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メイン PZWalkerSimBossFix V0.1.0 GameV3.0.0 V3.1 v0.1.0
更新履歴(changelog)
First release. Game V3.0.0 – V3.1. Built on the rebalance idea ProjectZ's own author posted on the ProjectZ Discord: don't scale the bosses down in place, **move them out of the small zombie night pools into the hostile-animal night pools**, which are 80–94% `none`. His file is additive and can't be dropped on a current install (it never removes the originals, and 3 of its 8 wasteland ops target groups that no longer exist), so this does the same thing against what ProjectZ ships today. - Removes ProjectZ's bosses from `ZombiesSnowNight`, `ZombiesDesertNight` and `ZombiesBurntForestNight` — those groups return to exactly their vanilla weights (1.90 / 1.60 / 1.20), taking them from 72.5% / 65.2% / 72.1% boss to **0%**. - Re-adds them to `EnemyAnimalsSnowNight`, `EnemyAnimalsDesertNight` and `EnemyAnimalsBurntForestNight` at BlackRabbit's own halved weights — **2.7% / 1.5% / 1.5%** of those pools (19.7% / 7.0% / 13.4% of non-`none` picks). - Trims `ZombiesWasteland` (day) 29.8% → **8.6%**, tighter than his pass, which left it at 18.2%. - Trims `ZombiesWastelandNight` 6.8% → **3.5%** using his numbers. - Leaves `ZombiesWastelandDowntown` (2.6%), `EnemyAnimalsForest` (0.4%), POI sleepers, blood moon waves and `ZombiesBoss` untouched. - Does not port `ZombiesWastelandNight2`, `ZombiesWastelandNightNoBears` or `ZombiesWastelandNight2NoBears` — no such groups exist in vanilla V3.0.0–V3.1 or ProjectZ 3.0. - `tools/validate_xml.py` merges vanilla + ProjectZ the way load order does, applies every op, and fails if any matches nothing or if a watched group is still over 25% boss of real spawns. `package.sh` runs it as the build step. Verified: 38/38 ops resolve and produce the shares above. Load-tested on a 3.0.1 dedicated server with the real ProjectZ pack. Not yet playtested in a live game.
メイン PZWalkerSimBossFix V0.2.0 GameV3.0.0 V3.1 v0.2.0
更新履歴(changelog)
Retarget: match ProjectZ's boss **rate**, not its boss share. Game V3.0.0 – V3.1. 0.1.0 fixed the biome night pools but aimed at the wrong number. Reading the vanilla spawner (`SpawnManagerBiomes`, `ChunkAreaBiomeSpawnData`) showed ProjectZ's boss *share* is already 19–25% of enemy spawns in those biomes — higher than WalkerSim's. What keeps it playable is throughput: `maxcount="1"` on a 1.1-day respawn, and `DecCount(_killed: true)` drops `maxCount` again when you kill one. That works out to **0.6–1.0 boss encounters per in-game day**. Since WalkerSim's throughput is one to two orders of magnitude higher, matching that rate means driving the share far *below* vanilla's, not up to it. 0.1.0 landed around 10× vanilla. Also found: WalkerSim assigns an agent's entity class **once** and reuses it on every respawn. The 30-in-game-minute reroll guard only fires when `agent.TimeToDie` is a real value, and it is `ulong.MaxValue` for anything that is not `EntityHuman`/`EntityZombieDog` — so for bosses it never fires. Boss agents accumulate and wander. Pine forest, with **zero** bosses in its day groups, measured the same boss density as snow at night, 99.5% of it classed in other biomes. This is also why day and night converge, and why no entitygroup edit can restore "daytime is safer". - Bosses now removed from `ZombiesWasteland` (day) as well — all four shared pools return to exact vanilla weights: **1.90 / 1.60 / 1.20 / 2.05**. - New dedicated groups `tehAonBossSnowNight`, `tehAonBossDesertNight`, `tehAonBossBurntForestNight`, `tehAonBossWastelandDay` — each totals 100, ~99.9% `none`, with ProjectZ's own relative weights preserved. Reached by new `Config/spawning.xml` entries that mirror the vanilla entry's `time` and POI tags. - **Fixes a regression in 0.1.0**: the hostile-animal night pools it used carry no POI tags, so bosses reached snow and desert **towns** at night, where vanilla ProjectZ has none (0% → 1.9% snow, 0% → 1.2% desert). Back to **0.00%**. - **Fixes a m…
MOD 解説
ProjectZサーバーでWalkerSim2を実行中ですか?夜になると、雪原、砂漠、焼け焦げた森がボス出現の「コンベアベルト」と化します――バイオームのスポーンプールの65~72%が、HP 30,000~240,000のボスに置き換わります。WalkerSimはデフォルトのバイオームスポナーを無効化し、
原文(英語)を表示
Running WalkerSim2 on a ProjectZ server? Snow, desert and burnt forest turn into boss conveyor belts at night — 65-72% of the biome spawn pool becomes 30,000-240,000 HP bosses. WalkerSim disables the vanilla biome spawner, removing the
導入前チェック(前提 / 競合 MOD)
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