
 
Are they acting differently, or are there just more of them?

For options I was thinking:


Screamer Check Frequency:None | Infrequent | Default | Frequent
Screamer Trigger:High Heat | Medium Heat | Low Heat
Number of Screamers Appearing:1 | 2 | 3
Screamer Horde Size:Few Zombies | Default Zombies | Many Zombies
Torch and Candle Heat:On | Off
Dew Collector Heat:On | Off
Gas Generator Heat:On | Off
I'd say get out of my brain if you weren't so accurate.
 
Are they acting differently, or are there just more of them?

For options I was thinking:


Screamer Check Frequency:None | Infrequent | Default | Frequent
Screamer Trigger:High Heat | Medium Heat | Low Heat
Number of Screamers Appearing:1 | 2 | 3
Screamer Horde Size:Few Zombies | Default Zombies | Many Zombies
Torch and Candle Heat:On | Off
Dew Collector Heat:On | Off
Gas Generator Heat:On | Off
I don't think it need be that granulated. Too much is overgranulated as it is, imo.

Screamers: On/Off
Heat Index to Spawn: Percentage

Number of screamers: debatable. (Solo would probably prefer one; MP might warrant more than one.) And, as there is already a cooldown, I would think that would be enough. What produces heat might be kept to something sensible and that would be enough, imo. It's sensible that workstations and items producing heat and/or sound (weapons, forges, torches) generate heat. It's not so sensible that a dew collector generates heat and I'd think you'd have to have an exhorbitant amount of candles burning to generate enough heat for anyone (or anything) to notice.

In short: can we not overthink this and keep it sensible?

I've expressed I'm a little more concerned with her having lost her "special" status in order to spring surprise attacks on players when a number of other mechanics might have been developed to perform that job, e.g. tripwires that set off an alarm in POIs.
 
True. And what should be in official settings and what would sensibly generate heat?
It probably would have been, simpler if they had set default settings, to be either 100%
or 0 for everything, most likely 0. Then have a save option called profile, so you didn't
have to repeat it each logon and could share. Since there would be options to change. It
would not matter.

But for me the most powerful option is notepad++. But for console I'd say 0. And treat it
like rwg world seeds that are shared. Which comes 100 percent from the player's preference.
 
In short: can we not overthink this and keep it sensible?

No. I have an endless whiteboard and I must use it...

... Kidding. I take your point. But when hanging out in the realm of raw ideas, I'm prone to throwing out a bunch of stuff and seeing what sticks. Things like controlling heat are already possible for mods ... but I recall the dozens of times I've been reminded console players cannot have mods.
 
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