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ZIP

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ziper777

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11 comments

  1. queria
    queria
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    Seems this can do it as for the 'proper' xpath patching mod (no need to overwrite file, no need to modify all zombie entries).
    # Mods/ZombieCorpsesDespawner/Config/entityclasses.xml
    <configs>
            <append xpath="/entity_classes/entity_class[starts-with(@name, 'zombie')]" >
                <property name="TimeStayAfterDeath" value="5" />
            </append>
    </configs>


    In case some should be excluded (have longer decay etc) i would use something like:

    <setattribute xpath="/ent.../entity_class[@name='zombieToOverride']/property[@name='TimeStayAfterDeath']" name="value">300</setattribute>
    1. Tenoz
      Tenoz
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      Yeah I noticed this was replacing the original entityclasses.xml file and immediately backed off.  An xml patch should be how all xml mods are released for this game.  You should release your version of this as a mod so that people can download it though it isn't too hard to just make it with what you have here either, good work.
  2. SFToon
    SFToon
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    Really good idea in general regardless of the need to reduce lag ...
    Z's corpses are completely useless once they hit the ground.

    By popular demand I will do this mod with 10sec de-spawn - easy to change for anyone who wants it.
    Simple copy-paste from macgyver's code will work just fine. And I don't like increased XP - so without it.
    For those who are unable to do it or are simply to lazy :p
  3. macgyver16502
    macgyver16502
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    Please consider changing your mod (with an appropriate folder structure) to the following - it should accomplish the same result and not be overwritten by 7DTD updates:

    <?xml version="1.0" encoding="utf-8"?>
    <entity_classes>
        <append xpath="/entity_classes/entity_class[@name='zombieTemplateMale']">
            <property name="TimeStayAfterDeath" value="5"/>
            <property name="ExperienceGain" value="500"/><!-- XP grunt -->
            <property name="DeadBodyHitPoints" value="1"/> <!-- For harvesting or resisting corpse destruction --> <!-- to adjust corpse destruction speed for the non-harvest zombie corpses. This property does not extend. -->
        </append>
    </entity_classes>
    1. OrpheusNexus
      OrpheusNexus
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      I don't wanna sound ungrateful or anything but...can't you do a proper mod? It seems ziper isn't interested in fixing it and well...it's a free world...so you (or anyone else with the proper knowledge) should be able to make a different mod even if it "copies" this one's idea, am I right?
      Your mods are good and apparently you already know how to fix it so...pretty please?
      Thanks.
  4. lordderryth
    lordderryth
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    This is just an xml file and reading from the comments, it will be wiped.  I will hold off on this until a proper way of installing is fixed.  
    1. slyrouth
      slyrouth
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      I'm glad I read this before installing. I look forward to when this is a proper installable mod b/c corpse piles do need to decompose quicker in this game hahaha!
  5. Lydhe
    Lydhe
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    Hello I just want to know if it's server side only ? or every players on my server need to download and install the file also on the client side ?

    Thanks.

    Nvm it's server side apparently, thanks for this mod, my friends and I don't have any more fps drops in the Skyscrapers, and the blood moon are more fun to do without the lags.
    1. Cronosus
      Cronosus
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      zombies are kept on server, so it should work fine even on server side.
  6. qwertyuikolpssss
    qwertyuikolpssss
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    SERVER SIDE>??"???!
  7. buziaczek
    buziaczek
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    In my case, the fps remain the same, but the lags have decreased. I do not think that dead zombies have any impact on performance. Buildings read more.