PK's Rebalancing Mod

Id start by asking if you were by slime pits. its possible they spawn further.

There are a total of 3 zeds who can make blobs. 1 is vanilla and 1 splits upon death. 1 does so semi-often but the 2 added by me should be endgame spawns. after the appearences of more corrosives than spitters end.

Ill nerf it but with only half a season I didnt expect that at all

[quote=ā€œpisskop, post:41, topic:11323ā€]Id start by asking if you were by slime pits. its possible they spawn further.

There are a total of 3 zeds who can make blobs. 1 is vanilla and 1 splits upon death. 1 does so semi-often but the 2 added by me should be endgame spawns. after the appearences of more corrosives than spitters end.

Ill nerf it but with only half a season I didnt expect that at all[/quote]
1.
1st city: medium sized, near a 1 tile slime pit

2nd city: large(ish) no slime pit that I could see (during the 7 days I played I couldnt do much scouting because on 2,5x spawn rate one has to be super careful)

My sample size is tiny , so I wouldnt jump to any conclusions (It was weird though, that both games played out the same manner: first days, no blobs, weekend blobs appear, I start to engage them where possible, day 7 Iā€™am completely surrounded, game over)

Whats the recommended world setting for your mod? I presume you balance things on 1.00x spawn rate.

  1. Graphics

Would it be possible for the later iterations of your creeps to keep their initial sprites? I have only met ā€œhungry zombiesā€ but I take it as time goes by and zombies evolve, all of them revert to their ASCI form as the game cannot assign them new looks.

Ive doubled the cooldown on the ā€˜create blobā€™ ability of the zombie lord. Hes the second-to-last zombie to spawn, but meh. Ill also be modding the blobs to split less often too.

I havent run into massive groups of blobs myself, except by blob pits.

Anyone have any ideas for decent Blobs?

I think I want to add

-mukman (poisoning blob?)
-flan (Early FF games flan)

but other than that Im a little meh. King Slime as a powerful ā€˜jokeā€™? Hed be a jumper :]

Hotfix, I guess. It nerfs down the slime pits and spreads them out. It reduces the frequency of blob spliting and making, and it adds speech to the infected shotgunner.

[

{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"H-Hello?\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"Hey you!\"",
    "volume" : 40
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\You put the lime in the coco nuts and shake your body round!\"",
    "volume" : 15
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"When the fourth wall is torn down, THEN!\"",
    "volume" : 30
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"AnCHORS aWAY my boys, anchors away!\"",
    "volume" : 35
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"1 shot 2 shot, this is where the fun stops\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"when I find that little sonaboitch, Ima show 'em who's boss\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"IT BURNS!\"",
    "volume" : 60
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"So . . . itchy\"",
    "volume" : 25
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"!!Cleanse me in flames!!\"",
    "volume" : 60
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"You! Come here!\"",
    "volume" : 35
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"I'm dying for a leg of meat . . .\"",
    "volume" : 25
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"They told me it was safe, why would they lie to me?\"",
    "volume" : 15
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"Gonna get me a chainsaw, strap it to my arm.\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"Shop Smart, Shop S-MART!\"",
    "volume" : 35
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"THIS IS MY BOOMSTICK!!\"",
    "volume" : 60
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"Groovy\"",
    "volume" : 15
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"KLAATU -- BARADA -- NIKTO!\"",
    "volume" : 50
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"Shut your cumdumpster Private!\"",
    "volume" : 55
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"If wanted to kill people all you little idiots would be dead already!\"",
    "volume" : 40
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"Soldier Be Prepared, Prepared\"",
    "volume" : 40
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"Fight for our Cause\"",
    "volume" : 40
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"Die for our King!\"",
    "volume" : 40
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"Be Worth of our Cause!\"",
    "volume" : 40
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"This is all because those PINKOS at the megastore wouldn't sell good, honest citizens MACHINE RIFLES!\"",
    "volume" : 50
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"I just wanna go home now\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"So tired . . .\"",
    "volume" : 15
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_shotgun",
    "sound" : "\"Oink like a Piggy for me!\"",
    "volume" : 40
}

]

So far, the only critter I have set to parrot is the shotgun infected zombie. Mostly because I find it annoying from migos. I have to adjust the sound levels and perhaps frequency more, but its quite cusotmizable. Im open to suggestions on who says what, but I do want each critter to have a ā€˜themeā€™ if theyre going to say things. This guys has several army of darkness references, and a few song references.

Bruce Campbell died for our sins, and now heā€™s back to settle the debt.

2. Graphics

Would it be possible for the later iterations of your creeps to keep their initial sprites? I have only met ā€œhungry zombiesā€ but I take it as time goes by and zombies evolve, all of them revert to their ASCI form as the game cannot assign them new looks.

To be honest, Im so used to playing with ascii and even avoiding graphical packs I never considered them. I changed the creeper character to better differentiate it from the surrounding mess oif vines. And I try to give each critter their own color for the same reason. Ill look into it.

Hopefully, they can work simply by reconizing color/characters, and its a simple matter of asking them nicely to display multiple zombies as 1 sprite. Though that creates a problem insofar as you may have issues differeniating them, especially if they come at the same time (hungry Z can spawn at the same time as regular old Z, for example).

If so, I can just ask any tileset to use said sprites instead of the characters.

= = = = =

I thought about it for a bit last night, and a solution would be to try to get the mod into the mainstream game; prepackaged. IDK how to do that or the requirements. I wouldnā€™t mind other people contribuiting to this or a name change or anything, its more that from out here I have that much more freedom. Im less concerned about balance issues since I would like to think I do okay on that end. Im more concerned with how well this meshes with the flow of the core lore/development. I think my concept of these factions and the potential variability ofviable critters in the game are somewhat different than the core contribuitors is.

So I could ask around about that process too. On the plus side it means that it shouldnā€™t be made incompatible every time a new tag system is released.

Start by looking this over. Adding your mod should be as easy as forking the repository to your account on github, and then drag-dropping your mod into the data\mods folder in your repository and submitting a Pull Request.
Then the devs will look it over to assure it will work.

Mods donā€™t get the same kind of balance critique as core game modifications do. I wouldnā€™t be surprised if someone wanted to incorporate a lot of your changes into the core game though, like I said before triffids and mycus have needed some work for awhile.

P.S. Iā€™d really like to see some more mods included with the game, especially unique ones like yours, Iā€™ll help you in any way I can.

gaah! Its all so hardcoded! The only way to make ā€œspeciesā€ of ants is to make custom homes for them. Which isnt very random. This actually looks pretty fixable, however, in the code. Its literally looking like a copypaste, changing the groupname from ā€˜antsā€™ to ā€˜xantsā€™ and the overmaps id from anthill to xanthill.

So . . . meh. -.- itd be an easy enough change. idk how the game would handle code it doesnt use outside a mod though.

Its awful knowing enough to know I dont know enough

[spoiler=deagle furvivor]
[

{
    "type" : "speech",
    "speaker" : "mon_furvivor_deagle",
    "sound" : "\"An-CHORS a-WAY my boys, anchors away!\"",
    "volume" : 30
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_deagle",
    "sound" : "\"H-Hello?\"",
    "volume" : 15
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_deagle",
    "sound" : "\"Hey you!\"",
    "volume" : 30
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_deagle",
    "sound" : "\"1 shot 2 shot, this is where the fun stops\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_deagle",
    "sound" : "\"Shut your cumdumpster Private!\"",
    "volume" : 30
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_deagle",
    "sound" : "\"You got an eye problem?\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_deagle",
    "sound" : "\"I'll dance on your grave!\"",
    "volume" : 40
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_deagle",
    "sound" : "\"Broken Blue!\"",
    "volume" : 30
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_deagle",
    "sound" : "\"Its just chaffing!  A rash!\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_deagle",
    "sound" : "\"You think a 'sick pack' is going to fix this?!\"",
    "volume" : 15
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_deagle",
    "sound" : "\"Fuck this!\"",
    "volume" : 25
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_deagle",
    "sound" : "\"Shine, shine, shine, spit, spit, spit\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_deagle",
    "sound" : "\"I had a dog and his name was BLUUE!\"",
    "volume" : 40
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_deagle",
    "sound" : "\"This sound highly illegal!\"",
    "volume" : 15
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_deagle",
    "sound" : "\"Ohh, man, did you see the chunks fly off her skull?\"",
    "volume" : 15
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_deagle",
    "sound" : "\"One more remark like that and I'll show you who's got the power around here, 'Sir' . . .\"",
    "volume" : 10
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_deagle",
    "sound" : "\"aRRRGH, make the noises stop!\"",
    "volume" : 30
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_deagle",
    "sound" : "\"aRRRGHH!\"",
    "volume" : 40
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_deagle",
    "sound" : "\"No, I've already explained why that's bad.\"",
    "volume" : 15
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_deagle",
    "sound" : "\"Oh geez, my skin looks like a moldy peach\"",
    "volume" : 15
}

][/spoiler]

[

{
    "type" : "speech",
    "speaker" : "mon_furvivor_glock",
    "sound" : "\"H-Hello?\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_glock",
    "sound" : "\"I SEEE YOUUU\"",
    "volume" : 30
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_glock",
    "sound" : "\"It puts the lotion on the skin, or else it breaks the skin again.\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_glock",
    "sound" : "\"Urrgh, the world is spinning.\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_glock",
    "sound" : "\"Its not real, its not real, its all a bad dream.\"",
    "volume" : 15
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_glock",
    "sound" : "\"Hey!  Im looking for some butter.  Got any?\"",
    "volume" : 30
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_glock",
    "sound" : "\"Selling reloaded ammo, Cheap!\"",
    "volume" : 30
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_glock",
    "sound" : "\"I should have never gone hunting.  No money in it.  Gotta shoot me some people instead.\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_glock",
    "sound" : "\"No.  More.  Money.\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_glock",
    "sound" : "\"I had no choice.  Better that kid than me anyway, how would he have lived?\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_glock",
    "sound" : "\"Oil Rig?  Wayda think I am, stupid or somethin'?\"",
    "volume" : 15
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_glock",
    "sound" : "\"My head.  My pounding, aching head.\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_glock",
    "sound" : "\"QUIT.  YELLING!\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_glck",
    "sound" : "\"Fucking trees.  I ever say I hate trees, man?\"",
    "volume" : 15
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_glock",
    "sound" : "\"NO!  He sent you for me, didnt he?\"",
    "volume" : 30
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_glock",
    "sound" : "\"HELP US!!  How can you act like they don't exist?\"",
    "volume" : 35
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_glock",
    "sound" : "\"I shot it.  It died.  So why do I feel like its a part of me?\"",
    "volume" : 25
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_glock",
    "sound" : "\"Gonna get me some heavy action when I get back.  Man, they'll see.\"",
    "volume" : 15
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_glock",
    "sound" : "\"I AM DODAK BEESMASHER, SLAYER OF YOUR MOM, WHO VANISHED LIKE SMOKE UNDER MY WRATH!\"",
    "volume" : 45
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_glock",
    "sound" : "\"The cooker, I saw it eyeing me earlier.  Why doesn't it ever move?\"",
    "volume" : 25
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_glock",
    "sound" : "\"Libraries?  Fucks wrong with you??  Get back to work smoothing the stones.\"",
    "volume" : 25
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_glock",
    "sound" : "\"FUCK THE FREE WORLD\"",
    "volume" : 35
}

]

[

{
    "type" : "speech",
    "speaker" : "mon_furvivor_smg",
    "sound" : "\"Paco can run his own damn meth next time.  Im done.\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_smg",
    "sound" : "\"Weed, Meth, Coke n' crack, my pockets flowin' over out the back.\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_smg",
    "sound" : "\"Pew pew pewpewpew.  kneheheh\"",
    "volume" : 15
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_smg",
    "sound" : "\"Whaaaaaaarnm, Im an air-plane!\"",
    "volume" : 25
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_smg",
    "sound" : "\"'UZI' WHAT HAPPENS WHEN YOU MESS WITH ME?!!  HEHHeeehehHEE!\"",
    "volume" : 45
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_smg",
    "sound" : "\"I told her I'd give it back when I was donem but Noooo, we had to play it hardball.\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_smg",
    "sound" : "\"Ugh, cramps, oww\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_smg",
    "sound" : "\"This nature shit.  Ive got deerturds on my boots!\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_smg",
    "sound" : "\"You see how I lit up that zombie?  So many holes I made it look like one of them fountain statues\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_smg",
    "sound" : "\"Henheenugh\"",
    "volume" : 15
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_smg",
    "sound" : "\"OMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM-\"",
    "volume" : 25
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_smg",
    "sound" : "\"Never gonna stop.  Powpow\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_smg",
    "sound" : "\"I've found MYCU-lling in life.  Huehuehue\"",
    "volume" : 25
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_smg",
    "sound" : "\"I know you know I know you know I know you know I know\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_smg",
    "sound" : "\"Watching the bombs was fun, but getting into the action is for me.\"",
    "volume" : 15
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_smg",
    "sound" : "\"Why the fuck do all this dumb insects get gianted, but here I am; little old me with my compact gun.\"",
    "volume" : 20
},{
    "type" : "speech",
    "speaker" : "mon_furvivor_smg",
    "sound" : "\"I saw a gun running around with 2 megaman arms.  It was the trippiest shit ever.\"",
    "volume" : 15
}

]

-Fungal zombies now revive under the grounds that they are still blob, just subverted blobs. prisoners, if you will.

-Added the upgrades of animals to znimals.

-tweaked the spawn rate of acid-zoms to match the nerfed acid.

-Fugus animals nerfed at sites because why anmals, do you hang out? go be free and spread your goodness to the world!

[quote=ā€œpisskop, post:48, topic:11323ā€]gaah! Its all so hardcoded! The only way to make ā€œspeciesā€ of ants is to make custom homes for them. Which isnt very random. This actually looks pretty fixable, however, in the code. Its literally looking like a copypaste, changing the groupname from ā€˜antsā€™ to ā€˜xantsā€™ and the overmaps id from anthill to xanthill.

So . . . meh. -.- itd be an easy enough change. idk how the game would handle code it doesnt use outside a mod though.

Its awful knowing enough to know I dont know enough[/quote]

Iā€™ve seen kevin say several times heā€™s ok with code that only gets used by a particular mod. As long as you wrote it in such a way that it wouldnā€™t activate unless the mod was enabled, the code wouldnā€™t mind a bit. Iā€™m not sure of the syntax, but it sounds like an simple if statement would work for that. Iā€™m sure someone better at c++ could make it all elegant and pretty looking, but theyā€™d need to have the interest in doing so. Google and stack overflow are your friends. Ask for some advice in the toolbox (the labā€™s sub-board).

Updated

Not exactly bunches of new stuff. Some talking fixes, blobs nerfed and renerfed. End game zoms stop spitting out all the blobs, thought there is still some. :frowning:

I loved the concept of it though.

Still, Fungus tweaks, early game spawn tweaks based on my experience, and more. Also Im comfortable enough with the robutts to make them see 10 tiles at night.

I have looked over this mod and it looks really cool. I was just wondering if you would offer support for those who prefer to use blacklist mods for fungal monsters, acid monsters, ect. as well as support for those who like to play without zombie revivification. I would like to play this mod, but I very much prefer my CDDA experience to not have those things.

No Revive should work as is, since I changed all zombie, including fungals, to ā€˜zombieā€™ species.

as far as the others you mentioned:

-No Acid Zombies. Though the creeper hub still uses acid.
-No Fungals. This also romoves the wildlife fungal spawns, rare as they are.
-No Triffids. Removes fungal triffids too.

I tested them by creating a world, and they seemed to work, but I havenā€™t run through thoroghly. They can be found in the second tab [exclusions],
named PK - [mod]

The blacklist mods are relatively easy to do, so I dont mind doing more if people ask. Its gets harder when you want abilities removed, though.

A rare (even in endgame) ā€œblob herderā€ zombie would be cool.

Well, if I did it would be under the guise of a ā€˜fat zombieā€™ who would pull things into itself and use stacked blobsplits to splurge out 10+ blobs.

That function that makes blobs split up on death, it stacks like the one to create fungus spores on death. Although they seem to kill any ither blob they land on, so the max is 9 blobs if you were ranged.

So, Ive accepted that ants have several ā€˜peculiaritiesā€™ with ants that prevent me from adding multiple species of them.

  1. The random generator for anthills is hardcoded. That means that I have no way to make the game gen a copy of the anthill to give to ā€˜jack antsā€™ or whomever.
  2. The ants inside the hive are also hardcoded. They generate on their own, regardless of anything else.
  3. I dont have copies of ant hives. If I had some map tiles to work with I could make 2-3 base versions for some kind of variety, but otherwise the game will use the same exact layouts I give it. its a fairly time consuming task to create individual ant hills instead of moving on. Making new monsters or even learning and adding new items would be more time-efficient.
  4. I can just set ants to evolve. Might be the best solution. But this also means I need to use 1 type of ant or a mishmash of ants.

So with that in mind, a lot of the more outlandish ideas cant happen because they still need to be a somewhat cohesive unit.

since Ive broached the subject, Im considering what items I could add to the game to enhance the mobs Ive added. I dont really want ā€˜OPā€™ so much as ā€˜oh hey, thats neatā€™.

I did pop up a new version, but that was mostly fleshing out the blobs
Update?

Pisskop,

Iā€™am about to start a new game with your mod.

What spawn rate settings do you suggest? (So far I went with 2,5x but got obliterated by blobs as I had mentioned earlier).

Btw. keep up the good work!

[quote=ā€œSchDerGrosse, post:57, topic:11323ā€]Pisskop,

Iā€™am about to start a new game with your mod.

What spawn rate settings do you suggest? (So far I went with 2,5x but got obliterated by blobs as I had mentioned earlier).

Btw. keep up the good work![/quote]
Im using 1.5 rn, and .5 items, with wanderers and statics.

You can try 2.5 again. Small blobs will not split at all, the nadirs and hollows dont blobsplit, and I nerfed down the blob making of the lords.

Man, I donā€™t get less than 1.00 item spawns. I want something to FIGHT and something to LOOT!

Iā€™m on 2.5 monsters and 1.75 items.

I play with 2X item spawns and 50X monster spawns. Will this mod make cities more of a nightmare?