Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
@Reanu Keeves @leotitanic Make sure the mod is enabled at the main menu. I updated the mod description to include that.
@HighClarity in general, the only guarantee about switching zombie types is that they won't change while they're in your "simulation radius" (which is in the order of 5x your vision radius). As soon as they move out of the sim radius, they can change type, mostly due to how the game recycles irrelevant zombies to make the new relevant ones.
In case anyone else is having the same problem:
For the sandbox configs to show, you have to have the mod enabled both for the server and in your mod browser.
Like in "Zambies"?
I tried to play with it, but crawler stun lock makes this mod completely broken.
But I am curious, does the mod override what transmission setting you have on zombie lore?
As in, will it always override transmission settings to default blood+saliva?
Since there's a config error, it will use the default config, which has 5% sprinters. The fact that you're seeing 100% sprinters makes me think that there's more going on, like another mod doing something.
Yet all damn zombies are sprinters, ALL OF THEM, everyone coming at me like crazy and made this mod load last
still affect zomboids senses?? Not sure if FAQ section refers to RZ sandbox options or vanilla's.