I have installed this on 19.6, but I can find no recipes & can't even find anything pertaining to it in the creative menu. Anybody else have this issue? ** Nvm. It was an error on my part. Have it up & running & love it!
i found them by reading the files. res pot: alchemy station -> 1 steroids, 1 blood bag, 5 boiled water table: workbench -> 100 iron, 250 rock, 50 wood, 15 iron pipe, 20 mechanical parts
my problem is that i dont see those recipes in game, and at my alchemy station and worbench i cant craft those, can only obtain them with cheats
You mention alchemy station.....so you are using the full Farmlife mod as well as this? cause Alchemy station is not part of this standalone. this one the potion should be available in Chemistry station.
Is there any way to add a little extra strengh to resurrected corpses, or propably a health recovery?
The cost with a steroid is pretty high to just have them loose 1 vs 1 against a normal zombie tbh, so i will most likely make use of the zombies as deco in my chemical lab base :D (like the zombies in the higashi pharmaceutical glass)
As guard they would need to be able to get back to their spawnpoint after a fight, otherwise they would get away more and more from your base since you cant tell them go back or something similar.
This mod gave me flashbacks from the underworld movie, where that one vampire had lycans as guards for his house :D
edit: i like the size too, with a big base you have problems filling the rooms with usefull stuff so big furniture is always welcome for me
thanks...good point on the steroids...as part of the Farmlife mode my cloning also uses steroids so I should probably make steroids more available or change the requirements. I do plan to make more varieties of Zombie possible to ressurect...so some stronger ones should become available.
Hiya, hope you don't mind some feedback - The zombie station is HUGE but really cool and well designed. Just need to find room for it! It would be good if it could be a bit more compact. The effects and the stages as they get created are well done, the electric charges set a Frankenstein theme really well, I like the way the resultant zombie appears from the floor plates! From there is is good-and-not-so good. Zombie slaves are slow to react after appearing. But mainly they do not follow me around. I am not sure if you can program or utilize any AI code to do that. After a while they make a Bee-line straight for the nearest zombie and it's on! They can draw other zombies to them, as well, which is cool. But that is about it, And if you have them anywhere near your Turrets, they get blow to shreds!!!!!!!! SOB, Is there any way to avoid that one? That really hurts because you have to be careful about where the zombie slave is deployed, usually away from any Turrets and away from safety. Otherwise really shows potential, I wish the zombie behaviour was a bit more "bot-like" I suppose, but impressive. Cheers! V
Thanks! Ya I like the size. This is to part of a much bigger Mod, 1st Farm Life Revisited and then Age of Oblivion (which will be an overahaul that includes FarmLife). These mods are heavy on Decor and Building so requiring more space is part of the equation. Also I personally like that more powerful stations to require more space, just a design preference. Wait till you see the size of my Auto Miner! IT would be great if the Zombies would move with you or even be able to roam around but not go too far but the AI wont allow it, it is either stand in place or wander and if you choose wander they will laterally wander off completely and never come back. Hopefully TFP adds in this type of AI action. I think I can fix the issue with Turrets...I will look into it.
i installed with Vortex. i worked but when i uninstalled it completly broke my game at a point i had to use Task manager to close my game, the red chat was flooding infinitly red codes. i dont trust this but i had to keep it installed cause if a remove it, i lost my 200 days game.
i hate when mod break my game. its sad cause the mod it well made exept this part.
if any of the components are placed in the game and then your remove mod it will cause errors...this is true for any mod that has new items/blocks/entities.
29 comments
Also have this problem. While the game does seem to load regardless, it's bit worrying to have console pop up everytime you load up a save.
** Nvm. It was an error on my part. Have it up & running & love it!
res pot: alchemy station -> 1 steroids, 1 blood bag, 5 boiled water
table: workbench -> 100 iron, 250 rock, 50 wood, 15 iron pipe, 20 mechanical parts
my problem is that i dont see those recipes in game, and at my alchemy station and worbench i cant craft those, can only obtain them with cheats
Is there any way to add a little extra strengh to resurrected corpses, or propably a health recovery?
The cost with a steroid is pretty high to just have them loose 1 vs 1 against a normal zombie tbh, so i will most likely make use of the zombies
as deco in my chemical lab base :D (like the zombies in the higashi pharmaceutical glass)
As guard they would need to be able to get back to their spawnpoint after a fight, otherwise they would get away more and more from your base since you cant tell them go back or something similar.
This mod gave me flashbacks from the underworld movie, where that one vampire had lycans as guards for his house :D
edit: i like the size too, with a big base you have problems filling the rooms with usefull stuff so big furniture is always welcome for me
The zombie station is HUGE but really cool and well designed. Just need to find room for it! It would be good if it could be a bit more compact.
The effects and the stages as they get created are well done, the electric charges set a Frankenstein theme really well,
I like the way the resultant zombie appears from the floor plates!
From there is is good-and-not-so good.
Zombie slaves are slow to react after appearing.
But mainly they do not follow me around.
I am not sure if you can program or utilize any AI code to do that.
After a while they make a Bee-line straight for the nearest zombie and it's on! They can draw other zombies to them, as well, which is cool.
But that is about it,
And if you have them anywhere near your Turrets, they get blow to shreds!!!!!!!! SOB, Is there any way to avoid that one? That really hurts because you have to be careful about where the zombie slave is deployed, usually away from any Turrets and away from safety.
Otherwise really shows potential, I wish the zombie behaviour was a bit more "bot-like" I suppose, but impressive.
Cheers!
V
IT would be great if the Zombies would move with you or even be able to roam around but not go too far but the AI wont allow it, it is either stand in place or wander and if you choose wander they will laterally wander off completely and never come back. Hopefully TFP adds in this type of AI action. I think I can fix the issue with Turrets...I will look into it.
i hate when mod break my game. its sad cause the mod it well made exept this part.