Comments (5)
Would be way OP bc they would give you an endless supply
from zombieland.
Would be way OP bc they would give you an endless supply
i mean, they don't have to always have loot on them - there could be only a tiny chance of any loot being present in their inventories... could also be default OFF so people have to actually turn it on, if they like it xD
and what about making the bodies stay longer? (also as a setting)
edit: aah closed it so quickly without answering both questions D;
from zombieland.
Which would require me to enable:
- that you can select them
- the pawn selector
Selecting them when you have 500 or more of them will make selecting other things very difficult.
Selecting them and having the inspector show would require them to have all the normal properties a human pawn has. Which they don’t because I patched away most unused properties like inventory, mood, specific health details, background story, ageing, event log.
I could re-add that but it would make them much slower and consume a lot of memory.
To solve that, I would need to reduce the number of zombies substantially which would require me to make them smarter because a few dumb zombies stuck somewhere isn’t really appealing. Which would require me to make them intelligent like raiders. Basically reverting most zombie like behaviour that makes them unique. At that point, you could simply take any race mod and add a few zombie graphics to it and your done.
Doesn’t sound very appealing to me.
from zombieland.
Selecting them when you have 500 or more of them will make selecting other things very difficult.
i mean, they vanish quickly enough xD plus there's a drop-down menu I could re-add that but it would
make them much slower and consume a lot of memory.when you right-click things
oh... so back to the "technical issues" thing -- would this happen even optionally? (so you can turn that on and off via mod settings)
from zombieland.
At this point, a mod that is already very complex and allows for many configurable things becomes very difficult to maintain as I have to adapt half the code base to those changes that look like “just add an option” on the surface. After more than 1500 hours of coding, if I would simply add stuff people suggest, it would become this huge mess that does nothing perfect but only consist of features that some people like and others don’t.
Sorry, but after 35 years of professional software development I know that without a clean vision for a product, you end up with this incoherent mess. A good product requires to make sacrifices and a good vision will limit the number of features.
One of the principles I decided on early is to make zombies not like other pawns on the map. I suggest you use the other zombie mod. It even has zombie animals.
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Related Issues (20)
- Hi, no Z spawn HOT 1
- Problem with the gui due to incompatible mods HOT 2
- Zombieland creates insane amount of errors in player and player-prev documents HOT 4
- Tanky zombie does insane amount of dmg HOT 1
- Issue: Uninfected dead pawns become strong zombies anyway HOT 12
- Problems with 'What the hack'
- Humanlikes don't die?
- Support RimWorld version 1.4 HOT 2
- Improve extraction and double-tap with drafted pawns HOT 2
- Albino zombies being annoying as usual... HOT 2
- Zombieland Unable to use HOT 2
- Mod conflict with SOS2 & Zombieland causing CTD when beginning a save with "Derelict" scenario, or if you load a save that you launched a ship into space with. HOT 3
- NullReferenceException when putting babies somewhere safe. HOT 2
- Zombies Missing pawn textures HOT 1
- Please make it auto un-check the word "zombie" in every table in "Production" tab HOT 1
- VFE:M mechs having a gizmo error HOT 9
- "Zombies rage when the group gets too large" is not working
- An unintended way to erase contamination from the map HOT 1
- Error appears when I select an item that's being hauled by pawn (with contamination enabled) HOT 1
- Lots of errors appear when you try to open a zombie's health tab HOT 1
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