Bandits Week One B41 Light Spawn Fix
Light Load Week One: Simple Spawn Fix
A lightweight tweak for Bandits Week One (Build 41) that makes spawning behave better and puts less strain on your PC.
What it does:
[list]
[*] Stops NPC populations from spiraling out of control
[*] Keeps the world feeling more populated nearby, without wasting resources far away
[*] Prevents zombies from instantly spawning in huge clumps right next to you when entering buildings
[*] Smoothly reintroduces zombies over time instead of dumping them all at once
NPC changes:
[*] NPC population now reacts to what actually happens in your game
[*] Fewer "infinite replacements" when NPCs die
[*] Local areas lose population as people die there
[*] The world gradually empties out based on your actions, not just a timer
[*] Small tweaks to NPC behavior/path-finding so that they survive a little bit longer, react more intelligently to danger and continue to behave normally even if they live much longer than expected
Why use it:
[*] Feels more natural
[*] Less immersion-breaking spawn behavior
[*] Better performance in longer sessions
[*] Still keeps intended population levels-- just handled more cleanly
Notes:
[*] Designed for [u]Build 41[/u] (re-uploaded Bandits Week One)
[*] Recommended (but not required):
[*] -> Disable "Final Solution event"
[*] -> Disable "Start with a babe" (this one is STRONGLY Recommended)
If you want to skip ahead to when things actually start happening:
[*] Press 8 -> step forward day-by-day (to EARLY part of outbreak)
[*] Press 9 -> jump to MIDDLE of outbreak
If you have a very large home base or want to switch to a new base location (so NPC civilians don't spawn there):
[*] Press 7 -> Sets current building as "home base" so that NPC civilians that are already there will de-spawn and no new NPC civilians spawn there in the future ([u]might need to press it several times in a row[/u] to ensure ALL NPCs there de-spawn)
Workshop ID: 3704132471
Mod ID: lightLoadWeekOne
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