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good question. i've created 31 farmer zombies, but it doesn't mean that all 31 will be spawning all at once. the pool of total zombie varieties are getting much larger, but the actual number of zombies that the game spawns in-game does not increase. for example for these farmer zombies, the individual farm and barn POI's control how many farmer zombies actually spawn.... and i have not changed or increased that value.Bro, what happens to the performance with so many Zs added ?
Yeah I considered that, but my friends get bored easily so I don't anticipate having to do much updating. I also wanted to be able to get rid of all the warnings to make sure they were addressed since I believe adding a patch still allows the original mod to throw warnings. I still have copies of the original versions of the mods so I can compare and aggregate my changes into a mod later if we play longer than I planned.sounds like fun.one suggestion is to create one mod that loads last on the stack, and then aggregate all your tweaks into that mod.... instead of making the changes directly within each individual mod. that way it's so much easier to keep track, and when a particular mod releases a new version, you don't have to try and redo whatever changes that you did directly in that updated mod. your special last-loading mod will likely keep working without much changes.
Thank you, hopefully there will be a solution soon, the mod is amazing!Hi @Yeark sorry that has been a known issue. i will be revisiting that and see if there's a different workaround.. maybe a special tile that will shock only uma type zombies...
hi @Un4given291 - usually that's because the zombieHarvest mod is loading before the main enZombies mod. be sure your mod folder has the enZombies listed first, before enZombiesHarvest. if you have the word "-main" at the end of the mod folders, trying removing that as that usually causes the problem.Having trouble with the Harvesting add-on. Lets me harvest vanilla zombies but not the Enzombies.
こんにちは@a_jpあなたが私のゾンビを気に入ってくれてうれしいです。一部のサーバーが裸の女性を許可していないことを理解しています. そのため、すべての裸の女性ゾンビを自動的に隠す mod を作成しました。この mod は「No Nudes」と呼ばれます。以下からダウンロードできます。
https://github.com/ErrorNull0/enZombiesSettings/tree/main/enZombiesSettings01NoNudes
i've been refining my tower defense mini game. i think it's almost ready for release soon.@ErrorNull whats cooking?
Why these almost general zombies must be extended from UMAzombie?yea it's a shortcoming of the UMA system unfortunately. below are other bugs with UMA type zombies that i listed on my main mod page in case you weren't aware:
- UMA zombies fly amazing distances when struck with a powerful attack. Their physics seem to be more 'floaty' compared to the vanilla zombies. This also results in the occasional zombie getting stuck into nearby walls and bars when explosions and powerful attacks send them rag-dolling overhead. To some this is a bug, to others this is a feature.
- UMA zombies do not collide with player vehicles whether driven or parked. So the zombies will simply walk right through them. This behavior does not occur with the abandoned POI vehicles that litter the landscape. UMA zombies interact with them like normal. When zombie vehicle collision was added to the vanilla zombies, the devs did not add that feature to the UMA system.
- UMA zombies don't get shocked when walking into electric fence traps.. not really, at least. It seems that if they are knocked down while on the fence, they will occasionally get shocked! Stun batons behave normally and shock the zombies just fine.
- UMA zombies do not show the crawling animations when they crawl through the 1 bock spaces. The ability for zombies to crawl through 1 block spaces is fairly recent, but the devs did not implement that update for the UMA system.
- UMA zombies appear to cause a 'micro-freeze' or stutter in the game each time a set number of them are spawned. This was not the case (or it was very insignificant) in Alpha 19. The number of zombies that trigger this stutter seem to range from 5 to 8. Thus, while exploring POIs and encountering sleeper zombies, or fighting through horde night, there will be a short stutter when every 5th to 8th UMA zombie is spawned in. The severity of the micro-freeze might depend on your system specs, but it's not completely certain at this point.
- There is a NullReferenceException error that can occur when sleepers are spawning inside POIs. Majority of the incidents are occurring during trader Clear or Fetch quest, and can sometimes even result in a sleeper zombie being spawned invisible - which can be a vanilla or UMA zombie. They can still be killed with traps, grenades, and turrets, and with the right mods installed you can sense their location when crouching. So far, these NRE errors seems to be intermittent and not tied to a specific POI or zombie type. If you encounter this NRE error please take a screenshot, or send me the log, with the POI name and if the error was repeatable later at the same POI. This will help with investigating further.
the biome bosses and final boss is not complete yet, which is why they do not spawn in the game. you're welcome to experiment with them in dm mode, but their attack strength, attack effects, HP, Experience, body loot, body harvest items, buff effects and special weapon buffs are not implemented yet. these will change once they are ready.
Okay, I found the reason.Why these almost general zombies must be extended from UMAzombie?
To be clear, it is a setting value that is almost a bug.
unfortunately, the UMA system will not be fixed as it will be replaced with a different system in the future.Okay, I found the reason.
To use archetype, the entity must be an UMA.
It means this MOD's concept is not suitable general game-play.
I'm really sorry.
Hopefully an update to the program will fix this problem.