Cataclysm-BN
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"Prevent Zombie Revivification" mod does not take into account ferals.
Describe the bug
Ferals still must be pulped in order to prevent revivification, when the mod should disable it.
Steps To Reproduce
- Kill a feral with the mod on.
- Look at the little graphic displaying that the corpse is unsafe and will revive.
Screenshots
Versions and configuration
- OS: Windows
- OS Version: 10.0.19045.4170 (22H2)
- Game Version: 2a9f8cd [64-bit]
- Graphics Version: Tiles
- LAPI Version: 2
- Game Language: []
- Mods loaded: [ Bright Nights [bn], Disable NPC Needs [no_npc_food], Simplified Nutrition [novitamins], No Rail Stations [No_Rail_Stations], Prevent Zombie Revivication [no_reviving_zombies], Limit Fungal Growth [limit_fungal_growth], Magical Nights [MagicalNights], Stats Through Kills [stats_through_kills], Faster Stamina Regen [stamina_regen_buff], Stronger archery [bow_opness] ]
Additional context
No response
i noticed that it happens with the dinos too
Ah, the issue's root cause is, no revival is implemented this way:
{
"type": "monster_adjustment",
"species": "ZOMBIE",
"flag": { "name": "REVIVES", "value": false }
},
So we'd need to either:
- Figure out how to support monster adjustments being able to mess with the
zombify_into
property. - Or convert it into an external option and hardcode checks for that option into all relevant functions.
always thought the mob had to have the flag for the zombify to work
I would like to see a feature where non-zombies can still zombify, but Zs can't revive. E.g. dead NPCs, animals and human corpses spawned during mapgen can still turn undead, but existing Zs stay dead after you kill them without needing to pulp them.
I mean to be fair, it does what it does correctly, prevent zombies to revive. Ferals (and Dinos) aren't zombies, yet.
@chaosvolt Fixed when you merged https://github.com/cataclysmbnteam/Cataclysm-BN/pull/4708