stallionsden
Tester
Actually 68.. somewhere he owes a lady 1For SnowDog the "turning point" is 69.

Actually 68.. somewhere he owes a lady 1For SnowDog the "turning point" is 69.
You really can't disappoint huh? That's so amazing, can't wait for those city wanderers.Finished a wish list item today. Early tester feedback seems good. More zeds in towns.![]()
Added biome spawning supports disabling spawn types using POI tags in an area.
Added commercial, industrial and downtown biome spawning types (more and faster respawning zombies).
Screamers work the same.Got two questions for the devs, I apologize if they have been asked but I could not find any information on it.
-Will screamers be able to detect the player at bedrock now? I can run 10 forges, multiple campfires and chem stations with no screamers spawning, or mine at bedrock with the auger without them spawning, even with block damage turned up to x3. Mining 10-20 blocks above bedrock still spawns them as normal it seems, but just not right at bedrock.
-Will demolishers ever be added into POIs late game or just late game blood moon hordes?
It was talked about, but not yet.@faatal Is there going to be something displayed on the HUD when going into the different Biomes that show the modifier, Or will this be all hidden and behind the scenes so to speak?
So December 23 it is for us give it or take 1 week.
NICEEEEEEEEEEEEE!! MORE ZOMBIES MORE FUN UwU. Another good news!Finished a wish list item today. Early tester feedback seems good. More zeds in towns.![]()
Added biome spawning supports disabling spawn types using POI tags in an area.
Added commercial, industrial and downtown biome spawning types (more and faster respawning zombies).
the bad news is... there is a cost... a zombie now spawns where the newsstand used to be. well there is your chance to make a skeleton... go kill himNICEEEEEEEEEEEEE!! MORE ZOMBIES MORE FUN UwU. Another good news!
Damn you have me idea- make system similar to the forest- you can take body of zombie use acid and create skeletons! and you can put skeleton on pike , hang skeleton on tree put skeleton on chair in newsstand!! this ssssoundsssssssoo goood uwu ! Well it would be perfect as part of hallowen updated!Âthe bad news is... there is a cost... a zombie now spawns where the newsstand used to be. well there is your chance to make a skeleton... go kill him![]()
joking of course
I have a question, saw on the stream that the dog had the old look. Will the new model be included in the experimental/public at the start?
The dog and some of the other zombie overhauls will arrive as they are completed in the 20.x updates.Â
When you walk into that biome....yes.Just curious.. will the snow biome contain a snowdog?
Lol, that is actually true, but they won't let it get past Christmas, even if it means that we get a few MF bugs for early experimental.Don't forget the holidays tend to act as a limiter to worker availability and productivity. The gap between (US) Thanksgiving and New Years is a cruddy time for projects in certain industries. Among knowledge workers, coordination with co-workers who are on vacation, family demands, seasonal depression, and more are all factors. Conversely, the holidays can be a great time to turn a pack of self-motivated (and vacationing) players loose on testing, assuming there's no major issue that makes a game unplayable.
Nope. It allows biome entries in spawning.xml to be disabled based on the POI tags in each biome spawning area (80m x 80m) of the world. The designers are already using these tags for RWG.@faatal , what does "Added biome spawning supports disabling spawn types using POI tags in an area." mean?Â
I understand it like: You added code for allowing POI designers to place a POI and disable spawns in that particular POI area using the colored box system if they so choose ?
Every experimental has some MF bugs left. Lower priority MFs can be done throughout the experimental period. There are usually still some MFs when we go stable.Lol, that is actually true, but they won't let it get past Christmas, even if it means that we get a few MF bugs for early experimental.
Nope. it will added in FURRY DLC PACK XDJust curious.. will the snow biome contain a snowdog?
Now I can do things like this in a biome where this spawn type is only enabled if commercial or industrial, but not downtown.
<spawn maxcount="4" respawndelay="0.3" time="Day" entitygroup="ZombiesAll" tags="commercial,industrial" notags="downtown" />
Well the max alive will still come into play. Some sleepers are loaded. So either it will balance between low biome spawns or low sleeper spawns.At the least it means that cities can become hub-city like without affecting the overall spawn levels of the rest of the map or even biome that the city is in.
Well the max alive will still come into play. Some sleepers are loaded. So either it will balance between low biome spawns or low sleeper spawns.
I hope they split the max alives between the two types.Â
Filling all the sleeper volumes with the variable in every hidding spot would be the only use case. Sounds meh to me for performance reasons and will unbalance tiered POIs and should only be used when not questing. I don't disagree to that intention and like you I would like more control over sleeper volumes in the future, but it might be HARD on the system to have lots of sleepers that you can't even see spawn simultaneously. MaxAlive and your "MaxSleepersAlive" can only do 1 thing, and that would be to check and limit the spawn cap, but contrary to MaxAlive, you can't set whatever limit you like to MaxSleepersAlive or it would overflow the POI if you set it high enough, so I find it even more useless in that case....so we could have both. Full sleeper AND full biome spawns.Â