Releases: pardeike/Zombieland
Zombieland v1.16.9
Zombieland v1.16.9 fixes door opening:
- Fixed bug in avoidance on doors in walls to the right (don't ask)
- Improved door handling with zombies on the other side
Zombieland v1.16.8
Zombieland v1.16.8 fixes the errors with CommonSense mod and in general makes avoidance path calculations more safe. Electrical zombies are no longer avoided and will trigger a melee auto-attack to avoid endless shooting.
Zombieland v1.16.7
v1.16.7 fixes a potential NullReferenceException
Zombieland v1.16.6
v1.16.6 fixes some unexpected queuing with Combat Extended and a potential memory leak.
Zombieland v1.16.5
v1.16.5 introduces smart zombie avoidance that can be turned on/off per colonist. Also, zombie speed scales better with game speed.
Zombieland v1.16.4
v1.16.4 fixes a raging bug with certain configurations. Now zombies rage properly and you can control the rage level in the settings.
Zombieland v1.16.3
v1.16.3 introduces configurable zombie corpse desiccation and zombie extract amount. It also adds better help texts regarding usage of zombie serum.
Zombieland v1.16.2
Zombieland v1.16.2 adds an on/off button for each colonist that controls auto-hauling of zombie extract. It also increases the range when checking for active zombie threads when deciding to auto-haul zombie extract.
Zombieland v1.16.1
v1.16.1 fixes special zombie percentages and suppresses automatic hauling of zombie corpses
Zombieland v1.16.0
Zombieland v1.16.0 introduces zombie serum.
You can collect zombie extract in small amounts from dead zombies and refine it on a drugtable into zombie serum (requires 1x medicine too). The serum comes in qualities of 10% to 100% and they require different amounts of zombie extract. One potion of serum heals one zombie bite and the quality determines the failure risk when doing an operation on an infected colonist. Colonists that are scheduled to do doctor tasks automatically collect zombie extract if there are no zombies nearby but you can order them too.
Enjoy!