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Robeloto's A20 modlets

when using Harry's new calibers it'll add stuff like the 10 gauge shotgun including slugs which do -56% to enemy armor so the slugs are good for tougher armored enemies

for some reason when i was turning off the game i got a null reference i hope thats not a bug with this mod. if so then the mod may need an update
Have you tried out Harry's new calibers mod? if you have what are your thoughts on the mod?
Sorry for late reply. I did have null reference coming up too. =/

The recipes requiring real life specs to craft is pretty cool.

The damage is higher, the weapon sounds are pretty cool. Personally, I am not a gun enthusiast. So the variety of guns and the ammo was a little confusing.

However, it is more towards client side and some players do not really know how to do the installation hence most probably I will not be adding it on our server.

It is pretty cool to check it out though.. Do you have any other mods that you would recommend? 😃

 
Sorry for late reply. I did have null reference coming up too. =/

The recipes requiring real life specs to craft is pretty cool.

The damage is higher, the weapon sounds are pretty cool. Personally, I am not a gun enthusiast. So the variety of guns and the ammo was a little confusing.

However, it is more towards client side and some players do not really know how to do the installation hence most probably I will not be adding it on our server.

It is pretty cool to check it out though.. Do you have any other mods that you would recommend? 😃
I actually have three other mods you may like however one of them requires a file extractor program to properly access the files to install it but trust me once you get all that set up its defiantly worth it.

The mods are:

Titanium

This is the mod that requires a file extractor program. However once installed it adds really good stuff. when placed down titanium blocks have the same texture as the old stainless steel, but my favorite part is the mod adds titanium blade traps and unlike the regular steel blade traps which have only 2500 HP and require 20 wats of electricity to power, the titanium blade traps only need 1 wat of electricity and they have a whooping 100000 HP all titanium blocks have 100000 HP.

Link:

https://www.nexusmods.com/7daystodie/mods/1230

Return of the behemoth

This is one of several mods made by Khaine as the title suggests it brings back the old planned behemoth from A16 as well as the radiated version which was planned for A17 but never got to be tested. the behemoth will typically spawn in the wasteland but will also show up during hordes. both behemoths are fully functional and are a beast to take down (a good reason to have the calibers mod) the normal behemoth has 5000 HP same as the original plans by TFP and the radiated version has 7500 HP again same as TFP originally planned. my only complaint with this mod is the behemoths should drop really good stuff like the snufkin zombies but other than that its a good mod for players who want more of a challenge.

Link:

https://7daystodiemods.com/return-of-the-behemoth/

Return of the hornet

To be totally Honest I prefer the hornets over the vultures because hornets were good sources of honey when the game wont hand out antibiotics. unlike the hornet back in A15 which were yellow these hornets are a demonic crimson red which fits the theme of the game more. just like the old hornets there easy to take down with bullets and they even have the same sounds to relive the old days of the game, and the hornets only attack when u get close to them unlike the vultures who show up outta nowhere and attack u on site.

Link:

https://7daystodiemods.com/return-of-the-hornet/

I understand not everyone is good at installing mods so Harry's new calibers is not a good start for new mod users and yeah the mod is client side but that shouldn't be too much of a problem if players in a server know what there doing. I only recommended the calibers mod because tough zombies like the snufkin ones would take tons of bullets to take down.

Let me know if you try any of these mods and tell me your thoughts on them.

 
Love your mod.  Is there anyway to just remove the "copter-corpse"?  That one is so unfair (maybe too small hitbox) that it makes the mod not enjoyable.

 
I actually have three other mods you may like however one of them requires a file extractor program to properly access the files to install it but trust me once you get all that set up its defiantly worth it.

The mods are:

Titanium

This is the mod that requires a file extractor program. However once installed it adds really good stuff. when placed down titanium blocks have the same texture as the old stainless steel, but my favorite part is the mod adds titanium blade traps and unlike the regular steel blade traps which have only 2500 HP and require 20 wats of electricity to power, the titanium blade traps only need 1 wat of electricity and they have a whooping 100000 HP all titanium blocks have 100000 HP.

Link:

https://www.nexusmods.com/7daystodie/mods/1230

Return of the behemoth

This is one of several mods made by Khaine as the title suggests it brings back the old planned behemoth from A16 as well as the radiated version which was planned for A17 but never got to be tested. the behemoth will typically spawn in the wasteland but will also show up during hordes. both behemoths are fully functional and are a beast to take down (a good reason to have the calibers mod) the normal behemoth has 5000 HP same as the original plans by TFP and the radiated version has 7500 HP again same as TFP originally planned. my only complaint with this mod is the behemoths should drop really good stuff like the snufkin zombies but other than that its a good mod for players who want more of a challenge.

Link:

https://7daystodiemods.com/return-of-the-behemoth/

Return of the hornet

To be totally Honest I prefer the hornets over the vultures because hornets were good sources of honey when the game wont hand out antibiotics. unlike the hornet back in A15 which were yellow these hornets are a demonic crimson red which fits the theme of the game more. just like the old hornets there easy to take down with bullets and they even have the same sounds to relive the old days of the game, and the hornets only attack when u get close to them unlike the vultures who show up outta nowhere and attack u on site.

Link:

https://7daystodiemods.com/return-of-the-hornet/

I understand not everyone is good at installing mods so Harry's new calibers is not a good start for new mod users and yeah the mod is client side but that shouldn't be too much of a problem if players in a server know what there doing. I only recommended the calibers mod because tough zombies like the snufkin ones would take tons of bullets to take down.

Let me know if you try any of these mods and tell me your thoughts on them.
I am embarrassed for replying so late! Haha. Got busy and we kinda did some reno on our server so in between it was messy.

The client side mods are a beast!  I do quite enjoy the Zombie Resurrection (it is interesting), Return of the hornet and Return of the behemoth. I have yet to try Titanium.

Sadly we could only use that on private game and not on our server. Most players just dread client mods. =(

 
I am embarrassed for replying so late! Haha. Got busy and we kinda did some reno on our server so in between it was messy.

The client side mods are a beast!  I do quite enjoy the Zombie Resurrection (it is interesting), Return of the hornet and Return of the behemoth. I have yet to try Titanium.

Sadly we could only use that on private game and not on our server. Most players just dread client mods. =(
that I can understand i do hate it when i have to use a file extractor to access the mod rather than just going straight to the files. but hopefully the hornet and behemoth mods make great additions to yalls server as they will add a nice challenge for those warrior players.

 
AemiliusMily said:
I am embarrassed for replying so late! Haha. Got busy and we kinda did some reno on our server so in between it was messy.

The client side mods are a beast!  I do quite enjoy the Zombie Resurrection (it is interesting), Return of the hornet and Return of the behemoth. I have yet to try Titanium.

Sadly we could only use that on private game and not on our server. Most players just dread client mods. =(
Hey man since u have a 7DTD server as long as its a coop and not a pvp server i could join since i've had the calibers mod since it came out so i could show yall how its done since i know how to craft guns in whatever calibers u choose. also i know the mod can be overwhelming since it adds many new calibers but once u choose what caliber u want to use its not too bad. the only problem is im sure many players will want to use the big bullets but they cost tons of brass, for instance 149 brass in the forge for just 1 50BMG casing.

 
First of all - Is this modlet being updated / worked on anymore? I've sadly discovered that it's XPATH insertion into the loot table isn't working as intended, and is in fact appending EVERY lootcontainer in the loot table, not just the specified loot containers as Robeloto intended (I am sure).

Here's an example of what's happening from the loot.xml found in the configdump of the saves area (where it stores what the game is actually using as the compiled files (vanilla + modded merged together))  

Code:
<lootgroup name="groupApparelHazmat">
	<item name="apparelHazmatBoots" />
	<item name="apparelHazmatPants" />
	<item name="apparelHazmatJacket" />
	<item name="apparelHazmatGloves" />
	<item name="apparelHazmatMask" />
	<item name="resourceMilitaryFiber" count="1,5" prob="2" />


<lootgroup name="groupQuestChallenge"><!--Element appended by: "Robeloto_CustomZombies"-->
<item name="KillTheMummy" />
<item name="KillSomeGhosts" />
</lootgroup>

<lootgroup name="schematicsModsRare"><!--Element appended by: "Robeloto_CustomZombies"-->
<item name="gunToolSuperNailgunSchematic" />
<item name="drugAntibioticsAmoxilSchematic" />
</lootgroup>

<lootgroup name="rareMedicine"><!--Element appended by: "Robeloto_CustomZombies"-->
<item name="drugAntibioticsAmoxil" count="1,2" prob="0.06" />
</lootgroup>


<lootgroup name="airdropMedicine"><!--Element appended by: "Robeloto_CustomZombies"-->
<item name="drugAntibioticsAmoxil" count="1,2" prob="0.07" />
</lootgroup>

<lootgroup name="labEquipment"><!--Element appended by: "Robeloto_CustomZombies"-->
<item name="drugAntibioticsAmoxil" prob="0.1" />
</lootgroup>

<lootgroup name="groupQuestMedical"><!--Element appended by: "Robeloto_CustomZombies"-->
	<item name="drugAntibioticsAmoxil" count="1,2" prob="0.1" />
</lootgroup>
</lootgroup>
 
Hey man since u have a 7DTD server as long as its a coop and not a pvp server i could join since i've had the calibers mod since it came out so i could show yall how its done since i know how to craft guns in whatever calibers u choose. also i know the mod can be overwhelming since it adds many new calibers but once u choose what caliber u want to use its not too bad. the only problem is im sure many players will want to use the big bullets but they cost tons of brass, for instance 149 brass in the forge for just 1 50BMG casing.




Heya, feel free to join us if you wanna~ Check out the Server - Zomberito. ( n _ n ) hehe.

 
Hey everyone and sorry. I have been off for a while. It all started since my apartment was in a fire in april this year and I lost a bunch of stuff.

I am coming back. If you wanna help me I would be so grateful. What has changed and what still works in my mod? I am gonna take time to release for the current Alpha version.

I'm glad for all the feedback and support you have given until now. It means a lot.

Edit: This is what happened xD
 

IMG_20210427_091021.jpg

176865009_10165162244475788_2750029221518409972_n.jpg

 
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Awesome modlet, thanks!

I have noticed I can not sneak at all even with everything maxed out. I've gone through the files, not seeing anything that "I think" should be removed/changed to prevent the "no sneak" attacks. I am testing using pistol with silencer, crouched. Everything wakes up when I get near by 12 blocks or so. The sneaking works if I remove the modlet. Hope you have an answer/reason to change this. Sorry for the bother, thanks again for the modlet!

Tested with a19.3 stable and a19.4 exp


That is strange.

Maybe it has to do something with this. I will remove if it is.

<set xpath="/entity_classes/entity_class[@name='zombieTemplateMale']/property[@name='SleeperWakeupSightDetectionMin']/@value">-40,5</set>
<set xpath="/entity_classes/entity_class[@name='zombieTemplateMale']/property[@name='SleeperWakeupSightDetectionMax']/@value">-0,55</set>
<set xpath="/entity_classes/entity_class[@name='zombieTemplateMale']/property[@name='SleeperSenseSightDetectionMin']/@value">-15,10</set>
<set xpath="/entity_classes/entity_class[@name='zombieTemplateMale']/property[@name='SleeperSenseSightDetectionMin']/@value">99,100</set>
Is there any future plans for the mod such as new zombies or items?


At the moment, I just wanna make my mod work for the newest alpha version. :) We will see. I cannot promise anything yet.

Have you considered adding electric fence sounds to your sounds lowered mod. I considered trying it myself but with zero experience with Unity I didn't get far at all.


Yes, I have, but I wanna use sounds that are already included in the game.

AndrewT said:
Any new updates coming up?


I hope so. I will try to make it work for the latest alpha!

AemiliusMily said:
Custom Zombies Mod by Robeloto

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

I seems to be having issues with the “Predator” and “Cloaker” spawns, it give me error of null reference.

And for some reason... The Giant skin does not seems to be working for me...? Correct me if I am wrong but the Giant suppose to look like how it is in the Videos posted right? Real slick and all...

But mine is just a bigger scale of the Biker Zombie. Kinda bummed out. Any updates/ idea on if it's compatible with A19.4 / A19.5?

Thanks guys!


Thanks!

It seems the goggleeyedmaterial  does not exist anymore, so I have removed that. I will remove the cloaker as there is no good skin for it now.
The predator should work now. I am just doing a dirty fix now to see what works.
 

Love your mod.  Is there anyway to just remove the "copter-corpse"?  That one is so unfair (maybe too small hitbox) that it makes the mod not enjoyable.


Thank you :) Oh, yeah, you can remove him by going in to entitygroups and removing all spawns for him. If the hitbox is too small, maybe I need to rework that. I wanted the hitbox to be as big as the tank on the copter. If it is too small I will make it bigger. ^^

First of all - Is this modlet being updated / worked on anymore? I've sadly discovered that it's XPATH insertion into the loot table isn't working as intended, and is in fact appending EVERY lootcontainer in the loot table, not just the specified loot containers as Robeloto intended (I am sure).

Here's an example of what's happening from the loot.xml found in the configdump of the saves area (where it stores what the game is actually using as the compiled files (vanilla + modded merged together))  

<lootgroup name="groupApparelHazmat">
<item name="apparelHazmatBoots" />
<item name="apparelHazmatPants" />
<item name="apparelHazmatJacket" />
<item name="apparelHazmatGloves" />
<item name="apparelHazmatMask" />
<item name="resourceMilitaryFiber" count="1,5" prob="2" />


<lootgroup name="groupQuestChallenge"><!--Element appended by: "Robeloto_CustomZombies"-->
<item name="KillTheMummy" />
<item name="KillSomeGhosts" />
</lootgroup>

<lootgroup name="schematicsModsRare"><!--Element appended by: "Robeloto_CustomZombies"-->
<item name="gunToolSuperNailgunSchematic" />
<item name="drugAntibioticsAmoxilSchematic" />
</lootgroup>

<lootgroup name="rareMedicine"><!--Element appended by: "Robeloto_CustomZombies"-->
<item name="drugAntibioticsAmoxil" count="1,2" prob="0.06" />
</lootgroup>


<lootgroup name="airdropMedicine"><!--Element appended by: "Robeloto_CustomZombies"-->
<item name="drugAntibioticsAmoxil" count="1,2" prob="0.07" />
</lootgroup>

<lootgroup name="labEquipment"><!--Element appended by: "Robeloto_CustomZombies"-->
<item name="drugAntibioticsAmoxil" prob="0.1" />
</lootgroup>

<lootgroup name="groupQuestMedical"><!--Element appended by: "Robeloto_CustomZombies"-->
<item name="drugAntibioticsAmoxil" count="1,2" prob="0.1" />
</lootgroup>
</lootgroup>



Oh I have been off for a very long time. I will take a look into this problem. Thanks!

I discovered a null error I think it has something to do with ragdolls as the error only showed up during hordes. Also A19.4 came out a few weeks ago


 Yeah, new versions usually means a lot of new errors for old modlets ^^ I will take a look into this. Thank you!

Is this mod unmaintained?

SMG turret does not work,

This is a very good mod. I'm sorry that this mod disappears.


It has been unmaintained for a long time. I am sorry, but real life hit me bad.

Thanks for your feedback. I am gonna try my best to fix all the issues! :)

 
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Oh @%$# sorry about that with the fire but glad to see you back in the game. I have some ideas for more crazy custom zombies in future updates but take all the time you need to fix all the bugs that were reported and let me know when your ready for some of my ideas. but I cant wait to do some code editing since I learned how to do that while you were away, now since this mod features several original features I will only do code editing on zombies with your approval. Also I dont make videos on youtube I wanted to but after they put some crazy policies into play in December of 2019 I decided not to make videos since i dont want to risk doing anything youtube may not end up liking and end up getting a $40000 fine... I'm serious if youtubers violate any of the new policies thats how much youtube will charge them in fines.

 
I am coming back. If you wanna help me I would be so grateful. What has changed and what still works in my mod? I am gonna take time to release for the current Alpha version.
Welcome back! Demand for custom zombies is as high as ever and I hope your return means things are stabilising in real life.

 
Hey everyone and sorry. I have been off for a while. It all started since my apartment was in a fire in April this year and I lost a bunch of stuff.

I am coming back. If you wanna help me I would be so grateful. What has changed and what still works in my mod? I am gonna take time to release for the current Alpha version.

I'm glad for all the feedback and support you have given until now. It means a lot.

Edit: This is what happened xD
 

View attachment 21236

View attachment 21237
OMGosh!!

Hope you are not injured during the fire.

I would love to help out in ways that I can. >__<

Welcome back! And thanks for all that you do. 😃

 
Oh @%$# sorry about that with the fire but glad to see you back in the game. I have some ideas for more crazy custom zombies in future updates but take all the time you need to fix all the bugs that were reported and let me know when your ready for some of my ideas. but I cant wait to do some code editing since I learned how to do that while you were away, now since this mod features several original features I will only do code editing on zombies with your approval. Also I dont make videos on youtube I wanted to but after they put some crazy policies into play in December of 2019 I decided not to make videos since i dont want to risk doing anything youtube may not end up liking and end up getting a $40000 fine... I'm serious if youtubers violate any of the new policies thats how much youtube will charge them in fines.


Thank you!  :) Wow, that is a huge fine. I need to be sure to read them policies as I am planning to upload some videos there. Just shout out your ideas here and I will look into them whenever I can.

Welcome back! Demand for custom zombies is as high as ever and I hope your return means things are stabilising in real life.
Thank you! Yes they sure are stabilising! :)
 

OMGosh!!

Hope you are not injured during the fire.

I would love to help out in ways that I can. >__<

Welcome back! And thanks for all that you do. 😃
Thankfully I was not at home when the fire started. ^^

Thanks for your concern :)

____________________

So I have been working some on the mod. What I have done so far:

Predator got a new temporary skin.
Cloaker bird removed.
ScreamerBoss removed. Replaced by Atrocity, attacks are screams and they will stun you for 0,5 seconds. Very dangerous. (Similiar/same as Snufkins Banshee)
Added new zombie (archetype) called RPG. This is the one who shoot rockets now and are a type of heavy soldier with a rocket launcher on his shoulder.
Fireboss got a new cool skin. (This was added a year ago, but I never updated.)
Added new zombie called RadRobot. Slow and has a skin that kinda looks robotic. Shoots a red beam that will hurt you over time. (This was added a year ago, but I never updated)


What I plan to do:

I plan to rework some zombies, like Ironman, Giant, Coptercorpse.

I want to add some stuff to Ironman, maybe a helmet over his head.
Giant need to change to another ragdoll than the biker. I could make an custom one in archetypes, but I do not think I can make him as big there.
Coptercorpse need to get a bigger hitbox and maybe less hitpoints.

I still want a zombie that can somehow throw grenades, but I dunno if its possible to do. Got many ideas that are kinda over the place.

I am gonna add some lowered sounds when you buy at the trader too.

So I am gonna fix the other mods also, but I am not quite sure what needs to be fixed other than that was written here. Seems there is not much errors. I dunno.

Anyway I am a bit sick, headache and sore throat and I cannot sit in front of the PC that long before I need to rest. So do not expect things to be done too soon. ^^

 
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Thank you!  :) Wow, that is a huge fine. I need to be sure to read them policies as I am planning to upload some videos there. Just shout out your ideas here and I will look into them whenever I can.

Thank you! Yes they sure are stabilising! :)
 

Thankfully I was not at home when the fire started. ^^

Thanks for your concern :)

____________________

So I have been working some on the mod. What I have done so far:

Predator got a new temporary skin.
Cloaker bird removed.
ScreamerBoss removed. Replaced by Atrocity, attacks are screams and they will stun you for 0,5 seconds. Very dangerous. (Similiar/same as Snufkins Banshee)
Added new zombie (archetype) called RPG. This is the one who shoot rockets now and are a type of heavy soldier with a rocket launcher on his shoulder.
Fireboss got a new cool skin. (This was added a year ago, but I never updated.)
Added new zombie called RadRobot. Slow and has a skin that kinda looks robotic. Shoots a red beam that will hurt you over time. (This was added a year ago, but I never updated)


What I plan to do:

I plan to rework some zombies, like Ironman, Giant, Coptercorpse.

I want to add some stuff to Ironman, maybe a helmet over his head.
Giant need to change to another ragdoll than the biker. I could make an custom one in archetypes, but I do not think I can make him as big there.
Coptercorpse need to get a bigger hitbox and maybe less hitpoints.

I still want a zombie that can somehow throw grenades, but I dunno if its possible to do. Got many ideas that are kinda over the place.

I am gonna add some lowered sounds when you buy at the trader too.

So I am gonna fix the other mods also, but I am not quite sure what needs to be fixed other than that was written here. Seems there is not much errors. I dunno.

Anyway I am a bit sick, headache and sore throat and I cannot sit in front of the PC that long before I need to rest. So do not expect things to be done too soon. ^^
well the giant still uses a retextured copy of the old biker model but maybe the giant can be remodeled to look like a giant weight instead and an idea i had is maybe put some new visuals on the giant once updated such as visible armor or something. well the only thing similar to grenades is the explosive bolts so i thought maybe the gunner could shoot explosive bolts but that wouldn't make sense for many reasons but as far as I know explosive bullets might not be possible as TFP haven't added anything like that to base mods on. I hope they add Frag shotgun shells which are explosive. but the things in the recent update you mentioned sound really cool I cant wait to test them. also this isn't one of my ideas as I saw other people mention this but hopefully this mod can someday be compatable with the snufkin mod so we can have tons of crazy bosses.

 
well the giant still uses a retextured copy of the old biker model but maybe the giant can be remodeled to look like a giant weight instead and an idea i had is maybe put some new visuals on the giant once updated such as visible armor or something. well the only thing similar to grenades is the explosive bolts so i thought maybe the gunner could shoot explosive bolts but that wouldn't make sense for many reasons but as far as I know explosive bullets might not be possible as TFP haven't added anything like that to base mods on. I hope they add Frag shotgun shells which are explosive. but the things in the recent update you mentioned sound really cool I cant wait to test them. also this isn't one of my ideas as I saw other people mention this but hopefully this mod can someday be compatable with the snufkin mod so we can have tons of crazy bosses.
Yeah, I could put something on the Giant zombie. The zombies I have made that use ranged attacks only attack through puke with particleindexes as explosions, so therefore it is a problem to add things like grenades with timer on it.  Adding explosive bolts would be too much for the gunner, but maybe for another zombie and that doesn't fire that fast. Thanks for the idea!

This is the explosion particleindexes that existed since Alpha 19.2. Dunno if they have added anymore since that.

        <property name="Explosion.ParticleIndex" value="0"/>  =  No explosion
        <property name="Explosion.ParticleIndex" value="1"/>  =  Explosion
        <property name="Explosion.ParticleIndex" value="2"/>  =  Several small explosions
        <property name="Explosion.ParticleIndex" value="3"/>  =  Explosion with black smoke
        <property name="Explosion.ParticleIndex" value="4"/>  =  Rocket launcher explosion
        <property name="Explosion.ParticleIndex" value="5"/>  =  Several explosions with sparks and black smoke
        <property name="Explosion.ParticleIndex" value="6"/>  =  Small explosions with black smoke
        <property name="Explosion.ParticleIndex" value="7"/>  =  Puke radiation
        <property name="Explosion.ParticleIndex" value="8"/>  =  Cop explosion
        <property name="Explosion.ParticleIndex" value="9"/>  =  Molotov explosion with glass shatter
        <property name="Explosion.ParticleIndex" value="10"/> = Molotov bottle explode with fire on ground
        <property name="Explosion.ParticleIndex" value="11"/> = Explosions with sparks
        <property name="Explosion.ParticleIndex" value="12"/> = Same as 11, but a bit different?
        <property name="Explosion.ParticleIndex" value="13"/> = Several small explosions with high sound
        <property name="Explosion.ParticleIndex" value="14"/> = Burning Barrels explosion
        <property name="Explosion.ParticleIndex" value="15"/> = Burning Barrels explosion, more barrels
        <property name="Explosion.ParticleIndex" value="16"/> = Burning Barrels explosion, even more barrels
        <property name="Explosion.ParticleIndex" value="17"/> = Burning Barrels explosion, even more barrels
        <property name="Explosion.ParticleIndex" value="18"/> = Burning Barrels explosion, fast barrel explosions
        <property name="Explosion.ParticleIndex" value="19"/> = Explosions with sparks
        <property name="Explosion.ParticleIndex" value="20"/> = Burning Barrels explosion, even more barrels
        <property name="Explosion.ParticleIndex" value="21"/> = No explosion...
        <property name="Explosion.ParticleIndex" value="22"/> = No explosion..
        <property name="Explosion.ParticleIndex" value="23"/> = No explosion..
About being compatible with Snufkins. It should be compatible, but you need to merge his archetypes with my archetypes.xml. Then you need to set Snufkins zombies to spawn in my entitygroups.xml.

edit: my bad, you would need to merge all xmls that are dependable.

I could make a version that has all Snufkins zombies in it. I already have Geist, Scarecrow and Archon in the mod which Snufkin OK'ed and they are heavily nerfed. I am just worried about it being too much of the umazombies and that it will create lag. But sure I can make a merge with all of em and see how it works.

Question is, do I keep them at their level or maybe I do need to nerf them a bit just as I did with the other 3? 

I am not sure what people want.

Edit:
Not sure what I have been smoking, but I blame the headache and dizziness for it. Instead of merging the mods all together. It should be compatible to just add in both of the mods without any problems, right? I haven't tried, but I will see how it works tomorrow. Going to sleep now.

 
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Yeah, I could put something on the Giant zombie. The zombies I have made that use ranged attacks only attack through puke with particleindexes as explosions, so therefore it is a problem to add things like grenades with timer on it.  Adding explosive bolts would be too much for the gunner, but maybe for another zombie and that doesn't fire that fast. Thanks for the idea!

This is the explosion particleindexes that existed since Alpha 19.2. Dunno if they have added anymore since that.

About being compatible with Snufkins. It should be compatible, but you need to merge his archetypes with my archetypes.xml. Then you need to set Snufkins zombies to spawn in my entitygroups.xml.

edit: my bad, you would need to merge all xmls that are dependable.

I could make a version that has all Snufkins zombies in it. I already have Geist, Scarecrow and Archon in the mod which Snufkin OK'ed and they are heavily nerfed. I am just worried about it being too much of the umazombies and that it will create lag. But sure I can make a merge with all of em and see how it works.

Question is, do I keep them at their level or maybe I do need to nerf them a bit just as I did with the other 3? 

I am not sure what people want.

Edit:
Not sure what I have been smoking, but I blame the headache and dizziness for it. Instead of merging the mods all together. It should be compatible to just add in both of the mods without any problems, right? I haven't tried, but I will see how it works tomorrow. Going to sleep now.
The only issues I have found when running 2 custom zombie mods at the same time is with Horde Night spawning. It might just be servers getting overwhelmed when they are separate but spawning seems to lock up and become very sluggish. When merging into one, the issue cleared up quite nicely. This example was based on running the Snufkins with Elites Mod on the Tipsy Squatch Gaming server. There were about 20 players on the server when it locked up and the same player count with the merger which was much smoother. Feel free to integrate the Snufkins PLUS as you like. It has always been released in the spirit of sharing content as with Snufkin’s open invitation for the community to take care of them when the alpha update required some intensive updates. 

 
glad you like the idea for a zombie shooting explosive bolts but it wouldn't make sense for the gunner but a brand new zombie like a demonic archer could do although demonic archer as a name is too generic so it would need a better name but im sure you'll have some ideas.

 
glad you like the idea for a zombie shooting explosive bolts but it wouldn't make sense for the gunner but a brand new zombie like a demonic archer could do although demonic archer as a name is too generic so it would need a better name but im sure you'll have some ideas.
Yeah :) something like that.

I have updated my mod now and it seems to work ok. I also updated loudsoundslowered. Added some more lowered sounds for ui_trader.

Tell me if something is off and I will fix it.

Edit: I uploaded a picture of the new zombies on the first page. :D

 
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