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Improved Hordes [V1.0]

Yes, I boosted both the minCount and maxCount of some of the types
To add, you could change the GS entity count increase number to a lower value if you haven't already (it supports decimals, e.g. 0.5). increaseEvery increases the count by 1 for all entities within the <gs> tag every X gamestages.

 
To add, you could change the GS entity count increase number to a lower value if you haven't already (it supports decimals, e.g. 0.5). increaseEvery increases the count by 1 for all entities within the <gs> tag every X gamestages.


I think I lowered them slightly. Good to know they take decimals. if I want to make further tweaks.  But at the moment I think I have found a level that works quite well for our little party.   :)

 
Been a while since I last posted here.  Ran into a saving bug on exit on Navezgane while doing some sound mod testing with the latest v2.0.0-beta.1:

https://pastebin.com/5gVm0kpn

"2023-07-15T16:09:56 851.871 WRN [Improved Hordes] [ImprovedHordesMod] TrySaveData(): Failed to save data. Collection was modified; enumeration operation may not execute." For finding the rest faster near the bottom of the logs.

 
I think I lowered them slightly. Good to know they take decimals. if I want to make further tweaks.  But at the moment I think I have found a level that works quite well for our little party.   :)


Could you share your numbers? Becaure default it's imposible to play with 4 guys, we can't go into cities hahaha

 
Could you share your numbers? Becaure default it's imposible to play with 4 guys, we can't go into cities hahaha


These changes were meant to increase sizes of hordes and make them get larger at earlier game stages. So if you find it hard to go into cities now, it will get harder with these changes :)

This is my hordes.xml

<?xml version="1.0" encoding="UTF-8"?>
<hordes>
<horde type="wandering_enemy"> <!-- Define wandering horde parameters -->
<merge />
<groups> <!-- Define possible groups for wandering hordes-->
<group name="Zombies">
<gs min="0" increaseEvery="3"> <!-- Increase entity count by 1 every 5 game stages -->
<entity time="day" biomes="wasteland" group="ZombiesWasteland" minCount="5" maxCount="64"/>
<entity time="night" biomes="wasteland" group="ZombiesWastelandNight" minCount="5" maxCount="64"/>

<entity time="day" biomes="pine_forest,snow,desert,burnt_forest" group="ZombiesAll" minCount="5" maxCount="64"/>
<entity time="night" biomes="pine_forest,snow,desert,burnt_forest" group="ZombiesNight" minCount="5" maxCount="64"/>
</gs>

<gs min="70" increaseEvery="6">
<entity time="day" biomes="wasteland" group="IHZombiesAllFeralWasteland" minCount="1" maxCount="25"/>
<entity time="night" biomes="wasteland" group="ZombiesWastelandNight" minCount="1" maxCount="25"/>

<entity time="day" chance="0.8" biomes="pine_forest,snow,desert,burnt_forest" group="IHZombiesAllFeral" minCount="1" maxCount="25"/>
<entity time="night" chance="0.8" biomes="pine_forest,snow,desert,burnt_forest" group="IHZombiesAllFeralNight" minCount="1" maxCount="25"/>
</gs>

<!-- Radiated Zombies -->
<gs min="180" increaseEvery="5">
<entity time="day" chance="0.4" biomes="wasteland" group="IHZombiesAllRadiatedWasteland" minCount="1" maxCount="15"/>
<entity time="night" chance="0.4" biomes="wasteland" group="IHZombiesAllRadiatedWastelandNight" minCount="1" maxCount="15"/>

<entity time="day" chance="0.2" biomes="pine_forest,snow,desert,burnt_forest" group="IHZombiesAllRadiated" minCount="1" maxCount="15"/>
<entity time="night" chance="0.2" biomes="pine_forest,snow,desert,burnt_forest" group="IHZombiesAllRadiatedNight" minCount="1" maxCount="15"/>
</gs>
</group>
</groups>
</horde>

<horde type="wandering_animal">
<merge />
<groups>
<group name="Stags" weight="0.25">
<entity name="animalStag" minCount="1" maxCount="2"/>
<entity name="animalDoe" minCount="2" maxCount="4"/>
</group>

<group name="Chickens">
<entity name="animalChicken" minCount="3" maxCount="5"/>
</group>

<group name="Rabbits">
<entity name="animalRabbit" minCount="2" maxCount="4"/>
</group>

<group name="Boars" weight="0.25">
<entity name="animalBoar" minCount="3" maxCount="4"/>
</group>
</groups>
</horde>

<horde type="wandering_animal_enemy">
<merge />
<groups>
<group name="Wolves" weight="0.1">
<entity biomes="desert,snow" name="animalCoyote" minCount="1" maxCount="2"/>
<entity biomes="pine_forest,burnt_forest" name="animalWolf" minCount="2" maxCount="4"/>

<entity time="night" chance="0.25" biomes="pine_forest,desert,wasteland,burnt_forest" name="animalDireWolf" minCount="1" maxCount="2"/>
<entity biomes="snow" name="animalMountainLion" minCount="1" maxCount="2"/>
</group>

<group name="Bears" weight="0.05">
<entity biomes="pine_forest,snow" name="animalBear" minCount="1" maxCount="2"/>

<entity time="night" biomes="wasteland,burnt_forest" name="animalZombieBear" minCount="1" maxCount="2"/>
</group>


<group name="ZombieDogs" weight="0.2">
<entity chance="0.1" biomes="wasteland,pine_forest" name="animalZombieDog" minCount="1" maxCount="5"/>
</group>

<group name="Vultures" weight="0.01">
<entity biomes="wasteland,desert,burnt_forest" name="animalZombieVulture" minCount="1" maxCount="3"/>

<entity biomes="wasteland" name="animalZombieVultureRadiated" minCount="1" maxCount="2"/>
</group>
</groups>
</horde>

<horde type="screamer">
<!-- Define list of hordes that this horde can merge with. Hordes of the same type can usually merge. Screamers are an exception. -->
<merge>
<horde type="wandering_enemy"/>
</merge>

<groups>
<group name="Screamer">
<gs min="0" max="75">
<entity name="zombieScreamer" minCount="1" maxCount="1"/>
</gs>

<gs min="75" max="200">
<entity name="zombieScreamerFeral" minCount="1" maxCount="1"/>
</gs>

<gs min="200">
<entity name="zombieScreamerRadiated" minCount="1" maxCount="1"/>
</gs>
</group>
</groups>
</horde>
</hordes>






And this is settings.xml

<!-- Settings for Improved Hordes. -->
<improved_hordes>
<!-- https://github.com/FilUnderscore/ImprovedHordes/wiki/Settings -->

<!-- Entity Spawn Limit -->
<max_entities_spawned_per_player>-1</max_entities_spawned_per_player> <!-- -1 to disable. Note: This is still limited by the game's MaxEnemyCount and MaxAnimalCount settings. -->

<!-- World Spawn Limits -->
<max_horde_density>10.0</max_horde_density> <!-- Max Horde Density per Horde. (Horde biome size) -->
<density_per_km_squared>15</density_per_km_squared> <!-- Max World Horde Density. (Number of hordes in world) -->

<!-- Horde Biome Spawn Settings -->
<horde_biome_multiplier>1.0</horde_biome_multiplier> <!-- Biome multiplier. Higher = more hordes. -->
<horde_biome_curve_scale>2.0</horde_biome_curve_scale> <!-- Biome Curve Scale. Higher = more hordes in the wasteland. -->

<!-- Horde Merge Distances -->
<loaded_merge_distance>15</loaded_merge_distance>
<unloaded_merge_distance>100</unloaded_merge_distance>

<!-- Horde Populator Settings -->
<wandering_animal_wilderness_sparsity>64</wandering_animal_wilderness_sparsity>
<wandering_animal_enemy_wilderness_sparsity>32</wandering_animal_enemy_wilderness_sparsity>

<wandering_enemy_wilderness_sparsity>16</wandering_enemy_wilderness_sparsity>

<wilderness_horde_repopulation_days>2</wilderness_horde_repopulation_days>
<zone_horde_repopulation_days>2</zone_horde_repopulation_days>

<!-- Events -->
<event_chunk_radius>8</event_chunk_radius>
<event_interest_distance_multiplier>2</event_interest_distance_multiplier>
</improved_hordes>






I have been thinking about turning the horde repopulation up to 5 or 7 just to hopefully create some periods of "lull" if you stay in the same area. Current setting make base building a bit tricky and will probably run us out of ammunition soon  :D

 
Been a while since I last posted here.  Ran into a saving bug on exit on Navezgane while doing some sound mod testing with the latest v2.0.0-beta.1:

https://pastebin.com/5gVm0kpn

"2023-07-15T16:09:56 851.871 WRN [Improved Hordes] [ImprovedHordesMod] TrySaveData(): Failed to save data. Collection was modified; enumeration operation may not execute." For finding the rest faster near the bottom of the logs.
Thanks for bringing it up, fixed for next beta release.

 
Anyone else feel that, since the beta, this has been less about wandering hordes and more about hordes just showing up at your base all the time?

I gave Wyrm's insane settings a go on a new single-player map yesterday, and they did somewhat highlight the point. You can be away for a bit smashing out trader quests or the like, and you'll come back to a crowd every single time. The predictability of it all made it very tedious, and that's coming from someone whose favourite part of this game is fighting with the zombies.

 
Anyone else feel that, since the beta, this has been less about wandering hordes and more about hordes just showing up at your base all the time?

I gave Wyrm's insane settings a go on a new single-player map yesterday, and they did somewhat highlight the point. You can be away for a bit smashing out trader quests or the like, and you'll come back to a crowd every single time. The predictability of it all made it very tedious, and that's coming from someone whose favourite part of this game is fighting with the zombies.
Is your base a converted POI or near town? Are you also generating any heat at your base while you're away? I've gotten similar reports on Nexus and I'm looking into it. I suspect that the new wandering AI change might be the culprit, and I could look to toning it down with a slightly simpler implementation.

 
I also want to mention I'm having hordes not really pay attention to the player at all. Like, I shoot a bear in a bear horde and they keep running past, same for boars.

 
I also want to mention I'm having hordes not really pay attention to the player at all. Like, I shoot a bear in a bear horde and they keep running past, same for boars.
This, I love the mod but having hordes  run within 5 feet of me and not see me when I'm standing in plain sight just felt ugh. Or they see me (for about 10 seconds till they lose interest) then just run back and forth in a straight line.

 
This, I love the mod but having hordes  run within 5 feet of me and not see me when I'm standing in plain sight just felt ugh. Or they see me (for about 10 seconds till they lose interest) then just run back and forth in a straight line.
And then if you have the edits to make more zombies appear, having that happen 50 times and drop your FPS to 10.

 
Is your base a converted POI or near town? Are you also generating any heat at your base while you're away? I've gotten similar reports on Nexus and I'm looking into it. I suspect that the new wandering AI change might be the culprit, and I could look to toning it down with a slightly simpler implementation.
Yeah, it was a converted POI in a town, there were a handful of torches up and I had a couple forges going so there was plenty of that heat being generated, but I have to concur with the comments made over at Nexus where it's basically as if feral sense is on and they just know where you are. The mod's great and all but I like that feeling of having to hide at night because a huge group just showed up nearby and you're hoping like @%$# you don't get detected.

 
I also want to mention I'm having hordes not really pay attention to the player at all. Like, I shoot a bear in a bear horde and they keep running past, same for boars.


This, I love the mod but having hordes  run within 5 feet of me and not see me when I'm standing in plain sight just felt ugh. Or they see me (for about 10 seconds till they lose interest) then just run back and forth in a straight line.
Working on AI tweaks, animals currently aren't affected by events however I think hostile ones should be more curious so I'll look to adjusting that.

And then if you have the edits to make more zombies appear, having that happen 50 times and drop your FPS to 10.
Just a question about this, are the zombie spawns bypassing the MaxSpawnedZombies game pref by any chance? I had a similar report on another site and it could be a bug if so.

Yeah, it was a converted POI in a town, there were a handful of torches up and I had a couple forges going so there was plenty of that heat being generated, but I have to concur with the comments made over at Nexus where it's basically as if feral sense is on and they just know where you are. The mod's great and all but I like that feeling of having to hide at night because a huge group just showed up nearby and you're hoping like @%$# you don't get detected.
Part of this might be the zone wander AI instruction update in beta 1. As I just replied to someone on Nexus,

"I agree that AI pathing around POIs could be less aggressive. Right now it selects a random location outside of a POI and wanders there, however I could look to targeting town zone corners instead so they could go along the borders and across the middle. The new AI changes as well should stop them from hitting blocks when not attracted to events nearby. "

This should reduce the chance of hordes targeting specific POIs that you might happen to be nearby.

 
Are the hordes supposed to spawn inside land claimed area or trader settlements? I have multiple instances of them spawning inside my base. Is there a way to configure this?

 
Are the hordes supposed to spawn inside land claimed area or trader settlements? I have multiple instances of them spawning inside my base. Is there a way to configure this?
LCB's only block POI sleeper spawns. They don't block anything else. How big is your base?

 
LCB's only block POI sleeper spawns. They don't block anything else. How big is your base?
Not big. A bit smaller than standard LCD range. It would be a big problem though if a horde of zombies just spawn inside a base especially the safe area with lots of containers. I've never seen a vanilla wandering horde spawning inside a base before so this was never a problem.

 
Are the hordes supposed to spawn inside land claimed area or trader settlements? I have multiple instances of them spawning inside my base. Is there a way to configure this?
Ideally not. I'll need to add a few more spawn checks to prevent this from happening as the game code doesn't have a way to check for all of these conditions at the same time. Currently it's only checking if the spawn point is 'valid' by the game's rules but not more than that.

 
Ideally not. I'll need to add a few more spawn checks to prevent this from happening as the game code doesn't have a way to check for all of these conditions at the same time. Currently it's only checking if the spawn point is 'valid' by the game's rules but not more than that.
Thanks for the clarification. If I understand this right, the mod secretly simulate the moving of zombies. When a player is close to those zombies, they spawn. If that was the case, may I suggest a possible fix is to just postpone the spawning if the spawn point is invalid and let the mod simulate their moving again. Eventually, they are gonna move outside of the invalid spawn point.

Another point, in many occasions, I have seen a horde spawning right at my face (the distance is like 10 blocks away from my position). It kinda looks weird. Is there already a setting that I can configure this to make them spawn/loaded at a greater distance? Is this limited by the game engine?

 
Thanks for the clarification. If I understand this right, the mod secretly simulate the moving of zombies. When a player is close to those zombies, they spawn. If that was the case, may I suggest a possible fix is to just postpone the spawning if the spawn point is invalid and let the mod simulate their moving again. Eventually, they are gonna move outside of the invalid spawn point.

Another point, in many occasions, I have seen a horde spawning right at my face (the distance is like 10 blocks away from my position). It kinda looks weird. Is there already a setting that I can configure this to make them spawn/loaded at a greater distance? Is this limited by the game engine?
That's roughly how it works. Issue with postponing the spawning is that would just make the pop-in more obvious and the spawn distance can't be adjusted since chunks/entities are unloaded beyond view distance and distant terrain takes over (which has no collision).

The only alternative would be to not spawn the horde, but these bad spawns happen quite often so it would be noticeable. The system isn't perfect but it's usually acceptable if the chance of a bad spawn occurring is less than 1%.

 
I noticed when I try to run commands through my consoles task schedular on my dedicated server with this mod installed it gives me errors and won't send the say command.

Any ideas why it might be conflicting with this and if there is any way to fix it?

Thank you in advance for any support you can provide.

 
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