Project Zomboid

Project Zomboid

[B42/B41] Bandits NPC (v2)
Ol' Crispy Aug 23, 2024 @ 5:20pm
Puff's Bandit Journal
SUP! I love this mod. This mod basically makes the game for me because just zombies is kinda boring I M O. So I will post here basically a journal of what I am doing with the mod settings on my server, things I observe, likes, dislikes ETC. Hopefully this will help you guys as you're constantly developing it. I know the mod changes QUICKLY and my friends and I are playing on my dedi every day so I will try to update here at least once every day/ every other day.

--------------------------
Mods currently in use that I think interact with bandits (probably have others)

- AuthenticZ
- Weapon condition indicator (yes the error spammer, unfortunately you know when bandits are near when it starts spitting errors)
- Horde night (more on this later)
- Brita's packs
- Arsenal gunfighter
- Mad zombie loot???
- melee weapon overhaull
- RV interiors?????

--------------------------

8/22

I have 8 or 9 bandit clans enabled. They can start spawning on day 1 with 5 people.. I have all but one set to "wanderer" with a 2% chance to spawn. So with 3-4 people playing together that seems to end up being a decent amount of wanderers on the map. All of them are set to spawn with NO GUNS except the one friendly police force that helps us out occasionally. The only clans I am using ATM are:

Desperate citizens
psychos (turning these guys off maybe there will be less chainsaws)
inmates
cannibals
criminals
police

I have bandit defenders and bandit camps spawn set to 0% because our last save got weirdly cluttered with every building in rosewood colonized by bandits and WAY WAY WAY Too much food spawning in the containers, so we felt like getting food was way to easy. Like, we had 100 butter and cheese at one point, I had to throw it out because i felt like we were cheating lol.

I set bandit camps to 0% spawn because one spawned behind our house and deleted half our (pre-existing) wall we were relying on for some defense. I love the Idea of those camps though.

Car jacking/stripping disabled.

Break down doors disabled (we got sick of rebuilding our outer door and having to find doorknob with lock) But unfortunately this means bandit will sit at a door in town bashing on it , unable to get through. Is it possible to make it "bandits cannot break down safe house door" ??? Or perhaps have bandits ignore doors and go for windows? Or have them realize the door isn't gonna break after X time and try another route?

I give bandits infinite stamina which helps them get in range to melee attack without stopping to huff and puff all the time.

Bandits can't destroy player structures. CAN smash windows, CANremove planks/sheets.

Bandits do not trigger temp panic, bandit marker is OFF.

I assume bandit sound volume is the little sound they make when they're spawning like tire screeching, helicopter etc? Turning that off. I don't want any notification that bandits are around, but unfortunately the weapon condition mod shoots out errors when they're around :[

I had them set to "occasional marksmen" for the police to be fairly accurate in our game, but I'm not sure if this also effects melee accuracy? So I set it back to stormtrooper for now. In our last game where bandits had guns, we were always riddled with bullets even with stormtrooper accuracy. But then again we always increased their spawn number lol so...yea


----------------------------------------------------

MELEE FEEDBACK

In this fresh start I wanted to pretend like the knox virus doesn't zombify everyone, some people just went ♥♥♥♥♥♥♥ crazy because of it, but became too stupid to use guns.

So because we have the bandits set to use melee weapons only, I noticed some things:

1. They can sorta glitch out when you face them and stutter step in one spot close to the player, but as soon as you turn around they properly run up to you. This doesnt happen ALL the time... gotta test more? maybe its already fixed.

2. Their melee attacks are STRONG. One guy ran up to me and wacked me twice and I was a gonner with somewhat good defense leather padded armor on. I kinda wish their attacks would injure more, maybe even lop limbs off, rather than straight up dunking huge amounts of HP so quickly so there's some time to fight back, maybe take on 2 or 3 of them at a time melee vs melee. They also seems to attack very quickly, and #4 adds to their deadliness melee v melee. Perhaps its some of the weapons from mods that I have that are doing too much damage? I know there are some really strong machetes.

3. They are very, very fast. This is very scary. I'm not sure how to feel about it right now. I kinda wish they were slightly slower.

4. Sometimes they don't seem to give a ♥♥♥♥ about being attacked or shoved and don't stagger at all, so fighting them melee vs melee is super scary. Gotta observe more on this and test things.

5. Spear seems to be my best option against them because of the reach.

6. CHAINSAWS from AuthenticZ ? Man I hate these things coz of the sound effect. The bandits will spawn and the chainsaw effect will stay on, glitched in the spot they spawned at. It is SO ♥♥♥♥♥♥ LOUD lmao. Sometimes it clears itself when you stick around where the noise is loudest for a bit, but often we have to quit the server to get it to stop. I wish i knew modding I would go in and delete that damn sound. My personal request here is if you can disable the chainsaw spawning with the bandits that'd be amazing, even though its kinda cool :\

-----------------------------

OTHER MODS AND CONFLICTS/INTERACTIONS

So about the HORDE NIGHT mod. I think there's an interesting interaction between bandits and horde night. When the horde night spawns it seems to also drag any wanderers in the area to where the horde is aggroing as well, which makes the horde night extra SPICY. Not a bad thing really, it's kinda like the bandits are sensing an opportunity to attack, but maybe get ♥♥♥♥♥♥ up by the horde as well.

However, I am concerned there are conflicts with these two mods???

Also concerned about bad interactions with RV interiors. I presume bandits will spawn around the player still even when inside RV interior, which is technically another part of the map? Will they come mess with the hidden structures around the RVs like the rain barrels n stuff I wonder? Guess we'll find out, we just started using the mod.

---------------------------

Is it possible to give the bandits some footsteps sounds? There is basically no indication they're anywhere near you from their actual body it seems. Zombies will at least groan a bit. I just really wish there were some faint footsteps or something that helped hear them if you're paying attention. Maybe hearing them better if your character has the hearing boost trait.
Last edited by Ol' Crispy; Aug 23, 2024 @ 5:53pm
Showing 1-6 of 6 comments
Slayer  [developer] Aug 24, 2024 @ 6:14am 
It was fun to read. Valuable insights. Couple of quick comments. Weapon Condition Indicator gives error when bandits equip flashlights. You can disable flashlights.

The options for bandits not to destroy things may not work so good. Game forces them to destroy things anyway. This options work in single player much better tho.

Rv they will not spawn near rv. And I mean when you are inside.
IronLungs Aug 25, 2024 @ 9:29pm 
Originally posted by Slayer:
Weapon Condition Indicator gives error when bandits equip flashlights. You can disable flashlights.

if so then no other errors between the two? that'd be amazing
IronLungs Aug 26, 2024 @ 12:42pm 
reporting back this is not the only conflict it appears. oh well still worth dropping one mod for another in this case.
Ol' Crispy Sep 8, 2024 @ 7:05pm 
Firstly, a little story and then down to business.

3 buddies and I decided to start an game with the insurgent mod. We set our spawn to the mall in Louisville. We installed the cryogenic mod so It's basically -60F outside all the time with constant snow and blizzards. We're playing it as if we are a paramilitary group that had an objective in Louisville that we accomplished, but because of this sudden ice-age like conditions, our extraction plans did not go so well. We received transmission that there is a new extraction planned but is all the way across the map in Raven Creek, and there are no cars available for us to use.

So the entire journey is by foot with bandits harrassing us pretty constantly. We never know what kind of bandit group we will run into or when. Horde Night mod, and decent amount of zombies but not too much. We have fatigue/sleep system enabled. YIKES. Our squad already has casualties before we are halfway through louisville. I died to hypothermia because my friend dead serious said "no you can't die dont worry it just leaves you at like 1 HP" lmao, WRONG. PILE ON THOSE LAYERS and rest by a campfire for a bit here and there.

2 friends logged out leaving us with only 2 squaddies in game. I basically have the bandits tuned for 4 people lol. So yea we had a "Left 4 Dead" type situation where we were in this store a bit too long greed looting ammo from other dead bandits and suddenly found ourselves overwhelmed by some military banditos who attacked us from two directions. I somehow survived but while stitching my wound some religious zealot cannibal dudes came at me and I couldn't put them down lmao. GG.

We are allowed respawns but we haven't quite figured out how we wanna do it, maybe a "ticket" system like a battlefield game where our squad can only take so many deaths before we "lose" the run. I wish there was a feature where we could spawn on top of eachother so we can replace losses faster. I suppose we could use a "Safehouse" as a checkpoint and have to back track to pick up new members joining.

---------------------------------------------------

Trying out the "Improved projectile" mod instead of "advanced trajectory realistic overhaul" Getting a bunch of error spams that includes some bandits stuff so I thought I'd throw it here. I rather like the improved projectile mod, it has some interesting features, smaller projectiles so more difficult shots,works better when standing in hallways or near walls, ammo counter on crosshair, etc... but if it's gonna fuss too much with my precious bandits mod i'll just go back to ATRO.

function: initCurrInfo -- file: ImprovedProjectile_02_init.lua line # 155 | MOD: Improved Projectile Z
Callframe at: setPrimaryHandItem
function: Banditize -- file: BanditUpdate.lua line # 146 | MOD: Bandits
function: OnBanditUpdate -- file: BanditUpdate.lua line # 1067 | MOD: Bandits
java.lang.RuntimeException: Object tried to call nil in initCurrInfo
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:973)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:64)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:134)
at zombie.characters.IsoGameCharacter.setPrimaryHandItem(IsoGameCharacter.java:2959)
at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.base/java.lang.reflect.Method.invoke(Unknown Source)
at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188)
at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1007)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:64)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:92)
at zombie.characters.IsoZombie.updateInternal(IsoZombie.java:2342)
at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83)
at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230)
at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26)
at zombie.util.Lambda.capture(Lambda.java:130)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81)
at zombie.characters.IsoZombie.update(IsoZombie.java:2219)
at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:79)
at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:159)
at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:2955)
at zombie.iso.IsoCell.updateInternal(IsoCell.java:5750)
at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83)
at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230)
at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26)
at zombie.util.Lambda.capture(Lambda.java:130)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81)
at zombie.iso.IsoCell.update(IsoCell.java:5696)
at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3499)
at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83)
at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230)
at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26)
at zombie.util.Lambda.capture(Lambda.java:130)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81)
at zombie.iso.IsoWorld.update(IsoWorld.java:3427)
at zombie.gameStates.IngameState.updateInternal(IngameState.java:1617)
at zombie.gameStates.IngameState.update(IngameState.java:1333)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
at zombie.GameWindow.logic(GameWindow.java:298)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.GameWindow.frameStep(GameWindow.java:765)
at zombie.GameWindow.run_ez(GameWindow.java:681)
at zombie.GameWindow.mainThread(GameWindow.java:495)
at java.base/java.lang.Thread.run(Unknown Source)



-------------------------------
Lots of errors in the error magnifier from this particular one...

`function: initExploInfo -- file: ImprovedProjectile_05_explosive.lua line # 1241 | MOD: Improved Projectile Z
Callframe at: setPrimaryHandItem
function: onStart -- file: ZAEquip.lua line # 10 | MOD: Bandits
function: OnBanditUpdate -- file: BanditUpdate.lua line # 1221 | MOD: Bandits
java.lang.RuntimeException: Object tried to call nil in initExploInfo
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:973)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:64)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:134)
at zombie.characters.IsoGameCharacter.setPrimaryHandItem(IsoGameCharacter.java:2959)
at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.base/java.lang.reflect.Method.invoke(Unknown Source)
at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188)
at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1007)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:64)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:92)
at zombie.characters.IsoZombie.updateInternal(IsoZombie.java:2342)
at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83)
at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230)
at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26)
at zombie.util.Lambda.capture(Lambda.java:130)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81)
at zombie.characters.IsoZombie.update(IsoZombie.java:2219)
at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:79)
at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:154)
at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:2955)
at zombie.iso.IsoCell.updateInternal(IsoCell.java:5750)
at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83)
at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230)
at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26)
at zombie.util.Lambda.capture(Lambda.java:130)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81)
at zombie.iso.IsoCell.update(IsoCell.java:5696)
at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3499)
at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83)
at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230)
at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26)
at zombie.util.Lambda.capture(Lambda.java:130)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81)
at zombie.iso.IsoWorld.update(IsoWorld.java:3427)
at zombie.gameStates.IngameState.updateInternal(IngameState.java:1617)
at zombie.gameStates.IngameState.update(IngameState.java:1333)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
at zombie.GameWindow.logic(GameWindow.java:298)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.GameWindow.frameStep(GameWindow.java:765)
at zombie.GameWindow.run_ez(GameWindow.java:681)
at zombie.GameWindow.mainThread(GameWindow.java:495)
at java.base/java.lang.Thread.run(Unknown Source)



--------------------

https://gyazo.com/93c4dbd24282efb1912889c9f401e157

Total ignorant to modding and code so NOT SURE whatsup. Seems Improved Projectile is more abandoned than ATRO, but it is superior in some ways. Are these errors basically harmless?


--------------------


Observed some weird behavior last night with bandits deciding zombies are not interesting enough to attack after having a mega death brawl. After spawning a bunch of zombies+ bandits and watching them fight it out, then cleaning corpses and items etc. Suddenly new bandit waves spawned through the admin--> right click --> spawn group here menu would seem to face zombies, but not actually do anything to the zombies.

------------------

Not sure if expected behavior.
spawning groups from the "spawn group here" menu.

Some clans spawn a zombie or two with them, :

Police
Doomrider clan
Last edited by Ol' Crispy; Sep 8, 2024 @ 7:24pm
Ol' Crispy Sep 11, 2024 @ 2:28am 
So in my recent playthrough with sleep enabled w/ 3-4 people we are experiencing very weird issues, one is basically game breaking and we believe the bandits mod to be responsible.

We were already suspecting the bandits mod of causing issues, but weren't sure. Yesterday my character mysteriously died, as if a bandit had shot me in the neck and i was bleeding very quickly to death. I checked my character for injuries and had none, but I was bleeding HP very rapidly and died. This was shortly after sleeping and killing a bandit group. We had just killed them and were looting them. All seemed fine until I noticed my hp suddenly draining rapidly.

We had also been having problems with network connectivity and issues with people for a while now before we even started this playthrough, but now I am fairly certain it pertains to the bandits mod. I could be wrong but given this evenings happenings ...


We logged in after a fresh server restart to play this evening and everything was going fine until time to sleep. We slept ~ 8 hours in game and woke up. Soon my friend announced his game was receiving ~9 million Bytes/sec in his task manager and said he has 800+ ping. Two days ago he mentioned the same thing and my client running the game was recieving 40,000,000 Bytes/sec. I didn't know what was normal at the time so we just kept playing. I looked at mine tonight and noticed I have 1200 ping, to my own server on PC downstairs. I checked the server PC and it was sending/recieving 50,000,000 BYTES/sec total over the network. ???? The server soon crashed with out of memory errors. This is the first time we've had the server actually crash, and I suspect it has something to do with the passage of in game time during sleep exacerbating a problem with the Bandits mod that is basically going undetected on servers with sleep disabled and single player games where there aren't many bandits spawning????

We play with all clans starting day 1, a ~2% chance to spawn per hour, with 4 people in the game max.We have played 3 playthroughs with day 1 bandit clans with 1-2% chance to spawn.

We disabled bandits and slept ~10 hours in game, and network usage is sitting at only ~20,000 B/s max on our clients.

Server is allocated 8GB ram.

??????????????? Game's so boring without bandits :[


EDIT:

We disabled bandits and all was fine, no ping spikes, no huge bandwidth usage. We enabled bandits, and immediately game is sending millions of B/sec instead of thousands.


https://gyazo.com/72e2381f180f0d8353c2a2baf84f6393 (server)
https://gyazo.com/a648c2c3fb4834a448911c230664392a (client)

Just after sleeping:
https://gyazo.com/dd0179d04223834fb9b6ae50a18183b3
https://gyazo.com/bab1b2a25af8232b7adc6cf315d26ae6

Weird desync issues after sleeping as well. One person sees things different than others. One friend was seeing other guy shooting, but he was sitting still doing some tailoring on his gear on his screen.

--------------------------------------


We started a fresh server with only Bandits mod and ModOptions mod, slept for a couple days to pass time so bandits would start spawning. During a ~8 hour sleeping time some bandits spawned on us (all clans enabled from day 1, 1-2% chance to spawn each, with about 5-8 members in each clan). Network bytes recieved spiked to 10,000,000 Bytes/s and is staying in the millions. It was about 20,000 B/s before bandits started spawning.

~10 Megabytes a second for a video game is ludicrous. At the time of writing it has settled slowly over the course of about 10 minutes to ~ 2 MB/second. Friends having ping spikes. Not to mention the desync issues that may be a result of the lag and/or sleeping time paradox type issues?

Friend is seeing some waves I spawn of bandits to be zombies rather than bandits. Have yet to test this without sleep enabled though. Server is currently sending out 30 MB/s of information for a few bandit waves spawned around us... ??????
Last edited by Ol' Crispy; Sep 11, 2024 @ 5:22am
Slayer  [developer] Sep 11, 2024 @ 5:22am 
Ok so the syncing of bandits was a bad idea. Takes too much bandwidth. Sleep makes the time go faster so that produces more sync packets / real life time

I will just turn it off. I guess we will have to live with desynced bandits and It will have to be hood enough.

Thx for the report
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