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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.
@Cuguar are you running it through the Host option in-game? You can try enabling the mod at the main menu. This mod just uses the config facilities provided by the game so your issue is not specific to this mod
@ItsOklmAMedic this mod does not change audio, but I heard sprinter zombies got new sound effects in B42. Nothing as intense as you describe tho
So basically while I add the mod and save settings and go into server.lua I see that "random zombies" is added
},
BLTRandomZombies = {
},
}
Then while I start server this part is ereased from server config. What can cause this issue, have you seen anything similar @belette ?
Doesn't look like a mod compatibility - I've started fresh server to only test this and mod was removed from server config while server started.
Whenever I close server and go back to config everything related to random zombies config reset to default.
Is there any way to fix it?
Seems to be working OK though, I guess perhaps it also might not have full Bandits mod capability like yours. I wish the developers would add the full suite of customization to zombies like these mods. Hourly distinction, sprinter control, event/weather control, etc... Just natively.
And I get what you mean re: feature creep. Does make sense, especially if say X mod does 3 features, but the 3rd one "simply", thus causing conflict with one that does the 3rd option very well.