<biome name="desert">
<spawn id="dz01" maxcount="1" respawndelay="0.9,1.575,1.215,0.9,0.9,0.9" time="Day" entitygroup="ZombiesDesert" type="rare" notags="commercial,industrial,downtown" />
<spawn id="nz04" maxcount="1" respawndelay="1.1,1.925,1.485,1.1,1.1,1.1" time="Night" entitygroup="ZombiesDesertNight" type="rare" notags="commercial,industrial,downtown" />
<biome name="snow">
<spawn id="dz01" maxcount="1" respawndelay="0.9,1.575,1.215,0.9,0.9,0.9" time="Day" entitygroup="ZombiesSnow" type="rare" notags="downtown" />
<spawn id="nz04" maxcount="1" respawndelay="1.1,1.925,1.485,1.1,1.1,1.1" time="Night" entitygroup="ZombiesSnowNight" type="rare" notags="downtown" />
You beat me to it!Let's clarify something
This should have read:
- Enemy Density and Respawn Sandbox Options do not increase desert or snow rare spawns like Chuck and Rancher
Yes. This is definitely needed. I want to have density set to high, but it makes the snowy forest and desert so annoying that I turned it back down to normal. One of the devs (schwanz9000, I think) said there was something planned related to not increasing density of biome specific zombies. It's definitely needed.
Not increasing my ■■■Yes. This is definitely needed. I want to have density set to high, but it makes the snowy forest and desert so annoying that I turned it back down to normal. One of the devs (schwanz9000, I think) said there was something planned related to not increasing density of biome specific zombies. It's definitely needed.
Never-mind all is forgiveLet's clarify something
This should have read:
- Enemy Density and Respawn Sandbox Options do not increase desert or snow rare spawns like Chuck and Rancher
In spawning.xml,
Code:<biome name="desert"> <spawn id="dz01" maxcount="1" respawndelay="0.9,1.575,1.215,0.9,0.9,0.9" time="Day" entitygroup="ZombiesDesert" type="rare" notags="commercial,industrial,downtown" /> <spawn id="nz04" maxcount="1" respawndelay="1.1,1.925,1.485,1.1,1.1,1.1" time="Night" entitygroup="ZombiesDesertNight" type="rare" notags="commercial,industrial,downtown" /> <biome name="snow"> <spawn id="dz01" maxcount="1" respawndelay="0.9,1.575,1.215,0.9,0.9,0.9" time="Day" entitygroup="ZombiesSnow" type="rare" notags="downtown" /> <spawn id="nz04" maxcount="1" respawndelay="1.1,1.925,1.485,1.1,1.1,1.1" time="Night" entitygroup="ZombiesSnowNight" type="rare" notags="downtown" />
Notice that respawndelay = Default,Very Slow,Slow,Normal,Fast,Very Fast
The settings for Very Slow and Slow will be slower, but Default, Normal, Fast, and Very Fast are all the same "default" respawn rate.
These groups are also using a new type="rare" parameter that ignores them for the Biome Density option.
Having individual options for every zombie type is not something we plan to implement.
You beat me to it!
I did check, and the changes were merged to the 3.x branch.
Chuck only models all zombies are chucks and they Chuck wood and you learn how much to ChuckI think people are just asking for the ability to determine separate spawns for biome special zombies only. I rather agree, as even on normal they can get out of control. Rancher and Chuck occasionally, but Mutated/Direwolf/Zbear spawns in the wasteland get absolutely nuts, especially at night.
"Biome-specific Spawn Rate" as a sandbox option with something like None/Low/Normal/High/Very High, if you will.
Yes. It's way to overpowered to find an item in the wild that has 2+ boosted stats. Every item should be limited to 1 random boosted stat. This will give you reason to keep looting to find the missing boosted stats on your items to make your end game items.The Magnitude system, or what I prefer to call the Boosted Stats system, doesn't have anything in the works currently.
Is there an actual issue with the system, or is this a personal preference issue?
Nothing wrong with perfect gear. Its very satisfying to strive towards it and achieve it. The issue is its way to easy to acquire with the current magnitude system.Yes, you can make a perfect weapon eventually. I see no problem with that.
What about sneed’s feed and seed? Do not look up what chickens eat in real life. Spoiler serial killers have utilized them. Also they’re cannibals and eat eggs and other chickens.Rotting Flesh? What kinds of chickens are these?
I could see having to use sand or rocks in the recipe, but rotting flesh?
Does the new sandbox option:
effectively break the >30k stack size mods
- Stack Size Multiplier - Max size is capped at 30,000 for all items
I really hope it's not a typo. If so, it's a very welcome change!Replaced animal Boar with animal Bear and balanced environment in house_construction_02
Where did you see bandits promised for 3.1.0? Please give a link as I'd like to see that.Thought Bandits were supposed to be added in 3.1.0 ?
As of 3.0.1 I'm still seeing issues with Crossbow reloading . . . today I made the change of AutoReload = "true".
The "R" reload has become so spastic over the last few updates that I can't depend on having a Bolt loaded, so I've unfortunately had to resort to this.
Now, the reload is actually faster than what my rhythm / muscle memory was able to accomplish, which is not really desired, but at least it is consistent.
Got tired of having the $#!+ beat out of me expecting my Crossbow to be loaded, only to have it empty - no longer an issue with the above.
Really sucks that I've had to go this route, for one, this change has an "invisible" Crossbow bolt, which now only shows up if you switch to another hot slot and then back to the Crossbow slot.
Not something I'm going to bother to do since it works whether the Bolt is shown or not.
Don't really expect to see it changed with this update, since not even the promised Bandits for 3.1.x are even mentioned in these notes . . . will see.
People seem to conjure promises out of thin air. If someone does not use the word promise, definitely, for sure or something similar, I assume it is not a promise. If I said, hey we will go to the store tomorrow, it seems some people interpret that as a promise. It is not unless I said, I promise we will go to the store tomorrow, which I would never do, as I know the dangers of promises.Where did you see bandits promised for 3.1.0? Please give a link as I'd like to see that.
As to the crossbow, seems like a bug. Guessing you haven't reported it?
True. That's why I asked for a source as I'm curious where such an idea even came from. Unless they are really behind on things and are still thinking of the old 3.0 that was supposed to be bandits. But ignorance isn't really an excuse to come and be passive aggressive about things.People seem to conjure promises out of thin air. If someone does not use the word promise, definitely, for sure or something similar, I assume it is not a promise. If I said, hey we will go to the store tomorrow, it seems some people interpret that as a promise. It is not unless I said, I promise we will go to the store tomorrow, which I would never do, as I know the dangers of promises.
There will be more 3.x releases and they will not have bandits.
Do you promise?There will be more 3.x releases and they will not have bandits.
People seem to conjure promises out of thin air. If someone does not use the word promise, definitely, for sure or something similar, I assume it is not a promise. If I said, hey we will go to the store tomorrow, it seems some people interpret that as a promise. It is not unless I said, I promise we will go to the store tomorrow, which I would never do, as I know the dangers of promises.
There will be more 3.x releases and they will not have bandits.