Steam'i Yükleyin
giriş
|
dil
简体中文 (Basitleştirilmiş Çince)
繁體中文 (Geleneksel Çince)
日本語 (Japonca)
한국어 (Korece)
ไทย (Tayca)
Български (Bulgarca)
Čeština (Çekçe)
Dansk (Danca)
Deutsch (Almanca)
English (İngilizce)
Español - España (İspanyolca - İspanya)
Español - Latinoamérica (İspanyolca - Latin Amerika)
Ελληνικά (Yunanca)
Français (Fransızca)
Italiano (İtalyanca)
Bahasa Indonesia (Endonezce)
Magyar (Macarca)
Nederlands (Hollandaca)
Norsk (Norveççe)
Polski (Lehçe)
Português (Portekizce - Portekiz)
Português - Brasil (Portekizce - Brezilya)
Română (Rumence)
Русский (Rusça)
Suomi (Fince)
Svenska (İsveççe)
Tiếng Việt (Vietnamca)
Українська (Ukraynaca)
Bir çeviri sorunu bildirin
There is a update sandbox option that could help lowering it make it 50% faster to update nearby zombies.
All zombies, no matter their type, will begin sprinting at the same exact time. It will last sometimes for a second, other times it will last 5 seconds or more. Then all at the same time they'll go back to their normal speed based on their type. I have ferals, hulks, etc on the low side of population so they'll be mixed into the groups but when a crowd that I've got corralled all starts sprinting I have to pause the game asap, wait a moment, unpause, and sprint on the opposite direction hoping the crowd doesn't catch me.
This also happens when I pan the camera to my max distance, and I can observe zombies sprinting as their default movement, only to come back down to a normal speed when I approach.
I don't have any mods that are listed as incompatible so I'm unsure what the issue might be coming from; my only thought is that my mod list is fairly large so it might be a cpu/memory/resource issue?
I added vanilla traits and more traits support. In experimental
this has been fixed now it will only run it if zombie data is none exsistant