Quote from: Daman453 on September 07, 2014, 07:39:46 PMI'm not sure how the mod will behave if you have it on the list.Quote from: Justin C on September 07, 2014, 07:37:25 PMWill it be fine being on the list? How about the code i just sent you?Quote from: Daman453 on September 07, 2014, 06:51:43 PMNope. That's all intended.Quote from: Andellmere on September 07, 2014, 06:21:33 PMI created a new world to test it, No faction. Turns out in the code that <raidCommonality>0</raidCommonality>Quote from: Daman453 on September 07, 2014, 06:06:25 PM
Still no attacks in like, 3 weeks, i got 1 raider attack. I have the Zombie Virus Active up in the active
Did you follow the advice of Justin C?
If you haven't recreated the world file for your colony you will wait until the stars grow cold for zombies to show up. The zombie faction is created when the world is and without that faction, no zombies will spawn.
If you wish to keep your current colony, you can recreate the world it is on if you have the seed for it and the factions should be regenerated.
If you have created a new world after enabling the mod, you have a genuine problem.
<canFlee>false</canFlee>
<hidden>true</hidden> < Was true, then i did false. Now see the faction. I am no coder, but i think what i downloaded is kina broken
<canSiege>false</canSiege>
RaidCommonality is 0 so the game doesn't use the faction for normal raids. There is a separate incident for zombie raids.
The faction is hidden so it doesn't show up in the list of factions, because obviously zombies are not an organized faction. I just need it because all Pawns need to belong to a faction and all raids need to use a faction.
In older versions all visible factions would be used in the raids. The RaidCommonality variable was added to get around that, so it shouldn't make a difference having it visible now. But since I haven't tested having the Zombie faction visible in Alpha 6 I can't say for sure.

