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Zombies are flagged to 'no revive' if the Dark Days of the Dead is played in the same instance (without exiting the game completely) as another world without the mod installed, then they do not revive when they should. When the game is closed out and launched again, the normal flags return, resulting in all the zombies reviving at once if one believed that they did not have to pulp or butcher. Could not pulp at the time, would only smash the items and terrain the zombie was on. Had played six days in game with no reviving zombies, only to have them revive after I launched an entirely new instance of Cata.
Steps To Reproduce
Created a world with Dark days of the Dead. Saved it and left.
Hopped into other world, unpupled/butchered corpses were white designating no revive. Did not revive.
Exited game.
Hopped into second world, Zombies started reviving in droves. Left world.
Played Dark Days of the Dead world. Saved and Left.
Hopped into second world. Zombie reviving halted and other body piles of the same approximate age did not revive (over 5 days dead).
Expected behavior
Worlds would be self-contained, where mods would not carry over from one world to the next if played in the same instance of cataclysm. I.e. I would have had reviving zombies on day 1 of the second world and I would have pulped them all before they started to mass revive in droves. Thought that perhaps the mi-go guard was damaging the zombies enough to make reviving a non-issue.
Screenshots
Versions and configuration
Cannot find debug.log
Raspbian Buster
0.D-13145-g9984a789b9
Terminal
English
Mods loaded:
-World 1: Dark Days Ahead, Disable NPC Needs, Stats through Kills, Stats Through Skills, Dark Days of the Dead
-World 2: Dark Days Ahead, Disable NPC Needs, Stats through Kills, Stats Through Skills,
Additional context
The text was updated successfully, but these errors were encountered:
Describe the bug
Zombies are flagged to 'no revive' if the Dark Days of the Dead is played in the same instance (without exiting the game completely) as another world without the mod installed, then they do not revive when they should. When the game is closed out and launched again, the normal flags return, resulting in all the zombies reviving at once if one believed that they did not have to pulp or butcher. Could not pulp at the time, would only smash the items and terrain the zombie was on. Had played six days in game with no reviving zombies, only to have them revive after I launched an entirely new instance of Cata.
Steps To Reproduce
Created a world with Dark days of the Dead. Saved it and left.
Hopped into other world, unpupled/butchered corpses were white designating no revive. Did not revive.
Exited game.
Hopped into second world, Zombies started reviving in droves. Left world.
Played Dark Days of the Dead world. Saved and Left.
Hopped into second world. Zombie reviving halted and other body piles of the same approximate age did not revive (over 5 days dead).
Expected behavior
Worlds would be self-contained, where mods would not carry over from one world to the next if played in the same instance of cataclysm. I.e. I would have had reviving zombies on day 1 of the second world and I would have pulped them all before they started to mass revive in droves. Thought that perhaps the mi-go guard was damaging the zombies enough to make reviving a non-issue.
Screenshots
Versions and configuration
Cannot find debug.log
Raspbian Buster
0.D-13145-g9984a789b9
Terminal
English
Mods loaded:
-World 1: Dark Days Ahead, Disable NPC Needs, Stats through Kills, Stats Through Skills, Dark Days of the Dead
-World 2: Dark Days Ahead, Disable NPC Needs, Stats through Kills, Stats Through Skills,
Additional context
The text was updated successfully, but these errors were encountered: