Survivalist: Invisible Strain

Survivalist: Invisible Strain

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SIS Zombies In Buildings
   
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Tags: IsMod
File Size
Posted
Updated
2.427 MB
12 May, 2024 @ 4:47pm
20 May, 2024 @ 10:31am
3 Change Notes ( view )

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SIS Zombies In Buildings

Description
What is this?
This mod makes it possible to be surprised by zombies when visiting buildings or vehicles. You can change whether it happens in visited and non-visited buildings, the chances for it to happen, the interval between which a surprise can happen, and more!

By the default behaviour, these events can happen in vehicles, visited and non-visited buildings. It won't happen in buildings that are marked as owned (either by other communities or by your own). It's also only enabled for the player character, although this can be changed.

Features
  • Get surprised by zombies in buildings or vehicles. This will kick you out, and spawn zombies as if they were following you outside.
  • Distinction between visited, non-visited and owned buildings. It's possible to think of owned buildings as "Cleared" which is why by default you won't be surprised when entering an owned building.
  • Change the probability for these events to happen.
  • Configure the number of zombies that can surprise you, depending if you're in a building or in a vehicle.
  • Can be enabled either only for the locally controlled character, or for everyone.

Settings
The settings file can be found inside the mods folder under "Settings_SISZIB.xml".
  • EnabledInVehicles. Whether it will happen when entering vehicles. (default true)
  • EnabledInOwnedBuildings. Whether it will happen when entering owned buildings. (default false)
  • EnabledInNonVisitedBuildings. Whether it will happen when non visited buildings. (default true)
  • EnabledInVisitedBuildings. Whether it will happen when entering visited buildings. (default true)
  • ChanceVehicle. Chance for it to happen in vehicles. Value between 0-1. (default 0.7)
  • ChanceNonVisitedBuildings. Chance for it to happen in non visited buildings. Value between 0-1. (default 0.6)
  • ChanceVisitedBuildings. Chance for it to happen in visited buildings. Value between 0-1. (default 0.2)
  • DisabledIfCrouching. Disable the surprises if the player enters the building while crouching. (default true)
  • IntervalBetweenSupriseInSeconds. The interval between which surprises can happen. Here, surprises won't happen if X seconds haven't passed since the last surprise. (default 60)
  • EnabledForPlayer. Enabled for the locally controlled character. (default true)
  • EnabledForPlayerCommunity. Enabled for the characters in the player's community. (default false)
  • EnabledForNPCs. Enabled for NPCs around the world. (default false)
  • MinZombiesInBuilding. Minimum number of zombies in buildings.
  • MaxZombiesInBuilding. Maximum number of zombies in buildings.
  • MinZombiesInVehicle. Minimum number of zombies in vehicles.
  • MaxZombiesInVehicle. Maximum number of zombies in vehicles.
  • ExcludedBuildings. List of excluded buildings where the mod is disabled.

Compatibility
Shouldn't have any incompatibility. Report any issues in the comments section!

Change Notes
  • Fixed weird bug with crafting. Had to do with how the mod avoids marking EnterableVehicles as investigated, to allow surprises in vehicles.

Credits
Erikem, Luo2430 and Bob!
11 Comments
lamemoirdesyeux 11 Jan @ 12:02am 
last part:

CharacterManager:Think () (at C:/Survivalist2/Assets/Scripts/Character/Character.cs:22683)
Session:DeterministicUpdate () (at C:/Survivalist2/Assets/Scripts/Game/Session.cs:1416)
Session:NonDeterministicFixedUpdate (InputFrame) (at C:/Survivalist2/Assets/Scripts/Game/Session.cs:1568)
GameImpl:FixedUpdate () (at C:/Survivalist2/Assets/Scripts/Game/GameImpl.cs:2351)
Launcher:FixedUpdate () (at C:/Survivalist2/Assets/Scripts/Game/Launcher.cs:155)

(Filename: C:/Survivalist2/Assets/Scripts/Story/SpawnPoint.cs Line: 253)
lamemoirdesyeux 11 Jan @ 12:01am 
second part:

Building:OnCharacterEnter (Character,bool,bool,Character) (at C:/Survivalist2/Assets/Scripts/Prop/Building.cs:483)
MoveToAndEnterBuilding:Update (Character,Goal) (at C:/Survivalist2/Assets/Scripts/Goal/EnterBuildingGoal.cs:397)
StateMachineGoal:CheckForSubGoalFinished (Character,Goal,bool) (at C:/Survivalist2/Assets/Scripts/Goal/Goal.cs:993)
StateMachineGoal:Update (Character,Goal) (at C:/Survivalist2/Assets/Scripts/Goal/Goal.cs:985)
ObeyLeaderGoal:Update (Character,Goal) (at C:/Survivalist2/Assets/Scripts/Goal/ObeyLeaderGoal.cs:258)
StateMachineGoal:CheckForSubGoalFinished (Character,Goal,bool) (at C:/Survivalist2/Assets/Scripts/Goal/Goal.cs:993)
PrioritiserGoal:Update (Character,Goal) (at C:/Survivalist2/Assets/Scripts/Goal/Goal.cs:1310)
SurvivorGoal:Update (Character,Goal) (at C:/Survivalist2/Assets/Scripts/Goal/SurvivorGoal.cs:177)
Character:Think () (at C:/Survivalist2/Assets/Scripts/Character/Character.cs:22252)
lamemoirdesyeux 10 Jan @ 11:59pm 
Well I need to report a bug. It happened when I tried to get inside vehicle and some random traders where at fight with zombies nearby. Here is the first part:

Assertion failed
UnityEngine.StackTraceUtility:ExtractStackTrace () (at C:/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Assert (bool)
AmbientEnemySpawnPoint:OnSpawned (Community) (at C:/Survivalist2/Assets/Scripts/Story/SpawnPoint.cs:253)
Character_OnEnterBuilding__Patch:Postfix (Character,Building,bool)
(wrapper dynamic-method) Character:Character.OnEnterBuilding_Patch1 (Character,Building,bool)
SweetCaptn  [author] 21 May, 2024 @ 10:30am 
Haha yeah, Bob has done an amazing job! And thank you Wish Granter ;)
darth_lame-o 20 May, 2024 @ 4:30pm 
This mod is a real game changer. I didn't think it was even possible to edit SIS mechanics to this degree. This adds a whole new level of tactical planning to the game, since situations which used to guarantee safety could now see you jumped by zombies instead.
Wish Granter 20 May, 2024 @ 10:58am 
Omg that was fast thank you so much.

Sadly my level 5 crafter has died in the 5 minutes it took you to fix it since I pulled him back to base and he got eaten.

But oh well there is plenty of fish in the sea.


If you need anything tested you can also hit me on it. Im also testing some stuff for bob when I come across stuff.

Its fine. Modders cant see everything these days. Also been modding for my 7 Days to die server and the stuff I broke by just adding one free space in a XML....

Please take this useless steam price for fast reaction times.
SweetCaptn  [author] 20 May, 2024 @ 10:33am 
Fixed! Thanks for reporting it, I'm definitely going to start dedicating more time to testing..
Wish Granter 20 May, 2024 @ 10:16am 
Just checked and you are sadly unable to remove mods from a running game.
If you find a fix let me know. Be sad to start a new run.
Wish Granter 20 May, 2024 @ 9:53am 
Hey there, have a critical Bug report.

When using this mod (full vanilla no other mods active); you are unable to craft anything anymore.

I have 5 crafting, shoes, string and cloth and cannot do anything at the workbench.
Cannot even make a spiked bat.
The game keeps teling me "find more resources or develope your crafting skill".


All crafting options are gone. Effectivily breaking the game.
All other workstations are without function too.

Using your other mods this does not occur.
Using my 9 other mods (4 other ones by you, harmony, baclava with hats, more storage, ask, trader reborn) it works just fine.

This mod causes this werid behaviour, making me unable to effectively progress anymore (cannot make coal/ ammo/ etc).
I have not found a way to remove a mod from a savegame as of yet.
May you have a look into this?

I attempted adding it to a savegame and it happens only to new build/ spawned crafting stations.
I have no idea what might be causing it.