DeadSignal-1.0.1.zip
What's new
1.0.1
Fewer zombies. Nothing is removed and no mob type is gone - the world simply stops trying to load two hundred of them at once.
- The modded spawn weight is held at 256, down from 602. Five mods add
neoforge:add_spawnsbiome modifiers to the overworld monster pool, and their weights summed to 602 on top of vanilla's own - so more than half of every monster roll in the pack was a modded zombie, and several of them arrived in threes.ds_spawns.pyoverrides those modifiers fromkubejs/data/. Every mob type, every biome and every behaviour is untouched; only how often the game rolls them changes, and group spawns are capped at two. Scorched Guns' factions take the deepest cut - they were the heaviest single contributor at 250, and they are meant to read as somebody else's war happening nearby rather than as the background population. - Undead Nights keeps its weights, because the horde is what the pack is named around. Its separate mob pool is capped at 25 instead of 40; a wave is at most 15 mobs, so a horde night still arrives whole and only the pile that lingered afterwards is gone.
- ZAC's spawn multiplier is off (was 2). It multiplied every vanilla zombie spawn at the moment it happened, on top of - not inside - the weights above. That was decided when the pack was thinner; with 256 points of modded zombie weight it was redundant.
The three levers are independent and all in plain text: SCALE in
_pack_tools/ds_spawns.py, hordeMobsSpawnCap in
config/undeadnights-server.toml, and entityMultiplierRate in
config/zac-common.toml.
This mod has no additional files

