Zombies are acting a little strange

i know they like to beat up on "loud" things like if you chop a tree mostly down a zombie might choose to attack the tree instead of you when it gets in range if you arent making noise. i just shrug it off as their eyeballs being goop at this point and them being on auto-pilot with how they interact with the world
 
i know they like to beat up on "loud" things like if you chop a tree mostly down a zombie might choose to attack the tree instead of you when it gets in range if you arent making noise.
"loud" things, sound sources.. I don't think that's a thing. They'll attack a block that's in their way or a random block nearby if they can't find a path to you. But that's about it. The pathfinding loses its marbles quite often, so they'll attack whatever is around; in a forest that's trees .. :)
 
I like stand there and watch them attack a tree or post when I'm standing right in front of them.
Had one last night walking next to a semi-truck, instead of turning left and walking towards me, it turned right and started smacking a streetlight for no reason lol got a good laugh from that one, I watched him for about 3 minutes until I got bored and killed it lol
 
Took a long break (1.4 i think) and when I started up a new world (2.2) this issue was bugging the hell out of me. Roamers would path near a POI i was cleaning out and they'd just start bashing the walls to get in when the front door was open. Wandering around town I would constantly hear zombies smacking blocks in the distance. Zombies in untouched POIs would break through loot and then walls trying to get out. Lumberjacks would randomly break down trees while chasing me. The list goes on.

So, after much searching, I think I've found the root of the issue and a fix for anyone interested. I only discovered it by reversing Purefyre's mod "Brain Dead Zed", so thank you to them. At whichever point the devs reduced "structural engineering zombie AI", they changed the default values to " <property name="AIPathCostScale" value=".15, .4"/> ". What I believe is happening is the pathfinding AI will willingly take less efficient route options the lower this value is, making them "break" the path if blocks are in it. I added one line in an entityclasses.xml mod, " <set xpath="/entity_classes/entity_class[contains(@name, 'zombie')]/property[@name='AIPathCostScale']/@value">0.9,1</set> " and all the issues I had stopped. This does make zeds go back to being structural engineers, but I prefer that to randomly destroying POIs and cars. You can also adjust this value to your liking, even using seperate commands for specific zombies if you want certain types to behave dumber or smarter. (Kool-aid man Hawaiians could be a thing)

Anywho, hope this helps someone.
 
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