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A19/A18 CreaturePacks - A community entity project


xyth

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the wandering Traders, where do i go to increase the prices of the things they sell?

 

In the vanilla game folder look for the traders.xml file. Open that and at the top of the file you will find this line: <traders buy_markup="2" sell_markdown="0.2" quality_mod="0.4,8" currency_item="casinoCoin" > Adjust the markup and markdown values until it how you like it.

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Just pushed new packs, Added new zeds from TSBX, added many new spawning groups so the new zombies appear as sleepers and in hordes. (Not bloodmoon or scout hordes yet though). Animal spawn areas sorted by SaltyAF, new spawn groups added by Kergan.

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I am confused. Are we getting bandit hordes by default now? Please tell me we do! That would be fun!

 

Agreed. This reminds me of an idea I had last night, that these bandits may make possible. What if there was another type of blood moon, but instead of zombies, it was mainly raiders; basically a raider siege. I think something like that would be awesome, if possible.

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Agreed. This reminds me of an idea I had last night, that these bandits may make possible. What if there was another type of blood moon, but instead of zombies, it was mainly raiders; basically a raider siege. I think something like that would be awesome, if possible.

 

Bloodmoon should be always mainly about zombies, BUT it would be fun if there were also bandits and regular NPCs fighting zombies during bloodmoon, like it would no longer be just about your personal fight, but other humans would fight the zombies too during the bloodmoon, I mean that's most likely what would happen in real life anyway, the focus of bloodmoon should be all humans, good or bad versus zombies, not just you personally and your own base against zombies from all over the world.

 

The main advantage of adding bandits and regular survivor NPCs into bloodmoon hordes would be that you would have to deal with human enemies that may be smarter and stronger than zombies. Bloodmoon should be a mess like that and no one should be safe during that night, so when the night is over and some bandits are still alive, they may as well decide to take advantage of your casualties and damage caused to your base to raid your base, so ultimately you will have to fight them too, possibly with help of friendly NPCs and survivors.

Edited by mr.devolver (see edit history)
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Xyth, robot with light saber attacked farmer bandit, but bandit didn't fight back. Also bandit Eve started shooting at me even though I was pretty far, but she seemed to ignore a bunch of zombies that were much closer, right in front of her.

 

So many interaction types. Sigh. I will check on it. Bandit Eve has good eyes. The AI also prioritizes based on the order in the xml, so will also check on that but players have better loot than zeds, so it makes sense shes after you.

 

Okay, both the mechs and the bandits are Class EntityEnemyAnimal. I prevented Bandits from attacking that class because if you spawn a bandit horde, they will immediately fight each other, which makes for a poor horde. I also removed it from the attackIfHurt task as well so they dont have friendly fire issues. I guess I need to either stop the robots from attacking thier class or set all to just defend themselves if hurt.

Edited by xyth (see edit history)
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players have better loot than zeds, so it makes sense shes after you.

 

Day 1, the game just started, so I was all naked and all I had was junk, no pun intended.

 

Okay, both the mechs and the bandits are Class EntityEnemyAnimal. I prevented Bandits from attacking that class because if you spawn a bandit horde, they will immediately fight each other, which makes for a poor horde. I also removed it from the attackIfHurt task as well so they dont have friendly fire issues. I guess I need to either stop the robots from attacking thier class or set all to just defend themselves if hurt.

 

In a perfect scenario, we should be able to make new classes, that would allow bandits and robots fight each other without any friendly fire issues, because if robots don't find bandits, they would have no reason to fight players either, unless they are programmed that way, but their in-game program simulation is a whole different topic that should be expanded later when time and game feature set allows that.

 

Also, spiders don't attack anyone.

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Also, spiders don't attack anyone.
because we are larger than them and they have smaller, weaker and easier to poison prey. Fixed that for ya. =P AFAIK, you are correct that IRL there are no spiders with a taste for human flesh (although some are quite aggressive and will bite first, then run).

 

However, since we are dealing with fictional mutant giant spiders, approximations to actual large spiders wouldn't be too far out of line. Three main factors when determining what will attack what, in this fictional zombie apocalypse (to maintain suspension of disbelief):

 

What is its natural diet/prey(omnivore, carnivore, herbivore, etc)? Spiders are carnivores. They paralyze, then liquify and drain the fluids/organs of other living creatures, like a flesh smoothie...

 

What is the relative size of its prey, if any? Large spiders will eat other spiders and "small animals such as millipedes, wood lice (slaters), and even small lizards, frogs, and birds". They will not eat carrion. Yes, spiders mostly (some are MUCH more aggressive) run from anything significantly larger disturbing them. So anything alive, roughly 2-3 times their own mass, should be a fair game as prey, approximately. Good thing these spiders are only the size of large dogs and horses. O wait...

 

What level of starvation or disease are they suffering from, that might possibly get them to go after prey normally outside their palate? Well, in this case there is an unknown mutating Z virus (possibly the source of their size, but who knows) that causes a taste for human brains. Any spiders that size are going to quickly wipe out other appropriate sized prey nearby, so will probably be starving. If you've ever seen baby spiders hatch, they are numerous(hundreds), they are cannibalistic, and they are ravenous...

 

Sources: Google "large spider diet" or search Youtube for videos with "spider eating larger prey" or "aggressive spider". My faves are the trap door spiders. Enjoy and remember, IRL zombies don't actually attack anyone either (unless your name is Max Beauvoir and you reside in Haiti)! ;)

Edited by Cernwn (see edit history)
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If we are talking about fictional world, we may as well forget about how things work in real world entirely. Starvation mod for Alpha 16.4 had giant spiders as well, even spider's nests all around the world where spiders were spawning and as far as I can remember, you had no way to destroy the nest itself, but you could kill the giant spiders that were coming out of it. They were aggressive and always attacked you when they saw you, but they were not too dangerous once you had good weapons.

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yea, you had to destroy some nests to complete the spider questline, but the spiders in starvation didnt terrify me like the hyenas lol, plains biome was a no no for me

 

Oh, so it was possible to destroy the nest? I remember I couldn't destroy it simply by shooting it. I think I even tried some explosives.

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I'm surprised you haven't added any chimpanzee entities =)

 

After reading your post, at first I laughed, then I thought about it little more and I actually like that idea! Imagine chimpanzee NPC followers! I think it would be pretty hilarious to see these little guys slapping zombies, of course if you can afford to hire them, it will cost you 1000 bananas. :fish:

 

gI7lyA6.jpg

Edited by mr.devolver (see edit history)
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