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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 [/list]