they always know where you are regardless of being at night silent or inside your base or deep underground. Almost as if they just have feral sense always on (it's turned off on the server) or their detection range is too high or something. Would you know how to modify or what to modify to make it so they spawn and wander around first and not just instantly come after you from 10 meters away?
Just wanted to add the feral sense thing seems okay now, the sense had been switched over to night only without me knowingBrilliant work, we just uninstalled the Robeloto zombies, fun but not the gritty theme were going for! We will test more tomorrow but we have them on our server live and their working brilliantly atm. I did wonder though if they override the feral sense settings as we switch sense to daytime and they didn't seem to sense us? Other than that really pleased.
I'd be interested in any other mods you might have or even assisting with any stress tests etc if you ever want to test a mod out in future.
Ok turns out only the vanilla zomb can be harvested meanwhile the modded ones can't?Hello..I've been seeing zombies that could be harvested and others that couldn't in my playthrough, just wanted to know is there a way to make every zombie harvestable? The only zombie mod ive installed is EnZombies, just to clarify :0
Oh damn it actually worked, should've let it be known to prioritize the main EnZombies mod over everything (including other mods (゚ー゚Hi @Onoes and @ParanoiAndroid - double-check the folder names of the mods. when downloading from github, i know it would sometimes add "-main" on the end of the folder names. be sure to remove that word so that it allows enZombies and its related mods to load in the proper order. so, be sure that enZombies always comes first before enZombiesHarvest in the Mods folder. let me know if that helps.
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I was able to integrate Survager's Lootable Corpses modlet and this. It requires modifying the Lootable corpse loot.xml and entityclasses.xml with the EN's new entities.Hello..I've been seeing zombies that could be harvested and others that couldn't in my playthrough, just wanted to know is there a way to make every zombie harvestable? The only zombie mod ive installed is EnZombies, just to clarify :0
yes. i have a python program that scans through any of the xml files and pulls the tags and attributes i need into a txt file.ErrorNull do you happen to have a full entity list?(enDesertFemale3, enDesertMale1, etc.) I have been grabbing from code and parsing manually.
More than happy to give it to you as an add on.
naming the radiated deer "the skinwalker" would make sense because this native legend often takes the form of a rotted deer and arizona has a large honk of land in Navajo territory still very cool bosses.enZombies v2.8 Progress:
working on biome bosses! for a while now i wanted to have a way to motivate players to explore all biomes. sometimes there's a tendency to just find a comfortable spot in the easy forest biome, setup of a base by the nearest trader and just do quests and play through horde nights until day 7000, within the same 500m radius.
now, each biome will have one (or possibly two?) very tough boss-level enemies that will spawn randomly, but very very rarely outside in the wilderness. they will not spawn inside POIs, or during any type of horde. only outside, randomly, on their own -- and most likely only at night. so there is a chance these boss level enemies will spawn during beginning game stages, so players should stay away from them.
the motivation for hunting down and killing a biome boss will be to obtain ingredients (by way of body harvesting or loot bag) to craft unique items (weapon/armor/ammo/consumables) needed to defeat then next biome boss. the idea is that as players defeat and re-defeat these biome bosses, players can accumulate enough equipment upgrades and consumables to even stand a chance against the final end boss... which must be summoned using ingredients obtained from defeating all biome bosses. not sure what the final boss will be nor what these unique equipment upgrades will actually be... still work in progress.
below are the biome bosses i've thought of so far. their size scale is not easy to see from the pic, but they are close to 2x the size of the normal ones.
from left to right: forest, desert, and snow.
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It is brilliant, be happy to test it on our dev server with players...I'd consider a famous theme however for each biome so that players can really get into the idea! Like Whitewalkers in snow, desert maybe zombie Mad Max?? I saw Freddy Kruger I'm sure in a pack of zombies, that one yours? https://www.empireonline.com/movies/features/best-movie-villains/ we are looking at more zombie theme but these kinds of enemies would be funny, obviously whatever might fit in with your current models ofcenZombies v2.8 Progress:
working on biome bosses! for a while now i wanted to have a way to motivate players to explore all biomes. sometimes there's a tendency to just find a comfortable spot in the easy forest biome, setup of a base by the nearest trader and just do quests and play through horde nights until day 7000, within the same 500m radius.
now, each biome will have one (or possibly two?) very tough boss-level enemies that will spawn randomly, but very very rarely outside in the wilderness. they will not spawn inside POIs, or during any type of horde. only outside, randomly, on their own -- and most likely only at night. so there is a chance these boss level enemies will spawn during beginning game stages, so players should stay away from them.
the motivation for hunting down and killing a biome boss will be to obtain ingredients (by way of body harvesting or loot bag) to craft unique items (weapon/armor/ammo/consumables) needed to defeat the next biome boss. the idea is that as players defeat and re-defeat these biome bosses, players can accumulate enough equipment upgrades and consumables to even stand a chance against the final end boss... which must be summoned using ingredients obtained from defeating all biome bosses. not sure what the final boss will be nor what these unique equipment upgrades will actually be... still work in progress.
below are the biome bosses i've thought of so far. they stand next to their vanilla counterparts to show their size scale. from left to right: forest, desert, and snow.
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RAGE PVE said:It is brilliant, be happy to test it on our dev server with players...I'd consider a famous theme however for each biome so that players can really get into the idea! Like Whitewalkers in snow, desert maybe zombie Mad Max?? I saw Freddy Kruger I'm sure in a pack of zombies, that one yours? https://www.empireonline.com/movies/features/best-movie-villains/ we are looking at more zombie theme but these kinds of enemies would be funny, obviously whatever might fit in with your current models ofc
https://www.insider.com/greatest-movie-villains-all-time-ranked-2020-10#50-biff-tannen-back-to-the-future-franchise-1 - Zombie BIFF oh my days!!![]()
i may play around with the GoT whitewalkers and Mad Max ideas. loved GoT and mad max series. the trick is whether or not the built-in 7days will have the textures, clothing, and items i can choose from to mimic those styles. since i'm only using UMA elements, i can't create any new textures or items. whitewalkers should be fairly easy as they pretty much are zombies and i can just tint all their textures a bluish white. the mad max style zombies will be fun and challenging.. i'm picturing lots of goggles, blades, clubs, shirtless or lightly clothed zombies, and clothing that's predominantly gray, blacks and browns. too bad zombies can't drive vehicles, or spawn in them, it would be hilarious to see the mad max horde charging you with snufkin server side vehicles.Like Whitewalkers in snow, desert maybe zombie Mad Max?? I saw Freddy Kruger I'm sure in a pack of zombies, that one yours?