[quote=“Pyrite, post:7495, topic:42”]I got a mission from an NPC to kill her zombie mom, which was supposedly in an area of the map I’d already cleared, in a house I’d cleaned out. When I go there, no zombie inside. I killed a few zombies wandering around in the area, but nothing changed.
So…
Anyone else having missions fail to spawn monsters? Should I keep looking? Did I already kill it? Would there be any indication that I had before talking to the NPC again?[/quote]
I’ve had the same problem. I’ve only tried to kill the zombie mom once, but it wasn’t anywhere to be found.
To be fair it was rather realistic (there’s quite a bit of copper inside a big electric motor), but too anti-fun easy mode.[/quote]
I can only say that i disagree with everything that reduces realism. Like this is an undesired change from my perspective.
I like challenge but i value imersion and realism higher.
If it bothers you a lot, you can think of it as the copper cable getting ripped apart and getting unusable. Those scraps of copper that fall around took enough of a hit to fly away like that.
No one PR’d a deconstruction recipe yet. Properly unwinding the wire could be worth much more, like 50 or so.
In the current experimental builds, does Static Spawn’s settings actually work? I read in a few threads it’s been broken for a while.
Does setting it to true or false cause ANY different behavior in zombie spawns? I’ve been setting Static Spawn to false and have not seen the grace period, and seen shocker brutes on day one.
KA101 said setting it to false (AKA Dynamic) “Forces the entire spawn pool into the city at one go.” Isn’t that what Static Spawn is?
static spawn work well
but dynamic not so much places now have pre set enemies (like firefighters in firehouse) what ignore dynamic spawn option
alslo i have no idea how dynamic spawn work with hordes but probaly horde ignore this setting too
dynamic spawn enemies when you make noise making them apear in wierd places like a bathroom without windows with one door what you just exited 2 turns ago (like in gta sa where police man can spawn inside dead end alley behimd your back) but hordes sometimes like to do things like that too
alslo static “Forces the entire spawn pool into the city at one go.” not dynamic
-If you’ve found the petrified eye finale and there’s a gas vent on your level, just take the eye, put on your gas mask, and lure the dark wyrms into the gas.
I just killed every single dark wyrm that came out of the walls by doing that.
[Also, be sure you actually HAVE a gas mask before you explore a mine. There will be poisonous gas vents.]
Do you guys that code for the game play without tiles? If I switch over from tiles to ASCII, would that help reduce the hurdle with the buildings .json? I decided to spend an hour or two today looking at the building .jsons but I find myself just getting a headache. Some of the terrain definitions boggle me - like I’m looking at the houses, and one of them has a lot of blank spots (which I had assumed would be floor) but then has several characters defined as floor, too, put in what to me seem like pretty random spots.
The building JSON files have their symbols literally defined right below them, meaning that each one can use whatever it wants to represent whatever it wants, as long as it lists what that is and is consistent about it. Multiple floor entries, etc. are most likely because they have different types of furniture on them. Just match the symbols with the definitions right below and you should be fine.
I dearly wish I could put a curtain on a heavy duty hatch. I’d like to use doors tougher than standard car doors, but not if it means everything can look in on me.
Seems manual aim of mounted weapons is a thing. All you need is a frame and the weapon installed on it, stand on it, and hit the fire key while unarmed.
Sweet zombie Jesus, I can now have a proper deployed M2 Browning the way it was meant to be used. <3
[quote=“Thwap, post:7519, topic:42”]So I’ve got the vehicle additions pack on.
Several things, the dragon turret for one, don’t seem to be installable under any circumstances.[/quote]
Have you tried on different tiles of the vehicle? Especially ones without solar panels or floodlights.
I just tried it in debug mode on a spawned vehicle and it worked just fine.