It certainly takes a BM event or even a venture to the Wasteland to a whole new experience. My greatest deaths have been a combo assault. First the Banshee got my vision, then the Mantis screwed up my perception, the Wrestler drew me closer, and the Geist phased through the ceiling and finished me off. One of ones are simple adaptive learning strategies but these dynamic combos are something else. I don’t know which entitygroups.xml you selected but the Snufkin Party one brings all 15 into a BM event and can be very testy at times.My death was definitely a humbling experience since I hadn't died in at least 30-40 days.
for HP: find the xml entityclasses (open with note pade or notepad ++) and change the value for Maxheath (change the value= line, thats the HP. Leave the "") <passive_effect name="HealthMax" operation="base_set" value="2500"/>Lovely mod, but I have a few questions ever since I installed this mod into my game:
I: I added it halfway through my local server save (around day 23 I'd say), and it's been about two in game weeks, and I've yet to see a special zombie apart from when they show up during blood moons. Is this the intended behavior, or me adding it halfway though the save is causing this?
II: How would I go about stopping certain zombies from spawning at all? Based on my limited coding knowledge, I guess I must edit a file/files inside the mod's config folder.
III: This question pretty much goes in hand with II, how would I go about editing the HP of certain zombies?
Thanks for your time.
Worked like a charm, and was even able to add in the psycho instead of the scarecrow during blood moon nights, thanks.for HP: find the xml entityclasses (open with note pade or notepad ++) and change the value for Maxheath (change the value= line, thats the HP. Leave the "") <passive_effect name="HealthMax" operation="base_set" value="2500"/>
for more spawns open entity groups XLM: <entity name="zombiePsycho" prob="0.05" />
Change the prob="0.05" (or whatever it is). Higher number = more of them. A 0.00 = none. A 0.3 = 30% chance
You can also edit the "spawning" xml to make more then one appear at at time on normal days/nights etc. Edit "max count" number
Testing Grace's big sister, Mittens. Set to 5K which was more than enough on my own.Can you make a BOSS version of Grace the Boss Boar? like 10K HP, shoots flames or spits acid like the cops?
Look at the post Wed 4pm further up in thread.Is it possible to remove zombie types or reduce their spawns for servers? We had a bloodmoon and couldn't do a thing because there were like 6 banshee's constantly keeping our screen's greened over.
Hi Rafael81,Hello Snufkin and thank you for this amazing mod. I enjoy playing it singleplayer and i would like to install it on my server but i'am having some problems. Once i upload it to my Server and unpack it, it creates a folder with mod folder inside instead of usual single folder type (see picture) and i cannot get it to work. Tried to unpack it to my desktop, getting the folder out and packing it separately but my server will not accept it after this and shows error 500. Sorry if this is something silly i'am just a noob in these matters. Would appreciate any help.
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I’m currently running the Plus version of Snufkin’s Zombies which has exactly the same Pumpkin character and settings. I wasn’t able to replicate this issue in that build. This was a recent update and I wasn’t able to replicate it in this original version either and have seen the Pumpkin man many times since the Nov 3 release.We are having an issue with the latest November update, where the Pumpkin dude doesnt take any damage. Any idea on how to fix?