7 Days To Die

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me

Uploaded by

lion224

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About this mod

Disables zombie's ability to destroy blocks.

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Singleplayer Disable Zombie Block Damage

for Alpha 16 b129

Tired of having to build the same cheesy base just to exploit zombie AI into a pit? Tired of the meekest, weakest zombie smashing through your reinforced concrete bunker like it was paper mache with his godlike zombie hand? Tired of MOLE PEOPLE zombies burrowing through miles of solid rock and straight through mountains to seek you out with their zombie radar?

This simple .xml tweak may be what you are looking for.

(The info used to tweak these .xmls existed on the internet beforehand, I have only gathered it here perhaps to save some people some looking)

What it does:

- Remove zed's AI actions for breaking blocks and/or doors. This means they will be unable to path to you unless you want them to. I find this isn't as gamebreaking as you might think - hole yourself up in your base all you want, actually getting out is another thing entirely.

- Sets Zed hand damage to 1, meaning even if they somehow swing at you and hit a wall it will do neglible damage (can be set to 0 with optional files)

- Remove the zombie cop explosion's ability to break blocks (it still does damage to you)

Let me know if I missed anything, or if zombies still can break blocks somehow.

INSTALLATION:

Drag and drop the new entityclasses.xml and items.xml from the desired folder into 7 Days To Die/Data/Config (back up the originals if you want).

I do not know how to make this work if you want it on your server, so it is singleplayer only.

UPDATING IT FOR FUTURE BUILDS

You can replicate this tweak's effects for yourself. All you need to do is delete the appropriate AI actions in entityclasses.xml and set the block damage of the appropriate items in items.xml (the items that zombies use for their hands, and also the Explosion.BlockDamage values for all versions of the zombie cop in both entityclasses.xml and items.xml).

One important thing to remember though, when modifiying the entity classes:

<property name="AITask-1" value="BreakDoor"/>
<property name="AITask-2" value="BreakBlock"/>
<property name="AITask-3" value="Territorial"/>
<property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityPlayer"/>
<property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityNPC"/>
<property name="AITask-6" value="ApproachSpot"/>
<property name="AITask-7" value="Wander"/>

For example it will look like this. ^

When you delete the BreakDoor and BreakBlock actions...

<property name="AITask-1" value="Territorial"/>
<property name="AITask-2" value="ApproachAndAttackTarget" param1="EntityPlayer"/>
<property name="AITask-3" value="ApproachAndAttackTarget" param1="EntityNPC"/>
<property name="AITask-4" value="ApproachSpot"/>
<property name="AITask-5" value="Wander"/>

You need to renumber the AITasks appropriately, otherwise zombies will just stand still and do nothing. Barring any significant changes to the game engine, this should remain a valid way of making this effect.