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A20 Bugs
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Posts posted by Feycat
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We've got all zombies in all situations set to "walk only." However, they do not all walk. Many of the ferals will jog or even do a sort of slow run, it's very obvious that some of them are moving way faster than the others.
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Can anyone with Unity help me out with some custom music? I really want to prank the spouse by popping the load/menu music from Stardew Valley, Overcooked 2 and Papers Please into the mix lol
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On 10/19/2023 at 2:42 PM, BFT2020 said:
I was going to download the mod last night and see if I can reproduce the issue but didn't have time (my boys got new Ipads so of course, they wanted them to be setup). I will try to do it tonight. If I don't have any issues with it, I will provide details on how I got it setup. If I do have issues, I will provide you a workaround for now.
Hi Khaine we're having the same issue, just as another data point! When zombies spawn (wandering hordes or sleeper volume) I get null reference popups. We weren't having them in the early game so it makes sense if it's the cop.
We're also having about 50% of the ferals are clearly jogging and not walking, even though I've also manually set everything to walk in the settings.
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Is anyone else having errors? Spouse and I both have Romero installed and the only non-Romero mod we also have is the one that removes heat from dew collectors and ammo-boxer, both of which have nothing to do with spawning. It's happening to me (hosting) in multiplayer and him when he's playing single player, but he doesn't get errors when he's playing my game.
When zombies spawn, wandering horde OR sleeper volumes, I get "NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) EntityAlive.DMD<EntityAlive::Update>(EntityAlive)" that opens my console and has to be manually closed before I can move or fight again. It's really tiresome.I'm posting here instead of regular support just because the issue seems to be zombie spawning and I believe this modpack is what's controlling that. If no one else has had this, I'll post there instead but I was hoping someone would have a fix.
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1 minute ago, RipClaw said:
It only works with lootable medical cabinets. Open it, close it and then hit it with the axe. The loot drops out and cabinet changes to the non lootable state. If you are lucky you now have acid in your inventory.
Thanks, I'll try this! I've been just wrenching or breaking any medical object (medicine cabinets, wall first aid kits, hospital beds/monitors/IVs, etc)
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Green acid barrels? Do you mean the blue plastic ones? I don't think I've seen a green barrel?
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Don't use the traders then.
My spouse and I are playing an "old school" type playthrough, we're just looting POIs. No quests, no respawn. It feels way more realistic to a zombie apocalypse than doing radiant RPG quests.
We're also doing Khaine's Romero overhaul, it's fantastic, it's so much like much earlier alphas but with the current graphics intact.
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I'm the harvester in my duo, I've taken apart every piece of medical equipment I've found and I have NEVER found acid by harvesting these things.
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On 9/14/2023 at 5:04 AM, pApA^LeGBa said:
I mean that´s kinda the whole point of infection. To be a threat.
If we roll back they could basically remove infection aswell as there was never a real threat to it because you usually had enough honey before you even got infected. I have several thousand hours, and infection was never an issue not even back then when i started. It was basically only something clogging up your inventory with honey and antibiotics if you found them. Nothing more.
Now it´s different, i did have to spend a lot of time to find pop and pills stores and Jen in order to not die.
Ah, remembering the days before traders where you'd get infected early days and piller up and suicide if you couldn't find ABs before the stamina drain was just too much to handle. Why waste all your food and water? lol
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Does anyone have a link to the pushable cart mod? I can't find it with search and I don't know how to make it work.
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Honestly it's always been like this. It feels like it's breaking more, but there's always been a chance, especially in a big POI, that you have to go find it, empty it, pick it up and put it down again to get it to follow properly.
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3 hours ago, Syphon583 said:
This isn't new to A21. The crawling mechanic was added in A20 and has been the bane of many players' existence ever since.
While I like the mechanic in general, the execution of it leaves something to be desired. IMO, their crawling speed should be reduced slightly and there needs to be a more deliberate animation between standing and crawling and vice versa. This "pop goes the weasel" behavior is really annoying.
The big problem with this is the hit boxes. I'd be much more ok with the sudden crawl if their hit boxes didn't go so wonky.
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Trigger spawning really ruins the game, imo. It doesn't just ruin stealth (since the things that spawn are awake and mad at you immediately) but it also gets rid of strategy when clearing a poi. Like to pick guys off with a crossbow? Too bad. Worried about making noise in the POI? No problem, they don't exist to hear you. Want to go through the POI in a different direction? Well, you can be in a room that's clear but because you went in the "wrong" way, there aren't zombies and you'll have to go back later on if this is a clear.
I liked it when all the sleepers spawned at once and if you kited them too far from the POI they would respawn inside. If you didn't completely clear the building, they would all respawn when you left. If you made too much noise, you'd wake them up through the whole POI. If you were stealthing and you stepped on a pile of paper, you'd wake them up.
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Honestly the fact we can somehow compress 6000 rocks into a small bundle but we can't put bullets back into their boxes (which there must be thousands laying around and not hard to make with all the paper and plastic we have) is ridiculous.
Can anyone make a mod that lets you package bullets back into stackable 100-bullet boxes like the crafted ones?
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Uh, where were you when we had to use bottled water and we're *carrying* meat stew with us and we didn't get a bottle back?
Reality isn't part of the game.
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I just got shoved off a counter and onto another Z's head while we were clearing Two Bit so yeah. First time it's happened to me but between my spear and gun I don't usually let them get that close!
2 hours ago, Krougal said:Considering the source, I'd say it's a joke
This is what happens when a dev team and the players are equally memed, it would not *surprise* me if someone named a pushy zed AI "Karen"
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...I don't even know if that's a joke lol
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Yeah, the videos are useful, but it's super frustrating that people needed to do THAT much research into how to counter this and even trying to figure out what had been changed. Cops coming in from the sides drill through parts of my base well before I can even see them.
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I mean that literally. Spouse is playing the heavy armor/punchy style and I'm in military armor and a spear, poking zombies or shooting from behind him. This has been our playstyle division for many alphas now. But in A21 the zombies seem to push/clip into him. He's been pushed into walls (like we've had to destroy several cement blocks to free him,) through floors and up into the air when low-reaching zombies push him up and get behind him. This seems new to us, has anyone else noticed this?
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I love you Jax! Thank you! Does that only do cops or vultures too?
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12 hours ago, PoloPoPo said:
Start new random world, teleport to Wasteland, establish your base there, set feral sense ON both night and day, increase difficulty, max out zombies and animals alive --> there you go, you certainly won't wish for even more zombies. And if so, there are mods.
I really feel like replies like these just show how little reading comprehension of the OP there is.
No, I'm not complaining about difficulty. HP sponges are not amusing. I'm complaining about number. I play on high difficulty. Feral senses also doesn't make more zombies, it just makes the ones that spawn hone in on you. Even more ways to make stealth totally useless when combined with trigger-spawning sleepers. There just aren't enough zombies.
You can only max out zombies and animals alive if you go into the .xmls. Those options used to be in the world creator, I'm complaining that option is gone.
I use Khaine's mods to make more zombies. I shouldn't have to. The options should be there.
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I'm watching a couple Youtubers play this and I can't help but think that in an overhaul where all live creatures are gone and the robots have destroyed everything, this should be a wasteland-only modpack. Maybe wasteland and desert if you want to be kind.
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2 hours ago, Rotor said:
Funny story....to me anyways. I am tippy toeing inside one of them burn houses PoIs and fall through attic roof, in a bedroom with 3 monkeys, insta gro. This time I remembered my greaser pipe mg, and mow them down. All the time thinking to myself, the whole effing town is awake now.
NADA!
Crouch back down, finished killing the rest in the house.
Same! I really preferred it when the sleepers were all present when the POI started, it gave real stakes to whether you wanted to just charge through mowing things down or sneak through or try to keep it room to room.
Been watching old alpha videos from Youtubers and man. Game was ugly but I miss having zombies all over the street in every subdivision1
Zombie refuse to walk
in General Support
Posted
Even when they haven't been hit? Because a lot of our wandering hordes include ferals that are considerably faster than the other zombies - and it's totally random who is doing it, but the lady zombies are the biggest offenders