• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

(A21) Server Side Zombies PLUS

  • Thread starter Thread starter Guest
  • Start date Start date
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.
Awesome, thanks, works super good! Is there any way to remove/disable the zombies with pistols/guns? The other zombies are fine but my friends thinks it a bit too much when they run around and shoot at us :D

 
It is possible to remove or disable zombies which are not appropriate for your friends' game styles. Here is the way TFP do it for disabling, and it is done in the Config folder for the entitygroups.xml file.

The number 0 tells the zombie not to appear. It is placed just after the comma and space. An example we can see in the main game is:

zombieMarleneRadiated, 0

This tells her not to appear in the Hospital POI for low Game Stage players and helps balance the experience.

By changing the zombies with guns in the same way, it can disable them. For example,

zombieTARifleSoldierPLUS, .1
can change to
zombieTARifleSoldierPLUS, 0

The alternative is to delete the whole entry line.

The top areas of that file control how these zombies appear in the biomes.
The bottom long section controls how they appear in Horde Night.

 
It is possible to remove or disable zombies which are not appropriate for your friends' game styles. Here is the way TFP do it for disabling, and it is done in the Config folder for the entitygroups.xml file.

The number 0 tells the zombie not to appear. It is placed just after the comma and space. An example we can see in the main game is:

zombieMarleneRadiated, 0

This tells her not to appear in the Hospital POI for low Game Stage players and helps balance the experience.

By changing the zombies with guns in the same way, it can disable them. For example,

zombieTARifleSoldierPLUS, .1
can change to
zombieTARifleSoldierPLUS, 0

The alternative is to delete the whole entry line.

The top areas of that file control how these zombies appear in the biomes.
The bottom long section controls how they appear in Horde Night.
Alright, thank you so much for the help! Good job on the mod!

 
It is possible to remove or disable zombies which are not appropriate for your friends' game styles. Here is the way TFP do it for disabling, and it is done in the Config folder for the entitygroups.xml file.

i want it all the time in game and in ALL areas..is this possible?

 
https://www.nexusmods.com/7daystodie/mods/3558

get yourself this mod by vedui42 it works with the serverside zombies it works for me
This mod has the effect of increasing the spawning of Zombies in the "wilderness" and towns/cities. It does not affect blood moons, wandering hordes, or POI spawns.

THX for help, but i want it in ALL THE GAME...in houses, bloodmoon wandering hordes and normal in EVERY AREA :) (like change to normal zombies with these)

 
This mod began life in the A20-Preppocalypse Mod, which continues as A21-Preppocalypse. It is specifically noted for the armed default zombies.
A21-Preppocalypse integrates these entities into:

- Biomes
- Sleeper Volumes in the POIs and added to Game Stage so they appear more frequently as we progress just like regular radiated appear
- Horde Night
- Screamer Hordes
 

It does not integrate them into:
- Wandering Hordes (because numbers are increased a lot compared to default)

They were released a this stand alone Server Side Zombies PLUS for A21 because the previous type in A20 were no longer possible. The feature to make them fully functional was removed from the game. This Server Side Zombies PLUS Mod will remain just in the Biomes and Horde Night, since Preppocalypse already performs the requested feature (beyond Wandering Hordes). Consider trying A21-Preppocalypse as it offers much of what is being requested. You'll understand that I prefer not to carry over any more features directly out of Preppocalypse into Server Side Zombies PLUS.

A21-Preppocalypse can be found here:



As for the Wandering Horde request, it is possible to enfuse them into that group using the Improved Wandering Hordes Mod by FilUnderscore which is found here.

https://community.7daystodie.com/topic/26781-improved-hordes-a211/

 
This mod began life in the A20-Preppocalypse Mod, which continues as A21-Preppocalypse. It is specifically noted for the armed default zombies.
A21-Preppocalypse integrates these entities into:

- Biomes
- Sleeper Volumes in the POIs and added to Game Stage so they appear more frequently as we progress just like regular radiated appear
- Horde Night
- Screamer Hordes
 

It does not integrate them into:
- Wandering Hordes (because numbers are increased a lot compared to default)

They were released a this stand alone Server Side Zombies PLUS for A21 because the previous type in A20 were no longer possible. The feature to make them fully functional was removed from the game. This Server Side Zombies PLUS Mod will remain just in the Biomes and Horde Night, since Preppocalypse already performs the requested feature (beyond Wandering Hordes). Consider trying A21-Preppocalypse as it offers much of what is being requested. You'll understand that I prefer not to carry over any more features directly out of Preppocalypse into Server Side Zombies PLUS.

A21-Preppocalypse can be found here:



As for the Wandering Horde request, it is possible to enfuse them into that group using the Improved Wandering Hordes Mod by FilUnderscore which is found here.

https://community.7daystodie.com/topic/26781-improved-hordes-a211/
i have this mod...i use it...but no from the new zombies spawn in the wandering horde..perhaps sometimes 1

 
i have this mod...i use it...but no from the new zombies spawn in the wandering horde..perhaps sometimes 1
That's correct. It can set its own wandering horde list but needs to be done manually since it requires configuration. The entitygroups.xml in the Server Side Zombies will show the names to be added.

 
That's correct. It can set its own wandering horde list but needs to be done manually since it requires configuration. The entitygroups.xml in the Server Side Zombies will show the names to be added.
can u perphaps give an example how i edit it? or can u edit it and post it as "ultimate hardcore mod? " iwant this zombies all time..perhaps 75% of the time (100% is i think 2 hard, the flying molotow are very tricky and the gun ones)

 
For the A21-ServerSideZombiesPLUS Mod, go to Config/entitygroups.xml file

For the first 10 lists, which are for biomes, you will see things like:

zombieRocketPLUS, .025

Change that to just

zombieRocketPLUS

It removes that .025 probability chance and they will appear a lot more frequently. If you want even more change to

zombieRocketPLUS, 1.5

The next 300+ lists are specifically for Horde Night.

 
I would like to use this mod, but I want to take some of the creatures out. the paindeer and rabbit for example. I did DL the mod and remove them, but them i got red codes. anything special I have to do to remove certain things. thanks 

 
Removing their entries from the entitygroups.xml is the most appropriate way to ensure they do not appear.

 
Removing their entries from the entitygroups.xml is the most appropriate way to ensure they do not appear.
thanks for the reply I was reading over the posts here in the forums and saw another post about removing stuff. I am sorry I missed it before I asked. If I make the chance zero that they spawn. so this animalZombieBunnyPLUS, .1, would become animalZombieBunnyPLUS, .0. and it stop them from spawning? thanks

 
animalZombieBunnyPLUS, 0


is the standard syntax for 0 probability chance. Notice there is no '.' or any other punctuation apart from the ',' for 'PLUS,'

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

1. Boss Fragger and Scorcher (From Preppocalypse Mod)

To increase the challenge from GS200 during Horde Night or for visits to the Wasteland or Burnt Forest Biomes at any time, the Fragger and Scorcher have received an upgrade for their 'Boss' types. They are bigger and badder with higher entity and block damage for melee and ranged. The trade off is a 100% guaranteed boss loot drop on death.

Adding them from GS200 is when radiated entities hit their highest probability spawn chance and the introduction from this stage is balanced.

The Boss Fragger is reminiscent of the Juggernaut from previous variations of this mod but with the focus more on entity damage. There will most certainly be base block damage but destruction will be less imminent than their predecessor types. The Boss Scorcher has greater damage and range, so be careful when venturing into the Wasteland when re calibrating your safe area.

XrXbhnZ.jpeg


2. XP for the Plasma Vulture was slightly increased to be more proportional with other entities.

3. The chicken has been reduced in size because that Cow Skull is a touch overscaled. In A20 it remained the same size as a regular Cow Skull but in A21, it scaled up with the Battle Chicken. Reducing the Battle Chicken size brings the Cow Skill back to a more realistic size. This will reduce clipping and increase the ability to see what else is coming behind it. ^^

4. Localisation and ModInfo to match A21 values since Spanish/LatAm were merged and underscore ModInfo will be a thing for future naming nomenclature.

 
Wendigo made its last appearance in A20. The infrastructure for the zombie class that made Wendigo, and other zombies of that style, no longer exists in the game code.

 
Hi there!

Another version and back for more Server-side Zombies! :D  

Don't want to bother, just to ask if there will be a 1.0 version.

Thank you so much for everything you are doing!

BourbonBeefcake

 
Back
Top