mnjparks
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Posts posted by mnjparks
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20 hours ago, mnjparks said:
Ok trying it out tonight. I'll post back.
I pretty much changed all entity groups to .25 and I honestly don't feel like it changed too much. Survivors I feel should be rare, and there are in my opinion too many still.
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On 2/10/2022 at 10:42 PM, arramus said:
This question is going to repeat itself time and again for sure. Here are some simple step by step instructions and suggestions for Server Admin and Player Hosts:
Changing the settings in 0-XNPCCore\Config\entitygroups.xml and the same entitygroups.xml for each of the Addon Packs, e.g. 1-RaiderzPack\Config\entitygroups.xml will allow you to increase or decrease the amount of NPCs that spawn.
For example, in the 0-XNPCCore\Config\entitygroups.xml, you will see, as an example:
<entity name="npcHarleyClub" prob="1" /> connected to EnemyAnimals group.
This means that Harley carrying the Club is allowed to spawn at a potential probability rate of '100%' in comparison and relation to other characters and entities in groups that start with 'EnemyAnimals' in their group name (I believe) of the same and different probabilities.
npcHarleyClub's probability of 1 for this group is actually incredibly low considering the EnemyAnimalsForest's, animalWolf is 9, animalBear is 3, animalDireWolf is 3 and 'none' is 85. 'none' may or may not relate to a non spawning entity that keeps numbers in check or to 'thin' the herd and cause players to gradually move further out.
If you are seeing too many NPCs, consider reducing the probabilities to somewhere from 0.1 - 0.25. The setting 0.1 is being used in the individual RaiderzPack and they appear at a comfortable rate.
I have Zoomed through the Wasteland and have seen NPCs appear very frequently even though they are only set from 0.25 - 1 for Harley. This is actually incredibly low and was a clearly considered entry when we see the default values for others in the same spawn group are animalSnake at 20, animalZombieVulture at 30, animalZombieDog at 30 and animalZombieBear at 20.
However, something is not working out, and with experience for the Snufkins, I have seen that Mods can disproportionately take precedence over default probability values in some groups. Again, consider reducing these NPC probability values to 0.1 - 0.25.
It will be helpful if you can report back your findings if you give these a try.
It is best to edit entries individually with entitygroups.xml.
If you want to change the spawning as a whole, that is governed in the spawning.xml. However, this will simply reduce/increase the overall respawn amounts and frequency proportionally and you will have exactly the same issue but at a reduced rate, if the issue is one entity is spawning too often.
Ok trying it out tonight. I'll post back.
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1 hour ago, bdubyah said:
Xyth answered you already. Entitygroups.xml...
Actually not finding it there. Found where to edit entities individually but not as a whole like I stated. Also im playing the rebirth mod which has npccore included so it may be a little different.
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On 1/10/2022 at 9:34 PM, Nikormizer said:
Thanks for the great mod! I'm looking to tweak spawn percentages of NPCs. I feel like the encounters are too common. Also is there a way to remove certain NPCs or alter their spawn weapons. For example, I want to remove rocket launcher NPC or just the weapon.
Thanks again for all the great work you guys do!
Did you ever figure out how to lower the overall npc percentage?
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Which file can you edit to lower the amount off all npc s that spawn. I thought I saw somewhere 30 and I changed it to ten. I just don't want too many npc s running around.
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Awesome thank you!
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Which file do i open to lower the amount of npc that spawn?
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On 1/9/2022 at 11:58 PM, Cpt Krunch said:
Correct
When generating a map with kinggen on alpha 20, do we end up missing out on any of the new alpha 20 world generation updates? What would be the negative if any of using kinggen before it's updated?
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On 4/7/2021 at 2:06 PM, Cpt Krunch said:
Well done Sir! I will have a look at this once im done with current map. Is there a config file where i can alter the water and snow cap heights?
When generating a map with kinggen on alpha 20, do we end up missing out on any of the new alpha 20 world generation updates? What would be the negative if any of using kinggen before it's updated?
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What's you gt?
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Looking to start a new fresh map. Classic zombies where they never run random gen map. Laid back mature. Adventure, base building, scavenging. Gamer tag KingPheint
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KingGen - A Random World Generator for 7 Days to Die
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The only things that won't generate with that version of kinggen is the new map generation stuff like overpasses, drainage and sewer. Actually quite allot. If you are using rebirth mod I recommend using the new alpha 20 native generator as each Biome is much hard and having biomes scattered all Willy nilly is problematic.