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-Holo-

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Posts posted by -Holo-

  1. On 10/16/2023 at 1:00 PM, ExtremeLurker said:

     

     

    I'd have to dig deeper into the loot respawn mechanics to give you an answer on exactly how they function. This mod works very simply. When entering a sleeper volume, there is a check to see whether sleepers should respawn based on a timer, and this mod resets that timer every time, thus never respawning the sleepers. Perhaps the loot containers are tied to the sleeper volumes.

     

     

    If I understand correctly, you are requesting the following:

    • Sleepers to respawn if players are not in the area for some time
    • The amount of time should be configurable
    • The amount of sleepers that respawn should ramp up proportionally to the amount of time that has passed
    • Allow for wandering zombies to enter and become sleepers (would require detecting if the building is sealed)

    These things vary in difficulty but may be accomplishable, but I will not pursue them, unfortunately, as I do not have time for modding endeavors these days! 😥
    This mod is intended for people who dislike the sleeper respawn mechanic, however. The above features more closely resemble the vanilla experience, the main difference simply being that sleepers respawn completely instead of proportionally over time.
     

    A mod that does what you listed would be an amazing mod for the feeling of the world (I and my group of players generally play for long time on the same map)
    Hopefully when (if?) the game ever goes Gold and gets released, there will be an influx of modders to take a bite of the game again :)

    I know absolutely nothing about dll modding and can barely mod the xmls to do what I want, but it's always amazing to see what -can- be done when picking apart the engine a bit :)

  2. On 9/20/2023 at 6:19 PM, Jugginator said:

     

    Ah you're fine Holo no rush :). Whenever you have a chance that's fine, give me a ping or DM when you do.

    -Finally- I've had some spare time to sit down a little while to get a pair of logs.  Whats the best way to upload them? Clear out serverIP and upload to pastebin or something?

     

  3. On 9/15/2023 at 7:26 PM, Jugginator said:

    If it's modded that's okay, still worth taking a look at to see what's going on. But oddly, that log snippet did show multiple zombies spawned. 

    In theory, no zombies should be spawning with players in the area (how it works in the wasteland, for example). 

    I'm sorry, I was unable to sit down an play 7 days in the weekend, Hopefully I'll manage to find some time this week for it -.-

  4. 2 minutes ago, BFT2020 said:

     

    You might have a mod issue that is causing this (maybe a conflict between mods, an issue with someone's code, or something not properly updated to A21).

     

    FYI, the entity group file changed from A20 to A21 so if you got any mods that affects spawning from A20, those might be a source of your problems.

     

    A21 Entity Groups

        <entitygroup name="ZombiesAll">
            zombieBoe
            zombieJoe
            zombieSteve
            zombieTomClark
            zombieMoe
            zombieYo
            zombieBusinessMan
            zombieArlene
            zombieDarlene
            zombieMarlene
            zombieSkateboarder
            zombieBiker, .3
            zombiePartyGirl, .3
            zombieUtilityWorker, .3
            zombieJanitor, .2
            zombieNurse, .3
            zombieSteveCrawler
            zombieFatHawaiian, .3
        </entitygroup>

     

    A20 Entity Groups

        <entitygroup name="ZombiesAll">
            <entity name="zombieBoe"/>
            <entity name="zombieJoe"/>
            <entity name="zombieSteve"/>
            <entity name="zombieTomClark"/>
            <entity name="zombieMoe"/>
            <entity name="zombieYo"/>
            <entity name="zombieBusinessMan"/>
            <entity name="zombieArlene"/>
            <entity name="zombieDarlene"/>
            <entity name="zombieMarlene"/>
            <entity name="zombieSkateboarder"/>
            <entity name="zombieBiker" prob="0.3"/>
            <entity name="zombiePartyGirl" prob="0.3"/>
            <entity name="zombieUtilityWorker" prob="0.3"/>
            <entity name="zombieJanitor" prob="0.2"/>
            <entity name="zombieNurse" prob="0.3"/>
            <entity name="zombieSteveCrawler"/>
            <entity name="zombieFatHawaiian" prob="0.3"/>
        </entitygroup>

     

    Oh no, I'm mostly just modding myself so not relying on many external mods that I don't know what they do :), only got an UI mod on this save that's not done myself.
     

  5. 13 minutes ago, Jugginator said:

     

    Hm. That's really strange. Haven't seen that since... A17/18 I think. Got a server for me/some others past day 100 and zombies are everywhere. If you want to DM me some logs maybe I can spot something out of place. Does it also happen in towns that aren't visited often or at all?

    I'll try to get a couple of logs hopefully during the weekend. (Right now it's running a bit modded)
    Unvisited towns have initially zombies roaming around, we havent stayed around the small towns long enought to notice, (It's usually the downtown area's thats empty.

     

    Hm. the Respawn delay value in spawning.xml, is the respawning wonky enough to only 'count' time when a player is in the area? I think that would explain a tiny bit why it's so empty.
    Even though we do spend time in POI's in downtown quite often and there's usually not a zombie visible outside anywhere

    3 minutes ago, BFT2020 said:

    I agree with @Jugginator, really need to see complete logs.  What you posted is just what is happening at that moment of time; the logs will indicate what is going on from when you first start up the game to your playthrough and will give valuable clues on what is going on.  And since Jugginator is QA, he will probably root cause it faster than us amateurs sleuths  😉

    Yeah, gonna fix that, just got a nice opportunity to get the screamer-not-summoning-anything-when-screaming moment in the log.

  6. 8 hours ago, Jugginator said:

    Does this happen on a new save too? If so or not, a whole log file may help. In your first snippet, there are zombies loaded in the world (Zom: x)

    I'd say yes. We had a testserver running which also had this symptons, The snippet above was just a example on a screamer not calling in a horde when she screams

    (This is something we have noticed happening with screamers since atleast A18)

     

    The empty town problem is something that seems to develop over time, Initially theres zombies around, but after time the town gets more depopulated.

    (with town in this case I mean what I presume is 'downtown' tagged in spawning.xml, where the density seems highest with buildings and so.)

    Standing in the middle of 'downtown' doing a LE on the server returning 0 zombie spawned seems off. In a downtown area ideally there should always be zombies respawning and trickle in to give it a dangerous feel.

    (This is in pineforest biome too, didnt get any downtown area anywhere else on the tiny rwg size from default)

  7. Managed to get lucky with a quick test today as a screamer came to say hi.
    From around 21:39 I encountered her, and ran around a circle kiting her around to get her to scream, which she did twice. but No zombies spawed so killed her at 21:41.
    This is from the server:

    2023-09-14T21:39:03 450619.987 INF VehicleManager saved 4625 bytes
    2023-09-14T21:39:22 450639.154 INF Entity zombieSteveCrawler 61747 killed by ***
    2023-09-14T21:39:30 450647.142 INF Time: 7510.13m FPS: 20.10 Heap: 2670.5MB Max: 4098.1MB Chunks: 658 CGO: 66 Ply: 2 Zom: 9 Ent: 19 (646) Items: 0 CO: 6 RSS: 5631.7MB
    2023-09-14T21:39:43 450660.660 INF zombieMarlene SpawnLimbGore loaded preafab in asset bundle. path: @:Entities/Zombies/Dismemberment/Marlene/Blunt/Head.prefab
    2023-09-14T21:39:43 450660.661 INF Entity zombieMarlene 61758 killed by *****
    2023-09-14T21:39:48 450665.585 INF zombieYo SpawnLimbGore loaded preafab in asset bundle. path: @:Entities/Zombies/Dismemberment/Yo/Blade/Head.prefab
    Couldn't create a Convex Mesh from source mesh "Gibs_Yo_Detach_Blade_Head" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
    2023-09-14T21:39:48 450665.587 INF Entity zombieYo 61752 killed by ***
    2023-09-14T21:39:50 450667.592 INF DroneManager saving 0 (0 + 0)
    2023-09-14T21:39:50 450667.595 INF DroneManager saved 9 bytes
    2023-09-14T21:40:00 450677.186 INF Time: 7510.63m FPS: 20.05 Heap: 2844.4MB Max: 4098.1MB Chunks: 658 CGO: 65 Ply: 2 Zom: 7 Ent: 18 (646) Items: 0 CO: 6 RSS: 5631.6MB
    2023-09-14T21:40:23 450700.260 INF zombieSteve SpawnLimbGore loaded preafab in asset bundle. path: @:Entities/Zombies/Dismemberment/ZombieSteve/Blade/Head.prefab
    2023-09-14T21:40:23 450700.261 INF Entity zombieSteve 61745 killed by ***
    2023-09-14T21:40:30 450707.226 INF Time: 7511.13m FPS: 20.00 Heap: 2779.5MB Max: 4098.1MB Chunks: 658 CGO: 63 Ply: 2 Zom: 6 Ent: 18 (647) Items: 1 CO: 6 RSS: 5631.6MB
    2023-09-14T21:41:00 450737.246 INF Time: 7511.63m FPS: 20.00 Heap: 2964.0MB Max: 4098.1MB Chunks: 658 CGO: 64 Ply: 2 Zom: 6 Ent: 17 (647) Items: 1 CO: 6 RSS: 5631.7MB
    2023-09-14T21:41:03 450739.881 INF Entity zombieScreamerRadiated 61762 killed by *****
    2023-09-14T21:41:03 450740.090 INF VehicleManager saving 8 (7 + 1)
    2023-09-14T21:41:03 450740.090 INF 8993102 VehicleManager write #0, id 20166, vehicle4x4Truck, (-1194.0, 36.0, -1544.1), chunk -75, -97
    2023-09-14T21:41:03 450740.090 INF 8993102 VehicleManager write #1, id 56907, vehicleMinibike, (-1150.7, 3.0, -1535.9), chunk -72, -96
    2023-09-14T21:41:03 450740.090 INF 8993102 VehicleManager write #2, id 38775, vehicleMinibike, (-1148.2, 3.0, -1529.8), chunk -72, -96
    2023-09-14T21:41:03 450740.090 INF 8993102 VehicleManager write #3, id 51509, vehicleMotorcycle, (-1149.6, 3.1, -1531.5), chunk -72, -96
    2023-09-14T21:41:03 450740.090 INF 8993102 VehicleManager write #4, id 18136, vehicleMinibike, (-1194.5, 36.0, -1546.7), chunk -75, -97
    2023-09-14T21:41:03 450740.090 INF 8993102 VehicleManager write #5, id 12666, vehicleMotorcycle, (-1193.0, 36.1, -1541.4), chunk -75, -97
    2023-09-14T21:41:03 450740.090 INF 8993102 VehicleManager write #6, id 51896, vehicleMotorcycle, (-1196.7, 36.1, -1538.6), chunk -75, -97
    2023-09-14T21:41:03 450740.090 INF 8993102 VehicleManager write #7, id 1898, vehicleBicycle, (-2408.4, 34.9, 1278.8), chunk -151, 79
    2023-09-14T21:41:03 450740.093 INF VehicleManager saved 4625 bytes

    And this is a snipped of my client log at the same time:

    2023-09-14T21:39:34 16576.957 INF SectionType change from None to Combat
    2023-09-14T21:39:34 16576.957 INF Loading new config for Combat...
    2023-09-14T21:39:34 16576.957 INF Played Combat
    2023-09-14T21:39:34 16576.957 INF Fading in Combat
    2023-09-14T21:39:34 16576.957 INF Notified SectionSelector that music played
    2023-09-14T21:39:34 16576.977 INF Loading new ClipSets for Combat...
    2023-09-14T21:39:34 16576.979 INF Combat loaded new config and clipsets
    2023-09-14T21:39:37 16579.981 INF fadeInCo complete on Combat
    2023-09-14T21:39:43 16585.862 INF zombieMarlene SpawnLimbGore loaded preafab in asset bundle. path: @:Entities/Zombies/Dismemberment/Marlene/Blunt/Head.prefab
    2023-09-14T21:39:48 16590.852 INF zombieYo SpawnLimbGore loaded preafab in asset bundle. path: @:Entities/Zombies/Dismemberment/Yo/Blade/Head.prefab
    Couldn't create a Convex Mesh from source mesh "Gibs_Yo_Detach_Blade_Head" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
    2023-09-14T21:40:02 16605.367 INF Time: 276.34m FPS: 65.10 Heap: 2363.5MB Max: 2649.7MB Chunks: 331 CGO: 223 Ply: 2 Zom: 0 Ent: 15 (288) Items: 0 CO: 1 RSS: 3581.1MB
    2023-09-14T21:40:23 16625.529 INF zombieSteve SpawnLimbGore loaded preafab in asset bundle. path: @:Entities/Zombies/Dismemberment/ZombieSteve/Blade/Head.prefab
    2023-09-14T21:40:32 16635.373 INF Time: 276.84m FPS: 64.87 Heap: 2494.2MB Max: 2649.7MB Chunks: 331 CGO: 223 Ply: 2 Zom: 0 Ent: 15 (289) Items: 1 CO: 1 RSS: 3588.3MB
    2023-09-14T21:40:35 16637.620 INF SectionType change from Combat to HomeDay
    2023-09-14T21:40:35 16637.620 INF Fading out Combat
    2023-09-14T21:40:35 16637.620 INF Played HomeDay
    2023-09-14T21:40:35 16637.620 INF Fading in HomeDay
    2023-09-14T21:40:38 16640.642 INF Paused Combat
    2023-09-14T21:40:38 16640.642 INF fadeInCo complete on HomeDay

     

  8. We set up a  base in wasteland town for lulz, was disappointed on how few zombies were out even though I modded up spawning.

    First night came.

    And with that, a horde. a big one. :D It was amaziiiiing! (Even thoug it was again strangly homing in onto us) looking at the serverlog - 96 zombies active. Quick change to brown pants and go out and combat them, violently.

    I had modded the zombies so bodyshots does almost no damage so have to aim for the head, zombies start piling on top of each other and reaching up the wall. So running out of ammo as dawn comes, while zombies still keep coming at us.

    Stuff like this is soooo fun.

    Your mod really livens up the world and actually brings many "Maybe we should see if they walk past"moments that's just never there in regular game

     

  9. Zombies seemingly stopping to respawn, maybe related to screamers not spawning in hordes?

    Both these issues are something that me and my friends playing on my dedicated server har noticed over several alphas now, especially 20 and 21 now with the new downtown cityblocks.

    Initially there's zombies sprawling around the city, but after a while they're just gone and can walk around hundreds of meters of downtown without a zombie in sight.

    The zombie cap in the dedicatedconfig.xml I have increased to over 5000 now just to see if anything happens. but nope.
     

    Also noticed that more often then not, nothing happens when a screamer screams. No errors nor spawns appear.

     

    Has anyone else came across this behavior?

     

     

     

     

  10. On 9/7/2023 at 5:46 PM, FilUnderscore said:

    I've got map markers on zombies spawned by the mod in the debug builds, but I'm not sure it would really help since you've got the issue of no zombies spawning instead of lagging out (which you would if there are thousands of zombies spawned).

     

    Are there any other entities popping up when you type the "le" command in the console? Does it still happen without Improved Hordes?

    There's generally only less then 10 zombies active, and about the same entities (Even with two players on different part of the map (I'm checking the dedicated server window often (out of frustration 😛 ))), I'll check tomorrow with IH disabled, but I'm fairly sure it's the same problem,  I just figured it would be helpful for situations like this to know if it's vanilla spawns or IH zombies you encounter :)

  11. 1 minute ago, FilUnderscore said:

    There is an integration with my other mod, Mod Manager, which pretty much allows that to be done in a specific mod settings tab. It existed in the first version of Improved Hordes, however I've rewritten the mod since then and haven't re-implemented support yet. The stable version should support UI settings (with Mod Manager) when it comes out.

     

    The pine forest by default has much less hordes roaming about, but as you go to harder biomes you get more and more. Fun awaits in the wasteland!

     

    Regarding zombie spawning, consider looking at max_spawn_capacity_percent in the settings and lowering that number to allow more non-horde zombies to spawn if you're finding they are hitting the spawn limit, or alternatively increase your MaxSpawnedZombies game setting.

     

    I set the MaxSpawnedZombies to 5120 :) to test if anything like that was effing about, but no change 😕 running around downtown districts but rarely even seeing a zombie out and about :(

    Would it be possible from a debug standpoint to put one of the dot sprites or something  atop your mods zombieshead to differntiate from regular zombies?
    I modded up spawning xml from khaines dangerous cities to a large increase and slower respawntime, a bunch of zombies were around for first start, but after a while it's back to normal and no zombies in this zombie game.
     

     

           

  12. 10 hours ago, Agame said:

     

    My favourite experience is when I am in the middle of exploring a POI and a massive horde shows up, it suddenly becomes a mini horde night in a random POI and you have to get creative to survive! It creates the kind of tension that is completely lacking from Vanilla bloodmoon, that is so predictable and mundane. 

    Yeah. Had a fun experience looting a basement in a building when I heard a larger-then-normal commotion, and looked out some cellarwindows and saw legs! everywhere.
    Suddenly it turned into a mad chase to not get boxed in the cellar :D

    The Bloodmoon nights we have disabled at the server, they just don't fill any purpose anymore :(

     

  13. 7 hours ago, FilUnderscore said:

    Nope, mod doesn't touch any vanilla spawns (and screamer spawns were reverted in the latest update). Could feel like this because of the distance that heat attracts hordes from. Have you tried tinkering with the event_interest_distance_multiplier and maybe going 0.1 or 0.25 to reduce the heat range while keeping chunk_event_radius at 3?

     

    Also how are the other biomes faring, have you been to harder difficulty biomes as they have more hordes active?

     

    There was a toggle for the new AI sensing which was removed as it's now always active, though I am still looking to amplify their senses if you've got feral sense on.

     

    The issue with balancing is trying to get it feeling "just right", and what feels right for one person might not for another. That's what I'm trying to bridge by having the settings and specifics be easily tweakable, but it's still hard to test unless you play for hours on end.

    Haven't tested with event_interest multiplier, but went out to the desert and had a blast! :D

    a quite large horde came running quite close to base, after dispatching it screamers took notice and came looking, and for once, summoned in a buttload of more zombies, including more screamers. It was glorious!

    Having weird issues with a severe lack of zombies spawning overall though that i'm trying to figure out currently.

     

     

     

     

  14. Update from here too!
    set the chunk event radius to 0, and seems like it was indeed "heathordes" that came several times a night.

    Rarely seeing any hordes now though at all when out and about, only seen one large that kinda popped in standing downtown, and stayed there standing around (?)

    Does the mod change spawning of regular zombies or screamers in the world?

  15. I'd say it's the best update since A16 in my eyes. A17 was a disaster with A18,19 and 20 slowly slowly improving.

    It seems a bit of thought has gone into balancing loot in A21 which is appreciated, and the magazine system is better then the old
    superdumb skillpoints system. Even though we'd prefer a LBD at core.

    Randomgen is absolutely amazing on building towns and cities

    Removal of empty bottles created a fun scarcity for making glue needed for everything.

    New POI's are amazing looking


    That said. there's a -lot- of issues still, Some of it I'm working on modding away, others are not so easy like:

    Sleeper Zombie popins again, not as bad as in A16 but still pretty bad,

    There's no zombies out in the world in this zombie game. (and the engine can't handle many zombies any longer)

    No reason to bother with hordenights

    Outside of towns/cities are really dull.

    Terribly small maps by default
    Radiated zombies are an awful way to increase challenge. Bulletsponge enemies are the worst (and laziest) way to increase difficulty.

    Removal of empty bottles is so damn dumb it's hard to express. It's purely a game mechanic, and it sticks out like a sore thumb. We're eating the bottles?

    Traders are an omnipotent force in the world.

    Almost all POI's are the dumb dungeon mentality with a clear path to go with treasure room at the end.

    Musictracks are horribly repetetive, especially the hordenight track

     

    The more we play, the more tidbits of missing things come up that we miss, how the biomes have been reduced into just one of each per map, removal of savannah, birch (?) forest, combination of wasteland and the burnt biome, reduction of block upgrades, reduced variety of loot, smell, etc

     

     

     

     


     

     

     

     

     

     


     

  16. On 9/1/2023 at 4:37 PM, Arma Rex said:

    They did show concept art for the minibike during the A21 art stream, which used a toilet as the seat. Not sure if they're sticking with that however.

    Oh. That would be funs! They can bring back turds then that can appear in the minibike inventory after a nearmiss at highspeed :D

     

  17. 5 hours ago, FilUnderscore said:

    Just checking, you are running the latest version released a few days (2.0.0-beta.5)? There have been tweaks to AI between different versions, however it might not be 100% perfect yet. This sounds like it was an issue some were experiencing in slightly older builds as well.

     

    Regarding tweaking horde behavior in the future, I am looking into ways to allow complete customization of horde AI through configuration. It's a challenge to put it into an intuitive config format with how it's currently handled in the code and there are still a few bugs in the current build that I'm ironing out.

     

    If you are running the latest version, I would be happy to take a deeper look into what could be causing the AI to act like that. You could try setting "event_chunk_radius" to 0 and see if that affects anything (it should disable the horde heatmap detection).

    Hm. Think it might have a been a earlier version then, updated yesterday( I think) and havent been to the outposts to check. will take a look and update with results!

    I can imagine it being a nightmare to get to work, never looked into dll modding though, just having a hardtime with regular xpath edits to customize the game to our tastes :D

     

  18. On 9/1/2023 at 12:53 PM, FilUnderscore said:

    Are you generating lots of heat at these outposts, e.g. sounds, forges, etc? That could be attracting the hordes as attraction distance at high heat levels (>80%) is a few hundred blocks (dependent on world size). Hordes only hold target on players as long as they can see/hear you nearby, otherwise they will quickly stop pursuing you after a short time.

    Not much heat at all really, one of the outposts was a fresh new POI we took over, an older firestation, we had built a campfire but it was not used since we hadn't found cookingpot/grill, and we hadn't done much constuction either, just sitting inside at night stealthed when we heard z's roaring about. sneaking up on the roof (nightvision goggles to the rescue) we watched the horde running back and forth until they somehow detects us.
    This behaviour we have seen on some other outposts aswell, horde comes running kinda straight at the base and running back and forth outside until they detect us. Usually twice a night.

    Would it be possible to tweak the behavior of the horde in the future you think?

    Ideally for my taste, I'd like to run across hordes wandering the world , not necessarily targeting a player since I'm fed up with how 'gamy' the world has become.
     

  19. Does the pathing of the horde target a player and hold on it?

     

    We have had this mod active for a while now while playing, and it's been absolutely great to random run into a horde walking past while out looting every so often.

    But recently it seems to always come straight to the small outposts we build and just run back and forth until they detect us.  Making it extremely tedious and boring when it's something you can count on happening twice a night.

     

     

  20. I have been thinking this for a long time too, and it finally snapped for me some days ago when I was on my testserver bicycling to an airdrop 300 meters across the 'town'
    has a base in the outskirts of a small town/city (not the superdense areas, but with some larger POI's like the vanity tower)

    moving those 300 meters there and back, there was six zombies visible.

    six.

    Six zombies in an apocalypse where the virus can be cured with regular honey or antibiotics 😛

    I edited the amount of Z's to spawn and it looked amazing.  Zombies everywhere, a quick look at the dedicated server window counted 200 zombies spawned :D

    However the engine was choking and framerate was... apocalyptic.

    tweaking down numbers and trying out, it seems the engine chokes out when it's only around 70 zombies spawned.

    (By engine choking I mean poor framerate on the client, even there is free Ram, free VRam, lots of free cpu and gpu on both server and client, the typical Unityshowstopper)

    I can't help but wonder how many Z's could be around with their old models/ragdolls and fancy effects turned off.

     

    I really wish they'd left the old models and textures around, I wouldn't mind one bit if those were used in hordenights to make it a horde again.

     

  21. 9 hours ago, Professor-Pip said:

    For some reason, players have perpetuated a belief that the LCB actually stops zombie spawns. My understanding (and no, I am neither a dev or a programmer) is that it has absolutely nothing to do with zombie spawning. That is controlled by the bedroll. Once you have cleared out an area, you place a bedroll and no new zombies will spawn within the area covered by the bedroll. If I recall correctly, that is something like a 15 block square that reaches from bedrock to the sky.

     

    I could be wrong with the details, but I seem to recall @Madmole explaining it like this, once upon a time.

    LCB's have done nothing in the past (as far as I know) and bedrolls have been used up to A16 when sleepervolumes came and pretty much ignored bedrolls.
    Since A16 We have not used POI's to build bases in due to this, But for some reason (and I can't for the live of me remember from where) I think I read a devpost or something saying that LCB's should do that task now. (heck I could've dreamt it for as far as I know)

     

    But. I done some testing in A21 with LCB's
    After clearing out a Vanity tower I put down a LCB in the middle of it at (level 5 i think?), covering it all in the bounding box, (except the lower floors)
    We left that town for a couple of weeks and returned to the tower. Loot had respawned, but no zombies had respawned inside (Except one soldier which might be a bug ?)

     

    This is why I'm so curious about the status of LCB's. On other POI-bases we tried building there's both a LCB and several bedrolls, but still occasionally a zombie spawns inside the area.

  22. This might not be the right place, but in case there's a dev around to actually provide a dev-answer I'll ask it.

    Most of this knowledge comes from general forum absorption, don't think I ever seen a dev say that "this is how it works" but :

     

    As far as I know, from atleast A14 up to A20, the bedroll kept zombies from spawning around it when the owner was logged in ?

    The bedroll didn't work with sleeper volumes introduced in A16, and has not stopped sleeper volume zombies from respawning?

    A21 finally moved that function to the land claim block and works when the player is offline yes? even with sleeper volumes?

    Does the bedroll do anything at all regarding zombie spawns now?

     

     

  23. I'm being dumb again and got stuck .

    trying to use insertafter to add lines when drinking a bottle of murkywater,

    Using this basic line, but it's not working

    <insertAfter xpath="/items/item[@name='drinkJarRiverWater']/effect_group[@tiered='false']">

    probably because the orginal line <effect_group tiered="false" name="Drink Tier 0"> has the extra name="Drink Tier 0"

    How should I get the path right here?

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