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Telrics Thumper 2.0

That might make it spawn even more. Here, use this one.

<entity name="invisibleAnimalEnemy" prob="4"/>
<entity name="invisibleAnimalEnemy" prob="4"/>
<entity name="invisibleAnimalEnemy" prob="4"/>
<entity name="invisibleAnimalEnemy" prob="4"/>
<entity name="invisibleAnimalEnemy" prob="4"/>
<entity name="invisibleAnimalEnemy" prob="4"/>
<entity name="invisibleAnimalEnemy" prob="4"/>
<entity name="invisibleAnimalEnemy" prob="4"/>
<entity name="invisibleAnimalEnemy" prob="4"/>
<entity name="zombieDamagedThumper" prob=".5" />


That should cut them back quite a bit. As for the exp, i made it that low on purpose so as to not introduce easy farms, since if you dont destroy the thumper block, they will continue to spawn until the 3 minutes is up.

 
okay thank you very much I'll test it. I only see that there are far too many. If I type killall every 2 seconds I see a whole list of thumper / thumper. It's violent because he pulls the server down. But the mod is so good. Hope it will soon be available for the A19

 
Do remember that when you do a kill all, it will kill them, then if you do it again, it will destroy the bodies, but still register in the console. So if it kills 5 zombies the first time and you do it again right after, it will do 5 again but only to the dead bodies to remove them. So that might contribute to somethin.

 
Vanilla uses 4 for the invisible animal spawns to keep the actual animal spawns down. I just copied that over to this mod. You can do 1 or 2, but chances are that will just make it a little more common to get thumpers. I'm not sure on the weights of prob chances over 1. All i did was copy what TFP use for animals. There may or may not be a reason behind using 4, but if it works in vanilla, it'd work in a mod.

 
Hmm.. If you want to try something, you can remove the spawns and see what happens.. In blocks.xml, find the ThumperHDSpawnerBlock.. then find the property called SpawnClass. Change the value from zombieThumperLab to invisibleAnimalEnemy. That will make any new ones that spawn simply not show up since they will spawn dead already. This will remove the zombies that spawn from the spawner, but not the actual thumper themselves.

 
Code:
Hmm okay, but that's not part of the game. The mod is so good that it is indispensable. It only has to be set so that they do not leave any iron. When disassembling the UFO, something often falls down that usually bugs in the ground
 
Es scheint funktioniert zu haben. Zombies kommen nicht mehr aus den kelinen ufos, aber es stört nicht mehr. Vielen Dank für die Hilfe. Hoffe, dass der Mod bald für A19 verfügbar sein wird?

 
I misread the description on my first go. So basically this adds a quest to spawn an object into the game that you need to protect from waves of zombies and the longer you protect it the better the reward? Dude this is epic stuff!

 
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