The second we can turn off the Rancher's biblical act I will

I won't quote the answer here because some people have a big problem with AI. But the prompt I used is quoted below if you want to check out the answers for yourself. Some interesting and plausible backstories and science-fiction-based ideas could account for bees living inside the rancher.

One key concept the AI responded with that I thought was very relevant was that a corpse spitting out a swarm of bees seemed more horror-themed than science fiction-themed. 7 Days to Die is often seen by certain fans as a survival game first and foremost and I imagine that is probably how you view it in saying a horror themed trope doesn't fit or isn't plausible. But 7 Days is also a horror game. Behavior Interactive acquired The Fun Pimps because they felt 7 Days to Die would round out their horror game portfolio.

Anyway, here's the prompt if you want to copy and paste it into whatever AI search engine you may like to use.

In 7 Days to Die, a swarm of bees lives in symbiosis inside a zombie corpse. Of course, this is science fiction, but is there any basis for such a thing in nature in the real world? What possible science fiction rationales could be made to explain the rancher that has bees issuing out its mouth?
 
I can't wait to see the lore that they constantly bring up, that has this in it. They got rid of other stuff because it wasn't plausible or fitting. Yet this is? I can deal and live with the winter biome Chuck, but the bees?
I kind of think of it on the slant since this is Arizona and there used to be references to Apache natives it's a cursed medicine man or native that died and the corpse flies that were consuming his corpse were possessed when he became undead due to his curse he controls them to attack you as a ravenous plague. -- or possibly a cursed rancher that tried to settle in their territory and made the mistake of harming sacred ground
 
Isn’t the apocalypse all but supernatural? A blood moon every 7 days that also makes zombies go feral isn’t science fiction it’s fantasy. Same for vultures ability to fly. Blessed metal is an unused mod and the preacher armor set all but confirms supernatural powers exist in game. So what’s the issue?
 
7 days to die takes a very similar approach to the apocalypse as fallout does and I believe it’s the right approach. That is that they pool from all types in a loose way to not commit too much into any one genre. Infernal zombies in name hint at hell so supernatural but in function could just be some how on fire or thyroid mutations burning them up. So maybe rancher is a plague or maybe it’s just a zombie that has bugs nesting in it and it’s not “shooting” them at you it’s just you attacking him inadvertently angers the hive so they attack.
Post automatically merged:

It’s a sandbox game with mod support so the more the player can fill in the lore blanks the better. The apocalypse can be whatever you want it to be.
 
This got me to thinking, probably wouldn't be a popular idea. But, the Hawaiian and
the tourist twins, if there was one more clone. They are pretty roomy and jiggly. Their
cousin, could run at you and explode like the cop. And release and upgraded nest of
vipers. It would explain the Santabellies. The mech would have to be something like
the Demo, so there are two ways for release. ■■■■ing him off run explode, spreading
vipers all over the area, and if killed needs to be chopped up or they start coming out
of his mouth until the body disappears, various volume. Unless you have Ophidiophobia

Basic is as you fight, a couple of hits, and they begin to slither and fall out of his mouth,
and as he is close, one my start to come out of his mouth striking until it drops to the
floor. Imagine that in a poi closed room. That is some Next Gen Walking dead Visuals.
 
I don’t know about snakes but rats maybe. Regardless a zombie that explodes releasing tiny enemies is a great way to add variety and difficulty without just adding more ranged enemies. Makes me want a flame thrower like in dead space. Call it rat king.
 
I've said this before, "The Rancher" would make more sense if it fired a pipe pistol (or gawd forbid... a new hand gun you could only loot from them).

A model that reflected the look of the beehive zombie from the Walking Dead, would be more on target...if a bee spitter is really the "special" they want for the desert.
 
This got me to thinking, probably wouldn't be a popular idea. But, the Hawaiian and
the tourist twins, if there was one more clone. They are pretty roomy and jiggly. Their
cousin, could run at you and explode like the cop. And release and upgraded nest of
vipers. It would explain the Santabellies. The mech would have to be something like
the Demo, so there are two ways for release. ■■■■ing him off run explode, spreading
vipers all over the area, and if killed needs to be chopped up or they start coming out
of his mouth until the body disappears, various volume. Unless you have Ophidiophobia

Basic is as you fight, a couple of hits, and they begin to slither and fall out of his mouth,
and as he is close, one my start to come out of his mouth striking until it drops to the
floor. Imagine that in a poi closed room. That is some Next Gen Walking dead Visuals.

I'd prefer they be giant spiders, but that's just because my gaming buddy is terrified of spiders and I relish the gaming moments where he starts screaming.
 
I'd vote for anything small enough to fit a bunch in there. But Phobias are real.
They could have say 20 different small entities, and just have a yes no sub menu
for probability. I like the thought mainly for close quarters. It could even just be
gas, like Leo Defarte from the last action hero. You have confetti heads so just
for fun, why not.

Or a more serious, could be radiated goo that affects you the same way as walking
too close to one of those barrels.
 
I can't wait to see the lore that they constantly bring up, that has this in it. They got rid of other stuff because it wasn't plausible or fitting. Yet this is? I can deal and live with the winter biome Chuck, but the bees?
Ranchers should drop Honey!
That would compensate us for the annoyance. :sneaky:
 
My one problem with the Plague Spitter (and Chuck) is the spawn rate, it is ridiculous the number of these types spawning in one area bombarding me. There should only be one boss spawn within a 100 block (example) area. The timing should be offset as well, meaning that just because I eliminate a boss in a 100 block area, it doesn't mean that once I cross that threshold, another one is right there in my face. I get it, it's a game but this is 7 Days to Die not Escape From Bee Man and Rock Man.
 
My one problem with the Plague Spitter (and Chuck) is the spawn rate,
I have been editing the % differences in the entity groups. It is almost there, but in the beginning,
Missle command.

Imagine, Chuck, The rancher, the dogs packs of 2 to 4, and the vultures as flocks of 2 to 6, with headshot
finisher on all. I have to temper that.

But I like that one that Double G did. I really don't want to get rid of any of them, I keep trying to figure how
to give all of them inclusion. I may try just removing the colors on the neons, and slow them down a bit.
 
But I like that one that Double G did. I really don't want to get rid of any of them, I keep trying to figure how
to give all of them inclusion. I may try just removing the colors on the neons, and slow them down a bit.
See...I hated the Rancher, so I thought replacing him with the Beehive Zombie would fix that. But then I started hating the Beehive Zombie.

Reducing him down to 30% with a 20 second bee spitting cooldown has worked perfectly on high entity density settings. I also had to cut the ambient vulture spawn probability in half. Those two at fullbore made the desert intolerable, especially (in the case of the vulture) with headshot finishing on. Now I enjoy the Beehive Zombie again. He's not harmless, but he's not an overwhelming chore to have around.

Next is the wasteland where I had to cut ambient zombie bear and direwolf spawning in half because they made it to where you really couldn't do much without getting bum-rushed by a few bears and a few direwolves all at once.

I have no problem with Chuck so I left him alone. I hate to say anything, in fear that TFP will do something about it, but he's pretty easy to kill and his rocks have almost never caused me a problem, even with high density settings on. The mountain lions on the other hand.....
 
Next is the wasteland where I had to cut ambient zombie bear and direwolf spawning in half because they made it to where you really couldn't do much without getting bum-rushed by a few bears and a few direwolves all at once.
I quickly learned to edit in their new format, if you look at the bottom of each group,
"the None major percentage" has been removed on some, and the math is way off on others like the chuck.
None is the equivalent of the Spawndead filler. Otherwise the spawn math gets all cockeyed, and some times
multiplies. The total sum of all under normal circumstances is to add up to 1 or 100%. Heeeeeeesrrss Chuck.

<entitygroup name="ZombiesSnow">
<e n="zombieChuck" p="0.50" />
<e n="zombieMoe" p="0.25" />
<e n="zombieLumberjack" p="0.25" />
<e n="none" p=".99" />
</entitygroup>


That is 199 percent which normally rounds up to 200 percent vs 100 percent. so what would be the
mathematical outcome, PS: the footnotes, state that it reads top down.


<!-- NONE must not be the first entry since first name determines if enemy group -->
That is why I have always read the block comments, and xml.txt

I started rewriting and also simplifying the spawning.xml, entityclasses, entitygroups, biomes.xml.
If a player has never had volume, or has not looked at the xml or code. It would just seem like wow.

I have no problem with Chuck so I left him alone. I hate to say anything, in fear that TFP will do something about it, but he's pretty easy to kill and his rocks have almost never caused me a problem, even with high density settings on. The mountain lions on the other hand.....
I did, I can handle chuck, and it is kind of fun on a roof, playing cat and mouse with a low
groot suit, it reminds me of thunder dome, 2 men enter 1 man leaves. But I don't have
the biomes that take up 1/5 of a map. So i constantly, have always had a mix of all of the
biomes. Running around willy nilly on my map is punished naturally. I am on the fence
with the vultures and dogs and snakes using the headshot finisher, that is the thing that has
added the real challenge and deaths. Flocks and packs and nests; the water carrot is the last
thing on my mind. And these are TWD/Romero.

The part that is the most confusing is the Crouching Tiger Hidden Dragon form of stealth.
Just crouch and walk across the world and you are ok?? Stand and it's blood moon seek.
 
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