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feat: Monster Adjustment additions, documentation and new mod to disable zombify_into
#4708
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Ferals have Human species instead of Zombie. So this will apply it to them. There should probably be a way to just define species as "all" in the future.
We could make them separate mods, but most people disable it unilaterally anyway.
Based on what chaosvolt says, I do believe zombify_into is the problem with ferals rather than revives |
Autofix has formatted code style violation in this PR. I edit commits locally (e.g: git, github desktop) and want to keep autofix
I do not want the automated commit
If you don't do this, your following commits will be based on the old commit, and cause MERGE CONFLICT. |
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Yes, new changes have been done to accommodate that. |
zombify_into
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Code seems good though have yet to test it, but I'm wondering if we might prefer it to be rolled in with the general No Revivification mod instead of being its own thing? Both types of reanimation trigger the corpse being pulpable and displaying a tile icon, so UI-wise they're indistinguishable (hence why the inconsistency of them zombifying under the hood even with no-revive mod on wasn't noticed until after they became pulpable, as before they were doing the same thing under the hood without the player having a way to notice or counter it).
I think its okay for them to be separate mods. Running no revives but not no zombify implies that things get zombified once and don't get back up after you kill the zombie because too much damage was done to the body or brain, while running no zombify but not no revives implies that what you kill isn't infected with zombification and that's why it won't get back up. Running both naturally means you negate everything. |
Fair, either works. Player confusion may ensue but allowing the player to customize which competing feature they want to retain may also be desirable. |
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- Compiled and load-tested.
- Spawned in a normal world, confirmed that regular zeds and ferals both correctly showed as wanting to reanimate, needing to be pulped then no longer showing as such after pulping both.
- Loaded up a world with the new mod, confirmed that ferals correctly no longer show them as cruisin' for a bruisin' while a zed correctly still needs pulping.
- Did the inverse of this, confirmed that a world with no revives turned on still affects zeds but not ferals.
- Did a world with both on, as expected neither of them show as pulpable and renanimating.
- Tested a world with no-zombify and Dinomod, as expected it turns the feature off for a regular T. Rex but not a zombie one. Changing load order of mods also correctly doesn't affect this.
Purpose of change
Some players have expressed concerns over
zombify_into
leading to revivication like behaviour. Added a mod to disable it without overwriting all the monsters. Also the modding docs for monster adjustment was unsatisfactory, as it only recorded the REVIVE flag removal instead of noting all possible options you have with it.Describe the solution
Adds a special to
monster_adjustment
that emptieszombify_into
for selected species. Add an ALL species for filters.Add a mod that disables
zombify_into
called No Zombification.Describe alternatives you've considered
monster_adjustment
system that can work with more variables.Testing
Additional context
Checklist