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(A21) Server Side Zombies PLUS

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  • Start date Start date
In the first list in the entitygroups.xml you can see how it governs a group called ZombieAll. This is a very general group which spawns out in the Biomes.

Original

<csv xpath="/entitygroups/entitygroup[@name='ZombiesAll']/text()" delim="\n" op="add" >
animalZombieBunnyPLUS, .1
animalZombieSnakePLUS, .1
animalZombieChickenPLUS, .1
zombieSMGArlenePLUS, .1
zombieTARifleSoldierPLUS, .1
zombieBatonHazmatPLUS, .1
zombieSteelAxeLumberjackPLUS, .1
zombieMachetePartyGirlPLUS, .1
zombiePistolBusinessManPLUS, .1
zombieNailgunUtilityWorkerPLUS, .1
zombieSniperBoePLUS, .1
zombieChainsawMoePLUS, .1
zombieDesertVultureTomClarkPLUS, .1
zombiePumpShotgunBikerPLUS, .1
zombieBatonFatCopPLUS, .1
zombieSteelClubFemaleFatPLUS, .1
zombieBoltNursePLUS, .1
zombieSteelSledgehammerFatHawaiianPLUS, .1
animalZombieLargePlasmaVulturePLUS, .05
zombieSpiderFeralBomberPLUS, .05
zombieSpiderFeralGliderPLUS, .05
zombieM60DemolitionPLUS, .05
animalBossZombieGracePLUS, .05
zombieWightRadiationShowerPLUS, .05
zombieBogeymanPLUS, .05
zombieCrispyPLUS, .05
zombieScorcherPLUS, .05
</csv>




Edited to remove shooters, not flyers.

<csv xpath="/entitygroups/entitygroup[@name='ZombiesAll']/text()" delim="\n" op="add" >
animalZombieBunnyPLUS, .1
animalZombieSnakePLUS, .1
animalZombieChickenPLUS, .1
zombieSteelAxeLumberjackPLUS, .1
zombieChainsawMoePLUS, .1
zombieBatonFatCopPLUS, .1
zombieSteelClubFemaleFatPLUS, .1
zombieSteelSledgehammerFatHawaiianPLUS, .1
animalZombieLargePlasmaVulturePLUS, .05
zombieSpiderFeralBomberPLUS, .05
zombieSpiderFeralGliderPLUS, .05
animalBossZombieGracePLUS, .05
zombieWightRadiationShowerPLUS, .05
zombieBogeymanPLUS, .05
zombieCrispyPLUS, .05
</csv>

I appreciate this I found the Shooting zombies OP and annoying originally made me disable mod

 
In the first list in the entitygroups.xml you can see how it governs a group called ZombieAll. This is a very general group which spawns out in the Biomes.

Original

<csv xpath="/entitygroups/entitygroup[@name='ZombiesAll']/text()" delim="\n" op="add" >
animalZombieBunnyPLUS, .1
animalZombieSnakePLUS, .1
animalZombieChickenPLUS, .1
zombieSMGArlenePLUS, .1
zombieTARifleSoldierPLUS, .1
zombieBatonHazmatPLUS, .1
zombieSteelAxeLumberjackPLUS, .1
zombieMachetePartyGirlPLUS, .1
zombiePistolBusinessManPLUS, .1
zombieNailgunUtilityWorkerPLUS, .1
zombieSniperBoePLUS, .1
zombieChainsawMoePLUS, .1
zombieDesertVultureTomClarkPLUS, .1
zombiePumpShotgunBikerPLUS, .1
zombieBatonFatCopPLUS, .1
zombieSteelClubFemaleFatPLUS, .1
zombieBoltNursePLUS, .1
zombieSteelSledgehammerFatHawaiianPLUS, .1
animalZombieLargePlasmaVulturePLUS, .05
zombieSpiderFeralBomberPLUS, .05
zombieSpiderFeralGliderPLUS, .05
zombieM60DemolitionPLUS, .05
animalBossZombieGracePLUS, .05
zombieWightRadiationShowerPLUS, .05
zombieBogeymanPLUS, .05
zombieCrispyPLUS, .05
zombieScorcherPLUS, .05
</csv>




Edited to remove shooters, not flyers.

<csv xpath="/entitygroups/entitygroup[@name='ZombiesAll']/text()" delim="\n" op="add" >
animalZombieBunnyPLUS, .1
animalZombieSnakePLUS, .1
animalZombieChickenPLUS, .1
zombieSteelAxeLumberjackPLUS, .1
zombieChainsawMoePLUS, .1
zombieBatonFatCopPLUS, .1
zombieSteelClubFemaleFatPLUS, .1
zombieSteelSledgehammerFatHawaiianPLUS, .1
animalZombieLargePlasmaVulturePLUS, .05
zombieSpiderFeralBomberPLUS, .05
zombieSpiderFeralGliderPLUS, .05
animalBossZombieGracePLUS, .05
zombieWightRadiationShowerPLUS, .05
zombieBogeymanPLUS, .05
zombieCrispyPLUS, .05
</csv>

I made this change to zombies all but I'm still getting shooting zombies, found one in the city

 
This is an example of one single group as a reference. It is not the only group that governs this kind of entity. Please do not tag me directly into another posters messages.

 
If you continued reading the thread following that, which is a few posts above yours, the next related question was 'do I have to do all of them or just the zombies under ZombiesAll?'

The response was

All I'm afraid...

But, an application like Notepad ++ will allow you to choose one entry and change all that are exactly the same throughout the whole page.

There is a lot of duplication in there even though it's so long. The changes come in batches for the Horde Night entries.
 
Did you recently add or remove a mod? The answer is almost certainly, yes.
Adding or removing mods changed ID numbers of items and blocks.

meleeHandZombieTARifleSolderPLUS is an item. It replaces something else that used to have this ID number.

Don't add or remove mods once a World has started unless you can accept this kind of risk.
Things that can help reduce this risk:

- Make a backup just in case.
- Test on a test server.

- Empty player inventory before restarting the server with new mods or removed mods.

 
Hey, just wanted to note. 

It seems something to do with NPCCore doesn't work with the vultures and they are invincible when using this mod and that mod together. 

All the other PLUS zombies are fine. But the Vultures are not killable. I'll try and see what's going on. 

Edit: Seems to be all vultures not just the "PLUS" one. Hmmmm

 
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It seems the NPCCore just received an update for A21.1 but will push an additional update due to dedicated server bug fixes as things further improve. Not sure how switching from b6 to b12 will impact things either. For the Server Side Zombies though, Scorcher was bottom of the list and should start appearing now that a parsing issue for last entity in a list has been added to the list of fixes for b12. Thanks to the Guppy's for observing it, digging through the code to find it, and then suggesting a fix to resolve it.

 
It seems the NPCCore just received an update for A21.1 but will push an additional update due to dedicated server bug fixes as things further improve. Not sure how switching from b6 to b12 will impact things either. For the Server Side Zombies though, Scorcher was bottom of the list and should start appearing now that a parsing issue for last entity in a list has been added to the list of fixes for b12. Thanks to the Guppy's for observing it, digging through the code to find it, and then suggesting a fix to resolve it.
Gotcha, yeah I'll have to leave it out for now (NPCCore) since I have quite a few modlets and don't wanna restart now on 21.1. 

Thanks. 

 
Hi yall, so just installed the serverplus, starter kit, does it require a player to be fresh on the server, or will it work for players already in? Its not showing up when we added it after the start, so wasnt sure if I had done something wrong or have to be a brand new character.

 
The starter kit requires a player to just be joining the World for the very first time as a brand new player. You haven't done anything wrong in that regard.

Accessing the Creative Menu, and giving one to any players who may have missed the opportunity, but prefer not to have their player save deleted and join again, sounds like a fair compromise if the Server Admin accept it.

 
I was holding off a little on taking things further with expanding, as each experimental so far is releasing some pretty overhauling updates. The vehicles were overhauled with their turbo/torque settings, and the entities lost their material overlay ability. These happened after initial A21 release even though they are incredibly fundamental and far beyond simple updates/patching. It doesn't hurt to share ideas at any time though.

 
I was holding off a little on taking things further with expanding, as each experimental so far is releasing some pretty overhauling updates. The vehicles were overhauled with their turbo/torque settings, and the entities lost their material overlay ability. These happened after initial A21 release even though they are incredibly fundamental and far beyond simple updates/patching. It doesn't hurt to share ideas at any time though.
well all i had for now is giant zombies of various size made larger by the nuclear radiation though feel free to add whatever extra details you guys want to these giant zombies. this is just a base idea i had for yall to work with

 
Here is a small update for the Server Side Zombies PLUS.

1. Paindeer

Paindeer rejoins the PLUS zombies from A20 since it doesn't use any overlays and fits in well with the other types. It will appear at the same frequency as the other challenging animals, like Gory Grace.

YSzmK88.jpg


 
Here is a not so small update for the Server Side PLUS Zombies.

1. Fragger.

This is a lighter version of the rocket launching base wrecking Juggernaut. His base is the Demolisher.

He can fire 2 flurries of rockets in a burst of 3 at a time. As a Fragger his rockets are primarily set to cause entity damage while his hand held auger will cause the base block damage. A full on hit from the burst of 3 is going to hurt a lot and has the potential to be lights out. A single hit or even two may be critical but not life ending. With 2 flurries at a time, well...

Since the rocket is focusing more on Frag, he will appear at a rate of a third of the Scorcher and be more noticable, but will certainly not be the rule.

As with the Scorcher, the Fragger cannot donate like a regular Demolisher.

gEdlsn7.jpg


ZmOyLVI.jpg


 
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This looks super awesome! 

If I install this on my online server, do I need to use a fresh save/map or would it work fine with the current world/save running?

 
Entity mods like this work just fine with current World saves. And if it doesn't quite match the server dynamics, it can be removed as well. Entities can disappear into nothingness unlike items and blocks which can break Worlds and player inventories.

 
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