ErrorNull
New member
hehe yes. zombies better not mess with those wandering traders.. for now. at least until alpha 21 when the traders will be able take damage and die....lol, its funny seeing the zombies being knocked back by the wandering trader. Saw the trader in the downtown of city while I was in godmode. Just bam! Zombie goes flying.

oh like this?Hey EN, since there is a lot of silence here since a few days, I thought of reminding you that you need to look your screamers look evil (If possible) and I have a suggestion for your Z group. A devil looking big Z, throws a chain at the player and pulls the player towards him. I dont know if it is possible though.

unfortunately the uma archetypes i use the create the zombies only has available what is already built into the game. so since there are no chain weapons in 7 days, i have no such weapons to add to the zombies..... . oh and yes, i'm looking into more screamers that can look scarier. have you seen the Queen Athena zombie @arramus made recently for his Snufkin zombies mod? look very cool. you can use that as a screamer.

lol yeah you gotta watch that. i've been looking into ways to reduce the super soaring effects and seems like there might be at least some way with the explosives. unfortunately it may be a dead end with most other weapons.First off, love the mod, all the creative names, and sending zombies flying. Besides when I send them off the roof and out of the quest area at least. Gotta pull my punches there.
the biome and bosses and final boss is actually not ready for showtime and not assigned to any spawning code. but those hand items (referred to by your errors) do exist and you should be able to manually spawn them in DM mode via F6 menu. i'm currently able to spawn those bosses in ok. do you have any other mods that make any changes to the items.xml file?The only other issue I've run into is that neither the biome bosses nor the final boss will spawn for me when attempting to manually spawn them.
Last edited by a moderator: