Doombringer101
New member
Yeah I thought as much but did not investigate lol.Right. It's been there since at least alpha 11. Can't find anything older.http://7d2d.rocks/xml/11-6/spawning.xml
Yeah I thought as much but did not investigate lol.Right. It's been there since at least alpha 11. Can't find anything older.http://7d2d.rocks/xml/11-6/spawning.xml
After at least 8 alphas, I think it's about time to find out.Yeah I thought as much but did not investigate lol.
Haha if you want to test it be my guestAfter at least 8 alphas, I think it's about time to find out.I caught a cold and I don't feel like figuring it out now... but I will.
I certainly recommend using a modlet format over a direct xml edit.For those wanting more Zs, you could do the quick edit directly in the XML....or....you could use a mod from HERE.
Look for two distinct mods: Increased Wilderness Z and Larger Hordes.
I have some personal lore for normal and feral zombies that feels to fit here it is: Ferals are basically fresher turned zombies, as such they had less time to decompose, so they are healiter and more physically fit to run around. Compared to normal ones who have been around a while and have decomposed to a point they can't really run or move fast and are more fragile. This at least makes sense during the day. I still haven't figured out how to explain normal zombies running at night or on bloodmoons yet. As it just makes no sense period for the normal generic zombies to suddendly be able to sprint like a olympic athlete just because the sun went down.I want more cohesion. The styles put into the game clash and immediately tells that this is an indie game.
You’ve got this gritty, crass style... the bikers, the strippers, the names of some of the POIs, and the traders’ language, vomiting cops, etc. This part gives me kind of like a 1980’s Garbage Pail Kids vibe.
Then you’ve got mixed into that some elements of a Mad Max type style. Spikes on motorcycles, the iron helmet and makeshift armor, the junkyard quest POIs, junk turrets and stun batons.
Next up we have the things that revolve around the nuclear age. Radiation zones and gear, radiated zombies that glow, a rare mutant pig. This brings up the lack of cohesion with animals. Zombie dogs, no normal dogs. Normal wolves, no zombie wolves. Bears and zombie bears... no other zombie animals, no other mutant animals. Opportunity is there to mutate every animal... but nope.
Finally we have this weird mystical lore. Zombies run at night, zombies affected by blood moons. Feral zombies with no reason behind what makes them different. Wights with no reason behind what makes them different.
In general, there is no one identifying style in this game. It’s a hodge-podge patchwork of themes that the devs thought were cool at the time they were brought into the game. The game needs a direction to follow, cohesion.
Sure, you could come up with stories for everything, the problem I am pointing out is that none of it fits together nicely... and not just the lore, but the art and characters. In Fallout it makes sense to have these things related to radiation. It is the theme of the game. It would be like if they added some eclipse event in Fallout that made zombies appear because they thought BMs were cool in 7D2D. It doesn't fit. It might be fun to play still, but cohesion would suffer greatly and leave people puzzled. It would be like if in DOOM, you are fighting all these demons in Hell, walk through a door and see a giraffe.I have some personal lore for normal and feral zombies that feels to fit here it is: Ferals are basically fresher turned zombies, as such they had less time to decompose, so they are healiter and more physically fit to run around. Compared to normal ones who have been around a while and have decomposed to a point they can't really run or move fast and are more fragile. This at least makes sense during the day. I still haven't figured out how to explain normal zombies running at night or on bloodmoons yet. As it just makes no sense period for the normal generic zombies to suddendly be able to sprint like a olympic athlete just because the sun went down.
Radiated zombies kinda make sense, as they are basically mutated by the radiation, if you've played fallout games radiation can do some weird stuff. Ghouls in fallout for example get healed by radiation not hurt by it once they go from human to ghoul. So the radiated zombies have a hp regen I guess makes a bit of sense.
You do have a point, it does feel like a random mishmash of things.Sure, you could come up with stories for everything, the problem I am pointing out is that none of it fits together nicely... and not just the lore, but the art and characters. In Fallout it makes sense to have these things related to radiation. It is the theme of the game. It would be like if they added some eclipse event in Fallout that made zombies appear because they thought BMs were cool in 7D2D. It doesn't fit. It might be fun to play still, but cohesion would suffer greatly and leave people puzzled. It would be like if in DOOM, you are fighting all these demons in Hell, walk through a door and see a giraffe.
How so I'm on alpha 18?I would change the patching pace.
Remember when at release of A17 we were promissed less content but more frequent updates instead of one alpha a year or longer?
Well, that was 11 months ago.
And we're still on A17.
Just change the block damage that zombies do in the game settings.Greetings
I'll be out against the wall and shot for this but I want:
1. Zombies digging down to be removed (I'd accept only being able to dig 1-5/10 blocks down?) Just not the current heat seeking zombie mole torpedoes that currently exist. I like to spend my nights mining underground in peace ok. At least until I come up to the surface.
2. Demolisher's removed. I like building my bases as comfortable homes behind walls ok.
Yes I know it'll never happen but the OP asked so I gave my wish list! :smile-new:
Thanks. I'll change my max zombie count and see how much my pc can handle.For a quick and dirty xml edit to spawning.xml that's a grand total of changing 10 maxcount entries for the biome spawns....
From this:
<biome name="pine_forest">
<spawn maxcount="1" respawndelay="3" time="Day" entitygroup="ZombiesAll" />
<spawn maxcount="1" respawndelay="4" time="Night" entitygroup="ZombiesNight" />
<spawn maxcount="1" respawndelay="14" time="Any" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" />
<spawn maxcount="1" respawndelay="21" time="Any" entitygroup="FriendlyAnimalsForest" spawnDeadChance="0" />
</biome>
To this:
<biome name="pine_forest">
<spawn maxcount="20" respawndelay="3" time="Day" entitygroup="ZombiesAll" />
<spawn maxcount="20" respawndelay="4" time="Night" entitygroup="ZombiesNight" />
<spawn maxcount="1" respawndelay="14" time="Any" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" />
<spawn maxcount="1" respawndelay="21" time="Any" entitygroup="FriendlyAnimalsForest" spawnDeadChance="0" />
</biome>
Do the same for desert, wasteland, burnt_forest and snow and you are done.
Note a modlet approach would be the better option to avoid redoing it after each experimental release etc but that would take longer to explain.
Mine are set at 50 (depends on what your system can handle and what you find fun etc).
Oh and you can set all respawndelay to 1 if you like too.
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That was written at around the same time I was frantically looking for car keys I had in my hand.... as in.... I was extremely tired and operated on about 10% brain capacity.How so I'm on alpha 18?