Zainstaluj Steam
zaloguj się
|
język
简体中文 (chiński uproszczony)
繁體中文 (chiński tradycyjny)
日本語 (japoński)
한국어 (koreański)
ไทย (tajski)
български (bułgarski)
Čeština (czeski)
Dansk (duński)
Deutsch (niemiecki)
English (angielski)
Español – España (hiszpański)
Español – Latinoamérica (hiszpański latynoamerykański)
Ελληνικά (grecki)
Français (francuski)
Italiano (włoski)
Bahasa Indonesia (indonezyjski)
Magyar (węgierski)
Nederlands (niderlandzki)
Norsk (norweski)
Português (portugalski – Portugalia)
Português – Brasil (portugalski brazylijski)
Română (rumuński)
Русский (rosyjski)
Suomi (fiński)
Svenska (szwedzki)
Türkçe (turecki)
Tiếng Việt (wietnamski)
Українська (ukraiński)
Zgłoś problem z tłumaczeniem
Note that this doesn't stop humans from spawning, just hooks up anthro survivors species automatically and allows editing spawn frequency by species*. To stop human spawn there's a separate process, but as a coarse solution you can add this line before the new script (it'll probably work):
Depending on whether you use normal or deceased skins, you'll get either holes in them or multiple skins overlapping on the same zombie. That's because normal skin allows holes, and deceased skin is a bandage so multiple can be worn. This here uses normal skins (so there's holes sometimes, it's usually not a big deal, and I find it less jarring than multiple different tails overlapping). I've been working for a while on sorting this out, but so far no luck.
*The code balances different skins of the same species so having a lot of skins on the same species doesn't makes it appear more often. But scalies are technically 8 different species so they appear extremely often without manually reducing their spawn chance. I also manually banned neon colored skins so my furry apocalypse doesn't look like deviantart front page.