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I’ve been curious myself. But I didn’t wanna say anything.Hey just checking in to make sure everything is okay. Been pretty quiet for over a week and didn't know if the author was on break or if a roadblock was hit or something. Love the mod either way, just curious.
 
	      -->
				<property name="Logging" value="false"/>
				<property name="CaveEnabled" value="true"/>
				<!-- Legacy is the original style.  Sebastian is an alternative, FastNosieSIMD -->
				<property name="GenerationType" value="Legacy" />
				<!-- Generate cave system only in mountains (above terrain height 100, or random through the map. All for every chunk has a cave system ) -->
				<!-- Deep Mountains will produce up to 100 levels, or until it reaches bedrock. This could cause lag during generation and an FPS drop. -->
				<property name="CaveType" value="Random" />
				<!-- Mountains, Random, All, DeepMountains -->
				<!-- Default is up to 5 levels, depending on depth of terrain. Note: This value is ignored if DeepMountains is selected -->
				<property name="MaxCaveLevels"  value="5" />
				<!-- How many cave clusters to create on a map. This value only takes effect when CaveType is Random  -->
				<property name="CaveCluster" value="50" />
				<!-- How many chunks to include per cluster. This value only takes effect when CaveType is Random -->
				<property name="CavesClusterSize" value="20" />
				<!-- RigidMulti, Billow, or FBM-->
				<!-- Default is RigidMulti-->
				<property name="FractalType" value="FBM" />
				<!-- Cellular, Cubic, CubicFractal, Perlin, PerlinFractal, Simplex, SimplexFractal, Value, ValueFractal, WhiteNoise -->
				<!-- Default is a SimplexFractal -->
				<property name="NoiseType" value="Simplex" />
				<!-- Determines what level of a noise threshold to drop a cave Block -->
				<!-- Higher numbers will result in more open caves horizontally -->
				<property name="CaveThresholdXZ" value="0.30"/>
				<!-- Determines what level of a noise threshold to drop down a level on the Y axis, making deeper caves. -->
				<!-- higher numbers will result in more vertical drops. A lower number, less so. -->
				<property name="CaveThresholdY" value="0.01"/>
				<!-- CavePOIs are placed where there is an isolated block (only one side of the block has air ), and a random roll between 0 to 100. Adjust this random roll here.-->
				<property name="POIRandomRoll" value="8" />
				<!-- 10% chance -->
				<!--https://leatherbee.org/index.php/2018/10/24/perlin-and-simplex-noise/#:~:text=Lacunarity%20and%20gain%20measure%20how,amplitude%20of%20the%20previous%20octave. -->
				<!-- Small adjustments are recommended. Large adjustments are.... inconsistent. -->
				<property name="Octaves" value="3"/>
				<property name="Lacunarity" value="1"/>
				<property name="Gain" value="0.5"/>
				<property name="Frequency" value="0.04"/>
				<property name="CavePOIs" value="Chiko_SCcave_01,Chiko_SCcave_02,Chiko_SCcave_03,Chiko_SCcave_04,Chiko_SCcave_05,Chiko_SCcave_06,Chiko_SCcave_07" />
				<property name="DeepCavePrefabs" value="Chiko_SCcave_08,Chiko_SCcave_09,Chiko_SCcave_11,Chiko_SCcave_12,Chiko_SCcave_13,Chiko_SCcave_14" />
				<!-- removed chiko 10 for investigation -->
				<property name="MaxPrefabPerChunk" value="1" />
				<property name="PrefabSister" value="garage_02,remnant_oldwest_06,cemetery_01,abandoned_house_01,house_burnt_06,vacant_lot_01,mp_waste_bldg_05_grey,oldwest_coal_factory,diner_03" />
			</property>
		</block>


Are you talking about the zombies turning into decaying zombie corpse's?Two things I really miss from the old builds was not being able to tell if a zombie was actually dead which let them get back up and surprise you sometimes (did I imagine this?) and zombies corpses degenerating into terrain.
It sucks that there isn’t a mod to bring that back that looked like a cool feature.He's probably meaning the old gore blocks. Those were fun because as they piled up you could get a WWZ thing where all of a sudden they could get over your walls by climbing the mountain of gore. They removed those and went to the corpse blocks.
 
	