It seems to be working for me but only for the ones that spawn in naturally (you can still manually spawn in that mob using the dev tools). I replaced the vulture in my game bc it destroys my base when I go AFK. I have a zombie-proof base because I built it on the edge of trader land by putting a moat around the trader then building off of the end of the trader island so they can not break the support bc it is trader land (saw it on youtube video a long time ago and its the only z proof base that will last forever). The stupid vultures kept breaking my farm on the roof while I went AFK inside waiting for crap to grow/smelt. if you are wondering about the video I am talking about that showed me the way to make the zombie proof base there is a link at the bottom. I just watched the video and made a similar base but my base is a bit longer (goes from 1 end of the moat to the other) making a base that is as long as the trader island (people have to go through my base to get to trader now) but you should not go any wider/taller unless you have modded the stability or you know what you are doing (I made my base have less levels so I could put a garden at the top and I have the workbenches inside as well obv). Anyway, here is the video mentioned above. https://www.youtube.com/watch?v=42KgFLzk9Qk
Hello. I have allot of modded creatures but would like to actually remove ALL vanilla Zombies. and I mean all. but NOT disable enemy spawns because then my custom Enemies do not spawn.
But e.g. the spider removal and screamer removal does not work in A18. I hope you look forward to this, cause with these screamers, i have no fun in this game!
EDIT: So, I tried to take the crawler mod and tried to replaced the "Crawler" with "Screamer", doesnt work. Maybe the Pimps changed those lines, related to the screamer? I dont know... Hate those screaming ....
EDIT 2: So I finally made it to disable those wander hores, which raided down my base. Just go to your config folder and go to your gamestage.xml. There you can set the Zombies per Gamestage per Horde!
I will look into each one to make sure they still work as intended. The Screamer mod file doesn't replace, it removes the scream that calls hordes, at least it is supposed to. I'll be checking on that as well. I'd have to see your xpaths to see how you are approaching it, I assume you are using the file provided for a start, but as far as I know the entity names have not changed so it may be how you are writing it. Yea sorry I don't have a mod for removing wandering hordes but I'm glad you were able to solve that!
Is it not working as intended anymore? Or do you mean to add more to the list? If it is not working please open a bug report and add a description of the issue.
Well I haven't played in a long time and I am pretty busy so I leave that to the users, usually they say something when they see something. Not all mods break on an update, I always look at comments and look for signs it is broken if I am not sure. Since there are none here I would take the chance and try it out, what have you got to lose? Anyhow, I'll update titles to A18 for the lazy.
I do try to keep up with the changelog each update but there are things they do not put in there that would likely be useful to modders, like keyword/reference changes in the xml "code". Recently "paraml" in entityclasses.xml changed to "data", things like that can break mods and are not mentioned in changlelogs (that I've seen).
If I had to take a guess I would say this mod works just fine, I made an assumption awhile back that nothing major involving entitygroups.xml would change in the future, so far they've only added coyote/mountain lion, which won't break the mods. We will see. Give it a try and let us know so it can be addressed if need be.
Can you create one to remove certain zombies? I dislike the cops. I enjoy the exploration but their puking and exploding destroying the POIs is getting annoying. I am ok with them on horde night. Just not any other time.
Hi, love this mod! The only Problem is, that the screamer horde removal doesn't seem to work for me... Is there a way to replace screamers as an alternative?
I did some testing, with my Plain Zombies mod which has the same xpath for No Screamer Hordes included, and didn't see any problems so I compared the xpaths (with this stand-alone version) and it turns out the beginning of the xpath for this version was missing the "/".
It has been fixed and should work correctly. Sorry about that! Thank you though for saying something, seems I made that error a couple times!
If however you would still like to replace the Screamer, I recommend downloading one of the other replacement files and just swapping out that zombie for the Screamer and your preferred replacement.
24 comments
https://www.youtube.com/watch?v=42KgFLzk9Qk
.... but in A18 some work, some not.
e.g. the crawler does work fine with A18.
But e.g. the spider removal and screamer removal does not work in A18. I hope you look forward to this, cause with these screamers, i have no fun in this game!
EDIT:
So, I tried to take the crawler mod and tried to replaced the "Crawler" with "Screamer", doesnt work.
Maybe the Pimps changed those lines, related to the screamer? I dont know... Hate those screaming ....
EDIT 2:
So I finally made it to disable those wander hores, which raided down my base.
Just go to your config folder and go to your gamestage.xml. There you can set the Zombies per Gamestage per Horde!
The Screamer mod file doesn't replace, it removes the scream that calls hordes, at least it is supposed to. I'll be checking on that as well.
I'd have to see your xpaths to see how you are approaching it, I assume you are using the file provided for a start, but as far as I know the entity names have not changed so it may be how you are writing it.
Yea sorry I don't have a mod for removing wandering hordes but I'm glad you were able to solve that!
short question, will you update this mod to A18?
Regards:
McJ
I do try to keep up with the changelog each update but there are things they do not put in there that would likely be useful to modders, like keyword/reference changes in the xml "code". Recently "paraml" in entityclasses.xml changed to "data", things like that can break mods and are not mentioned in changlelogs (that I've seen).
If I had to take a guess I would say this mod works just fine, I made an assumption awhile back that nothing major involving entitygroups.xml would change in the future, so far they've only added coyote/mountain lion, which won't break the mods. We will see. Give it a try and let us know so it can be addressed if need be.
The only Problem is, that the screamer horde removal doesn't seem to work for me... Is there a way to replace screamers as an alternative?
It has been fixed and should work correctly. Sorry about that! Thank you though for saying something, seems I made that error a couple times!
If however you would still like to replace the Screamer, I recommend downloading one of the other replacement files and just swapping out that zombie for the Screamer and your preferred replacement.
I'll use the upgraded file first. If it works, there's no need to replace the Screamer!
Thank you!