Blood Moon Zombie count stuck at 30, despite settings being different, Log included

MaxSpawned isn't used for bloodmoon IIRC. Your log shows the default values there, so no issues.

Oh, I see. I bet you mean Bloodmoon enemy count. That is 64, which is the max allowable.

Based on the log, it looks like you are basically spawning in during bloodmoon. It does the calculation for your player before the "server" is even online and loaded.

Not sure if that will have any effect on calculations, but I doubt it.

Your gamestage reading.

2025-01-25T18:39:33 96.982 INF Party of 1, game stage 225, scaling 1.68, enemy max 927, bonus every 30
2025-01-25T18:39:33 96.982 INF Party members:
2025-01-25T18:39:33 96.983 INF Player id 171, gameStage 134
2025-01-25T18:39:33 97.046 INF BloodMoonParty: SpawnZombie grp 0 feralHordeStageGS210 (count 1, numToSpawn 309, maxAlive 70), cnt 1, zombiePartyGirlFeral, loot 0.03, at player 171, day/time 77 23:07




So your player gamestage is 134, but due to scaling it comes to GS225. We can see that it is using the group feralHordeStageGS210, which it should for GS225
 

<gamestage stage="225">
<spawn group="feralHordeStageGS210" num="309" maxAlive="70" duration="2" interval="14"/>
<spawn group="feralHordeStageGS217" num="309" maxAlive="70" duration="2" interval="15"/>
<spawn group="feralHordeStageGS225" num="309" maxAlive="70" duration="7"/>
</gamestage>




It manages to spawn in 32 zeds before you start running commands to adjust max alive and then run the killall command and interrupt the spawning cycle.

Then you basically exit the playthrough so it's impossible to judge anything actually happening.

 
This is an "answer" that would fit the typical "Microsoft jokes": Every bit is atomically true, nevertheless the whole thing completely useless, completely bypassing the threat starter question. Chapeau! It needs skill to manage that feat!

 
It manages to spawn in 32 zeds before you start running commands to adjust max alive and then run the killall command and interrupt the spawning cycle.

Then you basically exit the playthrough so it's impossible to judge anything actually happening.
I ran kill all because it sat at 30 for like a couple mins and never went up, it does this on every world 

 
I just tried to repro this and got the same thing. (capped at 30 zombies during bloodmoon).
New game with bm set to 64,  giveselfxp to level 200 gamestage 127
settime to bloodmoon.
Spawns stop at 30.
 

V1.2_2025-01-27_14-31-41.jpg

 
This was intentional, maybe WIP. It was in the patch notes; it limits to 30 and scales enemy difficulty (game stage) up to compensate to the desired limit. 

 
This was intentional, maybe WIP. It was in the patch notes; it limits to 30 and scales enemy difficulty (game stage) up to compensate to the desired limit. 
I don't see why they would do this, it seems like a regression from the zombie *horde* shooter (pun intended) game, more weaker zombies in numbers will always be the play, l4d2 is a big example, they did a vanilla cap of 30... 15 years ago, the modern computer can push that cap up way more with other modlets to improve the pathing as well 

 
I don't see why they would do this, it seems like a regression from the zombie *horde* shooter (pun intended) game, more weaker zombies in numbers will always be the play, l4d2 is a big example, they did a vanilla cap of 30... 15 years ago, the modern computer can push that cap up way more with other modlets to improve the pathing as well 
They did it because there have always been a number of players who have struggled with FPS on horde night.  I've never had an issue myself, but others have.  faatal said this is subject to change, so they are just testing it to see how it works.  In the end, it should just be an option for people who have problems so that they can limit the horde sizes while the rest of us aren't affected by it.  But for now, it is a limit imposed on everyone.

 
They did it because there have always been a number of players who have struggled with FPS on horde night.  I've never had an issue myself, but others have.  faatal said this is subject to change, so they are just testing it to see how it works.  In the end, it should just be an option for people who have problems so that they can limit the horde sizes while the rest of us aren't affected by it.  But for now, it is a limit imposed on everyone.
The limit is already in the game ?????????????????? its by default 8 or something, you have the OPTION to turn it up to those high numbers, you physically have to go out of your way to turn it to those FPS breaking values

A few overhaul mods have and "MaxSpawnedZombies/Animals" options right there in the world settings menu with the other settings, so i don't understand why they didn't just do that if general performance is a concern, but i don't know how this bandaid optimization will effect higher tier POI's which seems to be a huge oversight in this "addition" as with a zombie cap it might prevent certain POI triggers and sleepers from spawning their full intended zombie amounts, causing inconsistencies all over the place in certain scenarios 

 
The limit is already in the game ?????????????????? its by default 8 or something, you have the OPTION to turn it up to those high numbers, you physically have to go out of your way to turn it to those FPS breaking values
That is 8 per person.  For a group of 8 players, that means 64 zombies.  The change limits it to 30 total for a group that is close together.  So it is a new option to help people who have problems in larger parties.  As I said, it needs to be an option and not a limitation for everyone.  And I have a feeling that is what it will eventually be.

 
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