4sheetzngeegles
Well-known member
The inclusion of a bloodmoon horde spawner in the spawns.xml
and entitygroups.xml. The reason for the request is, When I
have reached a bloodmoon, it becomes a singular process and
shuts off biome spawns, and Poi spawns until bloodmoon is
about to end.
From my gameplay, the situation is I have to stay in or around
my base and fight. If I venture out I have to move slow enough
for the entities to be able to follow. There are no entity spawns
in other areas. So the two choices are Stay extremely close to the
base, or move slow enough for the horde to catch up.
My thought process is to use the same mechanics already in play,
meaning dissolution at a distance, pooling, and proximity spawning. So
I don't have to have just a dedicated arena. The world become the area
on that night. With the present pooling system, it would be the same amount
of zombies generating. So no FPS dump, but would make the spawn feel more
wide scale. It's an illusion for the most part but would still have an
expanded visual and visceral effect.
The normal spawn parameters meaning Sleeper volume off, alternate Biome
spawner off, and I have not looked to see if this is still included, but there used
to be a parameter using day number in regard to spawns. EX: Day *7* or a multiple
of to act as an on/off switch.
and entitygroups.xml. The reason for the request is, When I
have reached a bloodmoon, it becomes a singular process and
shuts off biome spawns, and Poi spawns until bloodmoon is
about to end.
From my gameplay, the situation is I have to stay in or around
my base and fight. If I venture out I have to move slow enough
for the entities to be able to follow. There are no entity spawns
in other areas. So the two choices are Stay extremely close to the
base, or move slow enough for the horde to catch up.
My thought process is to use the same mechanics already in play,
meaning dissolution at a distance, pooling, and proximity spawning. So
I don't have to have just a dedicated arena. The world become the area
on that night. With the present pooling system, it would be the same amount
of zombies generating. So no FPS dump, but would make the spawn feel more
wide scale. It's an illusion for the most part but would still have an
expanded visual and visceral effect.
The normal spawn parameters meaning Sleeper volume off, alternate Biome
spawner off, and I have not looked to see if this is still included, but there used
to be a parameter using day number in regard to spawns. EX: Day *7* or a multiple
of to act as an on/off switch.