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it looks like the XML file house_old_victorian_03.xml refers to three sleeper categories that are defined in gamestages.xml:The name of the POI is house_old_victorian_03.
The issue came at about 85% complete and was in an upper area the Mantis really shouldn't be able to get to with the closed doors and external scripted path routing. Attacks were not causing the visual disturbance buff typically associated with the Mantis, either. These entities were fast all the time and it seemed to fit with the new Mutated zombies. The only audio was the sound of impact strikes from melee which also matched the Mutated zombies for speed. Certainly not ruling out the Cop though as they can be fast when they want to be. I was at GS136 at the time.
actually @Robeloto did give me the green light for me to add all his cool zombies to enZombies mod.I assume robeloto said no but since his mod and the snufkins mod both have the archon and scarecrow that would cause many bugs
Just find the sweet spot value and cap the damage to that value, I guess.I did test it while using a t10 sacred weapons aio mod pack machete that was doing about 1000 damage. Seems to work fairly well. I still knocked a 2200hp uma zombie back 4 blocks on third and final hit, but that's way less than i was getting before. I'll toy with the numbers and see if i can get it down to two blocks knockback.
once you're happy with the functionality, if you would plz share that mod and i'd love to try it too and then post it on the main page.I did test it while using a t10 sacred weapons aio mod pack machete that was doing about 1000 damage. Seems to work fairly well. I still knocked a 2200hp uma zombie back 4 blocks on third and final hit, but that's way less than i was getting before. I'll toy with the numbers and see if i can get it down to two blocks knockback.
I can confirm it is working with Improved Hordes most effectively. You may notice spot micro freezes more periodically as the non default zombies make their 5th-9th spawn (appears to be variable depending on your set-up) but this is on a case by case basis as some are noticing it more than others while some not at all.Would anyone happen to know if this mod works with Improved Hordes?
If not I'm happy to test and report back![]()
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Thank you for the super-fast response!I can confirm it is working with Improved Hordes most effectively. You may notice spot micro freezes more periodically as the non default zombies make their 5th-9th spawn (appears to be variable depending on your set-up) but this is on a case by case basis as some are noticing it more than others while some not at all.
Most definitely! I love your work and will support it however i can assist.once you're happy with the functionality, if you would plz share that mod and i'd love to try it too and then post it on the main page.![]()
Most excellent news, i'd been holding back testing that one out of concern for how many other mods i'd need to write compatibility mods for.I can confirm it is working with Improved Hordes most effectively. You may notice spot micro freezes more periodically as the non default zombies make their 5th-9th spawn (appears to be variable depending on your set-up) but this is on a case by case basis as some are noticing it more than others while some not at all.
Yeah the issue i see being a potential problem is there is a narrow window currently for you to get the zombie to reach LTE 10% max health at which point the ragdollDamageDebuff triggers and reduces your damage to only 10% of normal. I kept the duration to a quarter second at a time to prevent it from locking down your damage potential when being swarmed by multiple zombie types. I put in a requirement for it to only dmg cap on attacking umazombie tagged zombies and it appears to be working but i'm about to run a horde test on npcs and turret guards so i can see their behavior and fps, so i'll multitask and use same weapon to hit more high hp umazombies, and i'll try a couple whose health is lower than the max damage from one hit of the weapon and see how that effects things.Just find the sweet spot value and cap the damage to that value, I guess.![]()
magejosh said:Most definitely! I love your work and will support it however i can assist.
Most excellent news, i'd been holding back testing that one out of concern for how many other mods i'd need to write compatibility mods for.
Yeah the issue i see being a potential problem is there is a narrow window currently for you to get the zombie to reach LTE 10% max health at which point the ragdollDamageDebuff triggers and reduces your damage to only 10% of normal. I kept the duration to a quarter second at a time to prevent it from locking down your damage potential when being swarmed by multiple zombie types. I put in a requirement for it to only dmg cap on attacking umazombie tagged zombies and it appears to be working but i'm about to run a horde test on npcs and turret guards so i can see their behavior and fps, so i'll multitask and use same weapon to hit more high hp umazombies, and i'll try a couple whose health is lower than the max damage from one hit of the weapon and see how that effects things.
When I'm swarmed with zombies, I switch to something faster than just a steel axe, I think most people do unless they have death wish in which case they wouldn't have long time to enjoy the hilarious flying zombies anyway.Yeah the issue i see being a potential problem is there is a narrow window currently for you to get the zombie to reach LTE 10% max health at which point the ragdollDamageDebuff triggers and reduces your damage to only 10% of normal. I kept the duration to a quarter second at a time to prevent it from locking down your damage potential when being swarmed by multiple zombie types. I put in a requirement for it to only dmg cap on attacking umazombie tagged zombies and it appears to be working but i'm about to run a horde test on npcs and turret guards so i can see their behavior and fps, so i'll multitask and use same weapon to hit more high hp umazombies, and i'll try a couple whose health is lower than the max damage from one hit of the weapon and see how that effects things.
oh nice and if u didn't notice the new giant mutated zombie he recently added was actually influenced by a zombie I told him i created for my friends planned zombie TV show called the titan zombie. in a nutshell the titan zombie I created for my firends show robeloto liked it due to the attack on titan references and used my zombie idea as influence for what became his mutated giant zombie.thanks @magejosh and @arramus in regards to our continuing ideas to counteract the floaty ragdoll for UMA zombies, i will try out these ideas (and have other suggestions received from the discord channel) and will post up any progress. meanwhile, if you discover something more beforehand, i would love to hear it.
actually @Robeloto did give me the green light for me to add all his cool zombies to enZombies mod.i'm currently reworking the Snufkin Zombies Addon so i can use that as a template for the upcoming "Robeloto Zombies Addon" - as well as for another existing zombie mods out there. you'll see the robeloto zombie addon release on the next update.
@ErrorNull This was the only mention of it from recent previous posts but it wasn't clear if it was inside a quest POI or outside. It was certainly a quest on the time I experience it and it's only been the once so far. I did try another quest with the Mutant spitter and it appeared just fine.Thank you for making wonderful zombies. Thank you for your work. I have been attacked by invisible zombies many times. Are there any invisible zombies in this mod? Or is it a bug?