Monster speed scaling as worldgen options, not mods

Zombies, special zombies, zombified animals…
All this stuff I’d like to be able to scale independently instead of having to rely on static mods. 0.1 to 3.0 or whatever. Can’t be that tricky, right?

It’s not tricky at all, edit the json.
It’s just a matter of going through them and setting a bunch of numbers.
Breaking all that out into a menu somewhere would be a lot of work, and hardly make it any easier than just editing the json.

EDIT: I read “spawn scaling”, if you want to change the speeds, the answer is the same though, either patch some adjustments into the zombie speed mods, or edit monster.json

This is the entirety of the slow zombies mod, it’s ridiculously easy to cut/paste this to do whatever you want.

monster_types = game.get_monster_types()

-- halve the speed of all monsters that start with mon_zombie
for _, monster_type in ipairs(monster_types) do
    if monster_type:find("mon_zombie") then
        game.monster_type(monster_type).speed = game.monster_type(monster_type).speed / 2
    end
end

Leave everything up to line 4 alone, copy lines 5-7 a bunch of times, and also leave the last line alone.
For each chunk you copied, adjust the search string “mon_zombie” to target a different group of monsters.
Then take the “blabla.speed = blabla.speed / 2” part and change it to whatever you want, x = x + 10, x = x / 4, or even x = 10.

On the mods in general, why not treat them like mutators of the Unreal Tournament 2004/3 sort? They were modifiers that could be customized themselves through a secondary options interface.

An example could be the “no special zombies” or whatever, and while it would have default flags, it could expose the options so certain zombies could be enabled/disabled individually, and those would be saved along with the world (and would be immutable on a per-world basis)

[quote=“pingpong, post:3, topic:7755”]On the mods in general, why not treat them like mutators of the Unreal Tournament 2004/3 sort? They were modifiers that could be customized themselves through a secondary options interface.

An example could be the “no special zombies” or whatever, and while it would have default flags, it could expose the options so certain zombies could be enabled/disabled individually, and those would be saved along with the world (and would be immutable on a per-world basis)[/quote]

You write the interface, sure.

[quote=“KA101, post:4, topic:7755”][quote=“pingpong, post:3, topic:7755”]On the mods in general, why not treat them like mutators of the Unreal Tournament 2004/3 sort? They were modifiers that could be customized themselves through a secondary options interface.

An example could be the “no special zombies” or whatever, and while it would have default flags, it could expose the options so certain zombies could be enabled/disabled individually, and those would be saved along with the world (and would be immutable on a per-world basis)[/quote]

You write the interface, sure.[/quote]
Hit the nail on the head, I’m not against this as a feature, but I’m also not interested in implementing it right now.

Submissions of options menu additions to do this will be rejected though, it needs its own interface.