Secronom Zombies' Mod Thread

as if the worms weren’t annoying enough in real time…
now have to deal with in turn based

does anyone has an a idea of how the flesh propagates? , the readme text just says it does, but doesnt provide any info, i just found one and im hoping it isnt like those damn fungal towers >.>

thank you for the quick fix!

As of build 10620, the save won’t load due to:

I updated that file now :slight_smile:

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Amazing work as always :ok_hand:

Could it be possible to have Stable version of the mod? Latest version for latest experiment doesn’t seem to work on Stable 0.E.

I love this mod but I wanted to report that the new secronom update isn’t working properly. I’m getting error messages about grenades and a conversation option “Nope. Bye” with an NPC

Yeah, that’s a bug I didn’t noticed earlier.
It got fixed now, so just redownload the mod to apply the fix :+1:

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Downloaded the new update (06.05.2020 - version 1.9), still having the same issue as Ghost.

Update the mod now :wink:

Sorry for confusion :frowning:

Looks like https://github.com/CleverRaven/Cataclysm-DDA/commit/8fc0363ec3981e97991c59dd718456217a3b2d6b broke secronom in the latest experimental.

Edit: Was able to get around the errors by applying the following regexes to secro_event_trans_stats.json
“effect”: { “equals”: “(.+?)” }
“effect”: { “equals”: [ “efftype_id”, “\1” ] }

“victim_type”: { “equals”: “(.+?)” }
“victim_type”: { “equals”: [ “mtype_id”, “\1” ] }

“species”: { “equals”: “(.+?)” }
“species”: { “equals”: [ “species_id”, “\1” ] }

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It is fixed now, and thanks for reminding me about the bugfix :heart:

I read there is a Bleed bug. Anything new happening?

It’s not a bug in the game. The new bleeding mechanics replaced the function that the ‘BLEED’ flag used to do. So this flag was removed from monster definitions and no longer exists in the game. Mods that have not been updated will give errors when they have monster definitions that still have this flag. The mods just have to be fixed by removing the flag.

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Good to know, thanks =)

are these blank body thingies going to turn into something eldritch that needs purging or are they chill dudes? :sunglasses:

They won’t hurt you nor evolve into something dangerous. So yeah, they are chill :3

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shweet, ty
good mod thingy btw :3

Trying to start this mod with version 0.E-2 results in the following error message:

src/main_menu.cpp:1072 [bool main_menu::load_character_tab(bool)] Error: data/mods//secronom/Modification Files/secro_event_trans_stats.json: line 4:46: missing mandatory member “event_type”

{
“//”: “Specie kill counts.”,
“id”: “avatar_secronom_secrozed_1_kills”,
^
“type”: “event_transformation”,
“event_transformation”: “avatar_species_kills”,
“value_constraints”: { “species”: { “equals”: [ “species_id”, “SECROZED_1” ] } }

It seems that now each event has to have “event_type” member from the appropriate enum.