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Thread: Zombie spawn

  1. #16
    Colony Founder Maharin's Avatar
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    Quote Originally Posted by Guppycur View Post
    That's what the xml.txt is; gazz's how to.
    Just taking a look at it again for the first time. It sure seems like it has a LOT more information in it now. I'm trying to remember when I looked at it last but I'm betting it was before A16 was released.

  2. #17
    Refugee Ryan666's Avatar
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    Thanks mate Iíll try that !

    - - - Updated - - -

    Thank you man , should try this !

  3. #18
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    Sleeping bag spawn protection

    Hello everyone,

    I am just wondering if sleeping bag protection against zombies spawning in an area applies for all of the sleeping bags you've placed or just your active (last one you placed) one. I dont mean sleeping bags in the same building but different buildings.

  4. #19
    Hunter ColdSteelRain's Avatar
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    Just the last one placed, as far as I know.

  5. #20
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    Zombie spawn prevention

    Wanted to stir the community a bit and pop up a rough question that was bugging me for a bit. Maybe the topic was already thought over and I'm sure everyone has their pros and cons on this idea, but i would like to hear everyone thoughts on the matter.

    So yeah, some kind of mechanic for preventing zombie spawns. This on itself would be game breaking, therefore i propose some restrictions:
    • The item (most likely an electric device or something) will have a specific radius and will prevent any zombie (sleeper or regular) from spawning in it after being placed. This doesn't include wandering hordes (which spawn way outside players range, but this could be discussed) or screamers spawning from high heat (a possible option to discuss is whether it lowers the generated heat).
    • Considering the influence of this mechanism, either it will have to be end game with high amounts of resources to be crafted or buy only from a trader with high enough trading and secret stash skills. I wouldn't expect a day 10 character to find or craft it, but in late game sure.
    • Bloodmoon hordes would be unaffected by this device. This is the crucial point, as only regular/sleeper spawns should be affected and bloodmoons should always be a threat. I know people can hide underground (although J.C.'s Channel videos prove that zombies still dig on the surface during bloodmoon) or high above the ground with range limiting the spawn of zombies. Still, not everyone does that.


    I know there are some ways to prevent zombie spawns like paving the ground with player made blocks (dunno if in A16 this still works), but that requires destroying and putting up a lot of blocks (done that at one playthrough). Even so, people tend to build bases (apart from wilderness flat areas) near roads, near pois or inside some, close to natural landscape cliffs (tough to defend against wandering zombies) and not far from water (water walking zombies are the worst).

    So... everywhere is dangerous unless you pave the ground with blocks?

  6. #21
    Community Moderator SylenThunder's Avatar
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    This thread again?

    Going to merge this with the one that has only been stale a few days. Try looking around a bit please.


    Paving the ground with player made blocks preventing spawns is a myth btw. Has been for a while. At least as far back as a10 that I can recall off the top of my head.

  7. #22
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    Quote Originally Posted by SylenThunder View Post
    This thread again?

    Going to merge this with the one that has only been stale a few days. Try looking around a bit please.


    Paving the ground with player made blocks preventing spawns is a myth btw. Has been for a while. At least as far back as a10 that I can recall off the top of my head.
    If i wanted to start a discussion on the matter of "what type of blocks prevent zombie spawns", i wouldn't find anything i haven't read already in the past year or more... I know most of the discussions about that and not looking for it really. (don't want to sound rude, just saying i read a lot)

    My point is to talk about a suggestion for TFP or any modders (although i don't know every mod there is to be sure someone didn't think of it already and implemented it) for creating a mechanic to not spawn mobs that is more accessible than the bedroll and more being and endgame thing. More than one bedroll allowing spawn block is beating around the bush instead of addressing the idea i had in mind.

    Has anyone checked out creating new blocks or modifying existing ones to prevent spawning?

  8. #23
    Scavenger DragonFyre's Avatar
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    Quote Originally Posted by Khulkhuum View Post
    If i wanted to start a discussion on the matter of "what type of blocks prevent zombie spawns", i wouldn't find anything i haven't read already in the past year or more... I know most of the discussions about that and not looking for it really. (don't want to sound rude, just saying i read a lot)

    My point is to talk about a suggestion for TFP or any modders (although i don't know every mod there is to be sure someone didn't think of it already and implemented it) for creating a mechanic to not spawn mobs that is more accessible than the bedroll and more being and endgame thing. More than one bedroll allowing spawn block is beating around the bush instead of addressing the idea i had in mind.

    Has anyone checked out creating new blocks or modifying existing ones to prevent spawning?
    Dude. The details for this are literally in the middle of the first page of this thread.

    Quote Originally Posted by Pille View Post
    Quote Originally Posted by Maharin View Post
    There are three blocks with CanMobsSpawnOn set to false by default. Two involving fertilizer and radiated ground.
    'Default' means the CanMobsSpawnOn property is not set in the blocks.xml. Therefore, only the terrain blocks do have CanMobsSpawnOn set to true. Otherwise we would observe strange spawns on top of streetlights, trees, plants, cars and other weird positions.

    From the xml.txt:

    <property name="CanMobsSpawnOn" value="true" />

    The default value for a block is now FALSE.

  9. #24
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    Dude, not really. The discussion was about blocks that prohibit spawn on them. In addition to this topic, SylenThunder mentioned that "Paving the ground with player made blocks preventing spawns is a myth btw." I would prefer one firm answer concerning that, although i'm more inclined towards the truth in XML, meaning that there are blocks that prevent it all (exclude sleepers in POIs, tried that myself).

    Secondly, my point was on blocks that prohibit spawn in a radius around them, like placed bedroll or beds with additional traits to them - not allowing even sleepers to spawn (like bedroll), lowering generated heat (spawning screamers), having high craft cost or powered by energy (generator bank or battery bank), not allowing wandering hordes to spawn nearby, but allowing bloodmoon hordes to generate.

  10. #25
    Nomad JCrook1028's Avatar
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    Quote Originally Posted by SylenThunder View Post
    This thread again?

    Going to merge this with the one that has only been stale a few days. Try looking around a bit please.


    Paving the ground with player made blocks preventing spawns is a myth btw. Has been for a while. At least as far back as a10 that I can recall off the top of my head.
    Yep, myth. Myth that once again in our latest world in Dying Lands worked like a charm. Built a pillar 50 surrounded base. Screamers spawn about 40 blocks away over the top of forges. As they approach us they scream and z's spawn in and out of our walls. Replace all ground in walls with brick. Voila, magically no more spawns inside the walls. If just once I see this myth not work I will agree it is such - still waiting to see it in any of my games tho...

  11. #26
    Tracker Kam R.'s Avatar
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    And I'm still saying it should just be the claim block preventing sleeper/random spawns. No need for any extra device and I don't think it should be hard to obtain as well, as basing in POIs is usually an early game thing.
    Or make it hard to craft, maybe even not craftable and only lootable, but at least always keep the first free claim you get when starting a new game, which will be enough for a small POI to start in.

    Whatever might be introduced in the game to make POIs usable again, most importantly it has to work while you're offline too.
    The bedroll works, but what good is it when I'm offline for a while, some other player passes my POI-base and sleepers spawn and wreck my place from the inside?

    Edit: Seems like we have the needed device already, at least for sleepers – https://7daystodie.com/forums/showth...l=1#post797785
    Last edited by Kam R.; 03-18-2018 at 10:10 AM.

  12. #27
    Zombie Hunter warmer's Avatar
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    Quote Originally Posted by OneArmedBandit View Post
    I have anothother thought in that matter:
    I know of course that in vanilla there should not be the possibility to put down more than one active bedroll regarding spawn-prevention. but can this be modded? can the property "zombie spawn prevention" be added to other blocks or items via xml? that would really help on our coop server where we have several small hideouts in different cities...any ideas/thoughts?
    I was just wondering about having something that had a negative effect on heat generation. That seems like you could easily code and item to do that if running a forge generates x heat, could you make an item that reduced the smoke and soot from the chimney and make the heat generated = .5x

    Going even further, an island surround by water should also have less heat generation due to the improbable horde wandering through the lake to you. Islands SHOULD have better defenses by their very geography, but correct me if I am wrong, they don't.

  13. #28
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    Quote Originally Posted by warmer View Post
    Islands SHOULD have better defenses by their very geography, but correct me if I am wrong, they don't.
    If anything, I find islands more difficult to defend because you can't see the zombies coming well when they're underwater.

    If you look at the zombie genre, some types of zombies avoid water or are no good in it, and other types of zombies will slog right across the bottom (or even swim a little) and still be attracted to the light and noise of the humans. 7 Days to Die just seems to be one of the latter, unfortunately.

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