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Which sandbox features are functioning?


Footmuffin

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I think on version the last stable steam version, infection mortality, cognition, and decomposition weren't working right, setting aside reanimate time which has explicitly been stated that it was disabled until NPCs were in. Not very sure about the new one though.

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The water and electric shut-off, day/night cycle, and zombie numbers definitely work. I've played around with all of them at length. I almost always play with 2 hour days too. The normal ones have always just felt too short to me.

Yeah me too.

 

Does the low-normal-high zombie population option save? I remember from earlier builds that you could pick no zombies, but when you'd restart the game that zombies would spawn.

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The water and electric shut-off, day/night cycle, and zombie numbers definitely work. I've played around with all of them at length. I almost always play with 2 hour days too. The normal ones have always just felt too short to me.

Yeah me too.

 

Does the low-normal-high zombie population option save? I remember from earlier builds that you could pick no zombies, but when you'd restart the game that zombies would spawn.

 

Romain believes it is fixed, yes.

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I think it is also. I have a save in the stable build with no zombies that I was using to clock travel times between some of the longer distance locations, like the western farm. I've used it, saved and exited out, and returned to it a few times, and I've never had zombies show back up with it.

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