Actually what I would like to see is a more graduated spawning system. Have an area marked around a town or city with a special spawn process. one based on the number of other zombies in the area. Kind of like a growth pattern, the more zombies in an area the faster they will respawn to fill the area back up. If you go into a town and only kill a few zombies, say 10%, then it will fill back up quickly but if you killed 90% of the zombies then it would take several days to completely respawn.One thing I am trying tomorrow is a huge amount of zombies but a respawn time of 300 days. I wonder if this will allow you to “reclaim the land” so to speak. Initially there will be many but if you kill them that area will be cleared for good. Could be fun or it might get boring.
<biome name="pine_forest">
<spawn maxcount="3" respawndelay="2" time="Day" entitygroup="ZombiesAll" />
<spawn maxcount="5" respawndelay="1" time="Night" entitygroup="ZombiesNight" />
<spawn maxcount="3" respawndelay="10" time="Any" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" />
<spawn maxcount="3" respawndelay="14" time="Any" entitygroup="FriendlyAnimalsForest" spawnDeadChance="0" />
</biome>
<biome name="desert">
<spawn maxcount="3" respawndelay="2" time="Any" entitygroup="ZombiesAll" />
<spawn maxcount="4" respawndelay="1" time="Night" entitygroup="ZombiesNight" />
<spawn maxcount="2" respawndelay="10" time="Any" entitygroup="EnemyAnimalsDesert" spawnDeadChance="0" />
<spawn maxcount="2" respawndelay="14" time="Any" entitygroup="FriendlyAnimalsDesert" spawnDeadChance="0" />
</biome>
<biome name="wasteland">
<spawn maxcount="4" respawndelay="1" time="Day" entitygroup="ZombiesAll" />
<spawn maxcount="6" respawndelay="1" time="Night" entitygroup="ZombiesWastelandNight" />
<spawn maxcount="1" respawndelay="1" time="Any" entitygroup="EnemyAnimalsWasteland" spawnDeadChance="0" />
</biome>
<biome name="burnt_forest">
<spawn maxcount="5" respawndelay="1" time="Day" entitygroup="ZombiesBurntForest" />
<spawn maxcount="6" respawndelay="1" time="Night" entitygroup="ZombiesNight" />
<spawn maxcount="2" respawndelay="10" time="Any" entitygroup="EnemyAnimalsBurntForest" spawnDeadChance="0" />
<spawn maxcount="2" respawndelay="14" time="Any" entitygroup="FriendlyAnimalsBurntForest" spawnDeadChance="0" />
</biome>
<biome name="snow">
<spawn maxcount="2" respawndelay="2" time="Any" entitygroup="SnowZombies" />
<spawn maxcount="4" respawndelay="2" time="Night" entitygroup="ZombiesNight" />
<spawn maxcount="2" respawndelay="10" time="Any" entitygroup="EnemyAnimalsSnow" spawnDeadChance="0" />
<spawn maxcount="2" respawndelay="14" time="Any" entitygroup="FriendlyAnimalsSnow" spawnDeadChance="0" />
</biome>
It's the 24 hour cycle from the options.Is that with the duration="xx" portion?
It might be a work in process still. Faatal did some improvement work but it might of been only to torches. Looking at the torch code is a good example of probably how heat should work for everything else...It's the 24 hour cycle from the options.
I've tested it again and it seems that this parameter does affect heat map increase rate . Having twice and thrice the day duration will require twice and thrice the amount of heat required to summon hordes. In contrast having half or one third of the day duration will also mean having twice and three times more screamer and hordes appearing in your base.
Which means on 180 hours per day cycle servers I'll need three times more burning barrels to summon hordes...
Maybe I'm wrong but shouldn't this be a bug? The trees and the farms crop cycles do not scale with 24 hour cycle so why should the heatmap?
Thanks a lot !I went through entityclasses.xml and changed all of these to empty string "" (deleted the <some value> entries):
<property name="SoundRandom" value="<some value>"/>
<property name="SoundAlert" value="<some value>"/>
<property name="SoundSense" value="<some value>"/>
No more sounds when zombies notice or target you. They still make sound when hurt, though. Pretty easy modlet to make, if it doesn't already exist.
That's very sad to hear especially since nothing in what you said seems certain. I wish buildings would have a certain heat associated to them so that "groups of building" would add up and raise the amount of zombies by a substantial amount. The fact an endless forest has the same amount of zombies than a big city is majorly disappointing both for immersiveness and for challenge.I don’t know whether they will do a “city biome” again but they are going to do radiated areas and I believe you will be able to make whole cities have a particular level of radiation and I also believe that radiated areas can have their spawn rates increased. If all that comes to be then we will once again be able to have dangerous cities with more peaceful wilderness.
I did not test it in A19 but the command was spawnwanderinghorde in previous version.after i customize the xml for wandering horde spawning, what's the easiest way to test it in game?
is there a console command avail to spawn a wandering horde? or does everyone just jump into the map and run in circles until a wandering horde shows up?