just dl it or simply copy the “overmap_freqloc” file over your current one.
Works like a charm, thanks!
This is what it’s like every time I encounter more than one zombie lord
Hello pisskop
i met some ant queens, they produce eggs and it looks liks new ants come out of it and also new queens.
But it also looks like somtimes fungus ants appear out of the eggs too. The queens are in constant battle versus the fungus ants. Are the fungus ants intended or a mistake ?
My version is a bit older.
Another Question: what does this special attack do [ “ANTQUEEN”, 3 ] ? is this her droping egg cooldown?
Is there a way to reduce the radioactivity of the areas that zombies have contaminated or mod in a item to absorb it into a item so that it can be dumps elsewhere? If not how do i edit out the added rads from poison clouds and such.
Found your optional mod for turning off radioactive zombies so I think I use that til i can figure out how to mod tool for reducing/moving added environment rads.
1:
fungus ants cannot appear from eggs. its hardcoded. i can swap the evo path from larval ants, jtbs
2:
cannot currently reduce background radioactivity
Hello pisskop
mon_ant_fungus is in the GROUP_ANT, this makes larvas from ant faction evolve into fungus faction, is this a mistake ?
It does. Ive fixed it just today by granting the larval ants a separate group evo
nice! thanks a lot for your fast answer.
Is it possible this change isnt on your github yet ? latest change on ant.json is 27 Nov.
yea. Ill do it before I close down for the night
kk.
ive noticed that since they fixed the inversion of the spawn packs packs of rabbits and crows are much more common. thought?
Manually removed the radiation added to the zombies til its possible for me to make a item to remove the added rads since can cause major issues with my npc minions (and before i even get them joined).
I thought PK reduced greatly the amount of Zeds generating rads? Because indeed, I’m playing with NPCs and that will be a trouble if they step into rads.
As for rabbits etc. packs, I confirm, I now see groups of dogs. What do you need as feedbacks?
Stahp.
Im not terribly interested in further reducing the amount of rads within a world.
Ive added some more industrial strength radaway into the spawn lists, made them edible by NPCs, and while I havent tested if an NPC will eat them on their own there is nothing stopping them from doing so, nor you giving them this stuff.
Mutations are a part of the apocalypse.
Radiation is a part of the apocalypse.
Not the only part, or even a large part, but a part. and given the type of weapons and warp hijinks going on in DDA its a relatively under-repped part.
I have nerfed the smokers rad emissions.
I would consider adding a special attack function to zombies that grant them small amounts of rads per strike, but I suspect people will be saddened by this.
Venomous creatures also inject small amounts of rads into you when they inject you with venom.
Ive been reducing the pack strengths of animals. And zombies.
I have much more work to do, but I hope to make it a touch more scarce. I want food to be a small concern, and 12 rabbits in the field isnt doing it.
Ive added rats to spawns in the city, and rats can attack zombies. Zombies mostly ignore rats. This means that there may be some rat attacks on zeds in the city itself, and thats fine with me.
Ive been playing with the game, testing out the spawns I do have. Im more or less fine with a lot of it. But finetuning cant hurt. For instance the wrough iron rod weapons is much heavier now, resulting in it being a less effective (slower) weapon.
Is it possible to slow down how fast the survivor burns away calcium in the json files?
nafaik. but looking cant hurt