Please read the description page: Zombies will not attack blocks anymore, if they do manage it, (see Note) damage is 1 point per hit. (hardcoded minimum). NOTE: However, the zombies can still dig (hard coded) and when they stack up on top of each other they will dig down into a wall/door as well as punch up towards you, when player is close enough, and hit the walls.
It's been a while since I've played this game and a lot seems to have changed. Does anyone know if it's still possible to have zombies attack blocks as usual, but instead just do 0 damage to said blocks?
I feel like I remember mods that used to allow this, but I think it involved going through the list of all zombie entities and setting their fist damage (or whatever attack) to 0 block damage. I kind of prefer that, because it feels a bit weird just having them hover around the outside of my base rather than beating on it to try to get in if they notice me, but I've heard it may now be hardcoded to a minimum of 1.
Either way, I appreciate this mod as it's a good alternative to having to constantly deal with them breaking through things they have no business being able to break.
Yeah, I found you're other one earlier - I'll give it a shot. It's weird, though. I could've sworn that they just wouldn't hurt (at least harder) blocks at all when I used that before. But I could be wrong. Thanks!
Is this meant to work for the new Dire Wolves? I encoutered one a few minutes ago and it immediately started trying to tear down the fence I put between us.
Hello, do you know if it is possible to configure a mod so that animals do not cause damage to blocks like zombies do? I would also like to know if there would be a possibility of disabling damage to vehicles? Thanks.
Using this mod, animals will not attack blocks. If you are experiencing an animal damaging blocks please make sure it is not a part of another mod that adds or modifies animals. If another mod is not the cause I will take a look, I'll just need some more info on what animals are doing this. Please open a bug report for this so it can be tracked.
Disabling vehicle damage is outside the scope and purpose of this mod. Vehicle damage cannot be changed through xpath mods since it is hardcoded. A mod like that is outside my knowledge, I've not tinkered in that territory yet, and I may never. A quick Nexus search does pull up a mod that reduces it.
Thank you very much, I removed an animal mod that I had installed, it really solved the problem, thank you for your attention and congratulations on the mod.
Hello, would it be possible to make it so that zombies attack doors, windows and the things zombies sometimes are in when you are in a house? I love that they can not attack normal blocks, that is really good. But it would be nice if they still attacked something. So if id would be possible, could you maybe make a version that have the zombies attack doors, windows and the things that they are stuck in sometimes to scare the player, when the player are in a house. It would make them still a threat, which is good! It adds to the tension.
Could you theoretically give blocks an increase in health on top of that mod to essentially force the AI to target the doors/windows instead by making them the path of least resistance? They'll still attack blocks if there is no window or door ofc, but it'd give the same effect if the player isnt cheesing their base.
I get your thinking but it has implications and my mods aim to keep as much of the game stock as possible with the exception of what the mod accomplishes. Doing things this way increases mod compatibility and preserves the multiplayer aspect of the game.
Let's say we decrease door and window health instead of increasing block health. By doing this you would make it easier for players to also break doors/windows. Doing it how you suggest would affect how long it takes for players to destroy blocks, making building a bit more annoying. To over come that I would need to increase block damage to player/tools to bring that block damage back inline with stock values. This still means you will be doing more damage to doors/windows again because the health of those blocks didn't change. Then you have tiers of blocks/doors/windows, like wood and metal that would need to be tweaked accordingly, still causing changes to players damage against those blocks. So lets say you want them to be able to break wood doors more than metal so we increase metal door health and decrease wood. This again would change how the player interacts with these blocks making the wood doors easy to break and the metal ones much harder to break.
The point being, messing with block health changes things more than wanted or needed, making things further from stock than necessary. The proper approach here is to change the damage that zombies cause so there are no adverse changes to how the player interacts with the environment. Plus doing how you want means doors and windows of any type would always have to be weaker than any other block in the game, including wood. Having metal doors weaker than wood blocks is nonsense.
That being said, there is one thing I could do but it wouldn't exactly achieve what you are wanting. With changing zombie hand damage I could add a damage modifier with tags for "wood, earth, stone, and metal'. Thus making the zombies do less or more damage to earth, stone, wood, and metal. So in the end we are back to the fact that it depends on the material you are building with.
Example: You got a nice brick home, we create damage modifier for stone so they cannot do max damage to the brick but you have a wood door that they can do more damage to. In theory this would achieve what you want but if you are increasing your security you will really want a metal door on your brick house right? Well if we do that and we suppose zombies shouldn't be able to break down metal blocks so easily then we are still in a pickle because metal blocks and metal doors are still governed by the metal damage modifier which would mean the stone is the weaker block than the metal causing the zombies pathing to go for the weaker block, your stone/brick walls.
The only way to do what you want is to change the pathing code which cannot be done through xpath mods like mine. I've not ventured into that type of coding to even guess how easy or difficult that would be or if even possible. I get the logic that some people might want, including myself, but it is just not feasible through xpath mods.
I hope this informs everyone enough to stop asking because it is not possible in the strictest sense.
That being said, and more to vikke5700's point, there is one change I could make, not in any way having to do with what you suggest, but here it is anyhow. The zombie AI has 2 tasks that I removed, BreakBlock and DestroyArea. As I remember it, the DestroyArea task governs attacking closet doors and other random things sitting around the environment. It's been so long (6yrs) I am not sure of the exact things this task governs. I've not added it back into the mod because I've not heard enough suggestions/complaints on that front. Now, I don't have the time to narrow down exactly what DestroyArea governs due to other mods I am working on and life in general, so if anyone wants to find out for me and suggest I leave that in the game then that is great.
120 comments
Zombies will not attack blocks anymore, if they do manage it, (see Note) damage is 1 point per hit. (hardcoded minimum).
NOTE: However, the zombies can still dig (hard coded) and when they stack up on top of each other they will dig down into a wall/door as well as punch up towards you, when player is close enough, and hit the walls.
I feel like I remember mods that used to allow this, but I think it involved going through the list of all zombie entities and setting their fist damage (or whatever attack) to 0 block damage. I kind of prefer that, because it feels a bit weird just having them hover around the outside of my base rather than beating on it to try to get in if they notice me, but I've heard it may now be hardcoded to a minimum of 1.
Either way, I appreciate this mod as it's a good alternative to having to constantly deal with them breaking through things they have no business being able to break.
If you are experiencing an animal damaging blocks please make sure it is not a part of another mod that adds or modifies animals. If another mod is not the cause I will take a look, I'll just need some more info on what animals are doing this. Please open a bug report for this so it can be tracked.
Disabling vehicle damage is outside the scope and purpose of this mod. Vehicle damage cannot be changed through xpath mods since it is hardcoded. A mod like that is outside my knowledge, I've not tinkered in that territory yet, and I may never. A quick Nexus search does pull up a mod that reduces it.
Thanks!
I get your thinking but it has implications and my mods aim to keep as much of the game stock as possible with the exception of what the mod accomplishes. Doing things this way increases mod compatibility and preserves the multiplayer aspect of the game.
Let's say we decrease door and window health instead of increasing block health.
By doing this you would make it easier for players to also break doors/windows.
Doing it how you suggest would affect how long it takes for players to destroy blocks, making building a bit more annoying.
To over come that I would need to increase block damage to player/tools to bring that block damage back inline with stock values.
This still means you will be doing more damage to doors/windows again because the health of those blocks didn't change.
Then you have tiers of blocks/doors/windows, like wood and metal that would need to be tweaked accordingly, still causing changes to players damage against those blocks.
So lets say you want them to be able to break wood doors more than metal so we increase metal door health and decrease wood. This again would change how the player interacts with these blocks making the wood doors easy to break and the metal ones much harder to break.
The point being, messing with block health changes things more than wanted or needed, making things further from stock than necessary.
The proper approach here is to change the damage that zombies cause so there are no adverse changes to how the player interacts with the environment. Plus doing how you want means doors and windows of any type would always have to be weaker than any other block in the game, including wood. Having metal doors weaker than wood blocks is nonsense.
That being said, there is one thing I could do but it wouldn't exactly achieve what you are wanting. With changing zombie hand damage I could add a damage modifier with tags for "wood, earth, stone, and metal'. Thus making the zombies do less or more damage to earth, stone, wood, and metal.
So in the end we are back to the fact that it depends on the material you are building with.
Example:
You got a nice brick home, we create damage modifier for stone so they cannot do max damage to the brick but you have a wood door that they can do more damage to. In theory this would achieve what you want but if you are increasing your security you will really want a metal door on your brick house right? Well if we do that and we suppose zombies shouldn't be able to break down metal blocks so easily then we are still in a pickle because metal blocks and metal doors are still governed by the metal damage modifier which would mean the stone is the weaker block than the metal causing the zombies pathing to go for the weaker block, your stone/brick walls.
The only way to do what you want is to change the pathing code which cannot be done through xpath mods like mine. I've not ventured into that type of coding to even guess how easy or difficult that would be or if even possible. I get the logic that some people might want, including myself, but it is just not feasible through xpath mods.
I hope this informs everyone enough to stop asking because it is not possible in the strictest sense.
That being said, and more to vikke5700's point, there is one change I could make, not in any way having to do with what you suggest, but here it is anyhow.
The zombie AI has 2 tasks that I removed, BreakBlock and DestroyArea. As I remember it, the DestroyArea task governs attacking closet doors and other random things sitting around the environment. It's been so long (6yrs) I am not sure of the exact things this task governs. I've not added it back into the mod because I've not heard enough suggestions/complaints on that front. Now, I don't have the time to narrow down exactly what DestroyArea governs due to other mods I am working on and life in general, so if anyone wants to find out for me and suggest I leave that in the game then that is great.