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Improved Hordes [V1.0]

I do have one issue. Now, whenever I quit the game it hangs and I need to kill it in the task manager. This didn't happen in 1.0 before I set up the mod.

Besides that I've yet to have an issue.


Same here with  the quit game problem


Thanks for reporting this issue. I've taken a quick look at it and it appears that the world saves successfully but the game does hang when attempting to exit the game. There are no notable changes made from the A21 build, but I will be digging deeper into what could be causing this issue in 1.0.

 
IMPROVED HORDES 2.0.1-RC.2 for V1.0 EXP b313 released.

This is an experimental release of Improved Hordes. If you encounter any bugs/performance issues regarding the mod, report them in the Issues section of the repository with the experimental label.

Download: https://github.com/FilUnderscore/ImprovedHordes/releases/latest/download/ImprovedHordes.zip



Changelog



Fixed


  • Game hangs when trying to exit world in-game.



More specifically, it turns out that for some reason when unpatching any patched game functions after exiting a world, the game decides to freeze  - the issue seems to be located in the Harmony library provided by the TFP Harmony mod but I was not able to determine the root cause. I've made a few changes to work around this issue and it seems to be fixed after doing some quick testing. Please let me know if you come across this issue again in the near future.

 
Quitting the game works like a charm now.

Another issue. Can't say if it is related to the mod or not, but twice now since I started using it I've entered the game and have my Minibike being somewhere it wasn't when I quit.

The map marker points to where it was when I quit, but the bike itself is somewhere else, and I will have to look for it. As soon as get close enough for it to load, the map marker updates and the bike is there. I can also look in the log to find the coordinates where I need to look for it.

This might be a bug in the base game, but I played 1.0 quite a while before applying the mod and didn't have the problem then.

I was thinking if it could be something related to the exit-problem. If it doesn't save the coordinates properly on quit or something.

 
Something I have noticed is that zombies can suddenly just despawn mid-combat.

This happens often after you have been fighting very large hordes (100+ zombies) and I have a theory what might be the cause.

Since hordes have a location on the map and a circle around it where individual zombies will spawn, I suspect that when fighting a horde at the edge of this circle you might end up with the horde suddenly moving outside the spawning radius, causing all the spawned zombies from it to vanish.

 
Last edited by a moderator:
Zombs from defeated hordes keep respawning after the latest TFP update b316

2024-07-11T22:12:07 1040.633 WRN [Improved Hordes] [HordeDespawnRequest] TickExecute(Single): Tried to despawn horde entities but no entities were spawned.

Also when making a new save upon spawning generates another error.

2024-07-11T22:20:39 55.342 ERR [MODS] Error while executing PlayerSpawnedInWorld on mod "ImprovedHordes"
2024-07-11T22:20:39 55.349 EXC Method not found: void .GameManager.ChatMessageServer(ClientInfo,EChatType,int,string,string,System.Collections.Generic.List`1<int>)
  at ImprovedHordes.IHVersionManager.PlayerSpawnedInWorld (ClientInfo clientInfo, RespawnType respawnType, Vector3i pos) [0x00031] in <3379724ceaa845909d58546a21be61de>:0 
  at ModEvent`3[T1,T2,T3].Invoke (T1 _a1, T2 _a2, T3 _a3) [0x00011] in <46b07ca7659d4fffad2953f20f6748a2>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
ModEventAbs`1:LogError(Exception, Receiver)
ModEvent`3:Invoke(ClientInfo, RespawnType, Vector3i)
GameManager:PlayerSpawnedInWorld(ClientInfo, RespawnType, Vector3i, Int32)
PlayerMoveController:updateRespawn()
PlayerMoveController:Update()

 
Last edited by a moderator:
Zombs from defeated hordes keep respawning after the latest TFP update b316

2024-07-11T22:12:07 1040.633 WRN [Improved Hordes] [HordeDespawnRequest] TickExecute(Single): Tried to despawn horde entities but no entities were spawned.

Also when making a new save upon spawning generates another error.

2024-07-11T22:20:39 55.342 ERR [MODS] Error while executing PlayerSpawnedInWorld on mod "ImprovedHordes"
2024-07-11T22:20:39 55.349 EXC Method not found: void .GameManager.ChatMessageServer(ClientInfo,EChatType,int,string,string,System.Collections.Generic.List`1<int>)
  at ImprovedHordes.IHVersionManager.PlayerSpawnedInWorld (ClientInfo clientInfo, RespawnType respawnType, Vector3i pos) [0x00031] in <3379724ceaa845909d58546a21be61de>:0 
  at ModEvent`3[T1,T2,T3].Invoke (T1 _a1, T2 _a2, T3 _a3) [0x00011] in <46b07ca7659d4fffad2953f20f6748a2>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
ModEventAbs`1:LogError(Exception, Receiver)
ModEvent`3:Invoke(ClientInfo, RespawnType, Vector3i)
GameManager:PlayerSpawnedInWorld(ClientInfo, RespawnType, Vector3i, Int32)
PlayerMoveController:updateRespawn()
PlayerMoveController:Update()


I just came here to report on this bug. I had the console fill with those messages mid-combat and quickly hit alt-F4 since I didn't want to die because the console popped up. 

My error in the log is slightly different.

2024-07-12T18:50:14 12151.929 ERR [MODS] Error while executing GameUpdate on mod "ImprovedHordes"
2024-07-12T18:50:14 12151.929 EXC Method not found: void .Entity.PlayOneShot(string,bool,bool)
  at ImprovedHordes.Core.World.Horde.Cluster.HordeClusterEntity.PlaySound (System.String soundName) [0x00001] in <3379724ceaa845909d58546a21be61de>:0
  at ImprovedHordes.Screamer.Commands.ScreamerEntityAICommand.Execute (ImprovedHordes.Core.Abstractions.World.IEntity entity, System.Single dt) [0x00058] in <3379724ceaa845909d58546a21be61de>:0
  at ImprovedHordes.Core.World.Horde.AI.HordeEntityAIAgentExecutor.UpdateEntityCommand (System.Single dt) [0x0003a] in <3379724ceaa845909d58546a21be61de>:0
  at ImprovedHordes.Core.World.Horde.AI.HordeEntityAIAgentExecutor.Update (System.Single dt) [0x00062] in <3379724ceaa845909d58546a21be61de>:0
  at ImprovedHordes.Core.World.Horde.AI.HordeAIExecutor+EntityAIUpdateRequest.TickExecute (System.Single dt) [0x00001] in <3379724ceaa845909d58546a21be61de>:0
  at ImprovedHordes.Core.Threading.Request.MainThreadRequestProcessor.Update (System.Single dt) [0x0004b] in <3379724ceaa845909d58546a21be61de>:0
  at ImprovedHordes.Core.Threading.MainThreaded.UpdateAll (System.Single dt) [0x00018] in <3379724ceaa845909d58546a21be61de>:0
  at ImprovedHordes.Core.ImprovedHordesCore.Update () [0x00007] in <3379724ceaa845909d58546a21be61de>:0
  at ImprovedHordes.ImprovedHordesMod.GameUpdate () [0x00020] in <3379724ceaa845909d58546a21be61de>:0
  at ModEvent.Invoke () [0x00011] in <46b07ca7659d4fffad2953f20f6748a2>:0
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
ModEventAbs`1:LogError(Exception, Receiver)
ModEvent:Invoke()
GameManager:gmUpdate()
GameManager:Update()

 
Last edited by a moderator:
IMPROVED HORDES 2.0.1-RC.3 for V1.0 EXP b317 released.

This is an experimental release of Improved Hordes. If you encounter any bugs/performance issues regarding the mod, report them in the Issues section of the repository with the experimental label.

Download: https://github.com/FilUnderscore/ImprovedHordes/releases/latest/download/ImprovedHordes.zip


Changelog


  • Compatibility update for V1.0 EXP b317.


Changed


  • Version information is no longer displayed in chat on first initialization of the mod and is instead displayed in the toolbar for a few seconds. As part of this change, the silence_init_msg setting has been removed.



Quitting the game works like a charm now.

Another issue. Can't say if it is related to the mod or not, but twice now since I started using it I've entered the game and have my Minibike being somewhere it wasn't when I quit.

The map marker points to where it was when I quit, but the bike itself is somewhere else, and I will have to look for it. As soon as get close enough for it to load, the map marker updates and the bike is there. I can also look in the log to find the coordinates where I need to look for it.

This might be a bug in the base game, but I played 1.0 quite a while before applying the mod and didn't have the problem then.

I was thinking if it could be something related to the exit-problem. If it doesn't save the coordinates properly on quit or something.
I haven't received any other reports regarding this issue and haven't been able to replicate it - does this continue to happen after removing the mod?

Something I have noticed is that zombies can suddenly just despawn mid-combat.

This happens often after you have been fighting very large hordes (100+ zombies) and I have a theory what might be the cause.

Since hordes have a location on the map and a circle around it where individual zombies will spawn, I suspect that when fighting a horde at the edge of this circle you might end up with the horde suddenly moving outside the spawning radius, causing all the spawned zombies from it to vanish.
This used to be an issue I encountered back when I was beta testing the spawning functionality and thought was fixed, I'll look into trying to replicate this. Thanks for bringing it to my attention.

2024-07-11T22:20:39 55.342 ERR [MODS] Error while executing PlayerSpawnedInWorld on mod "ImprovedHordes"
2024-07-11T22:20:39 55.349 EXC Method not found: void .GameManager.ChatMessageServer(ClientInfo,EChatType,int,string,string,System.Collections.Generic.List`1<int>)
2024-07-12T18:50:14 12151.929 ERR [MODS] Error while executing GameUpdate on mod "ImprovedHordes"
2024-07-12T18:50:14 12151.929 EXC Method not found: void .Entity.PlayOneShot(string,bool,bool)
The latest release (2.0.1-RC.3) should address these errors.

Zombs from defeated hordes keep respawning after the latest TFP update b316

2024-07-11T22:12:07 1040.633 WRN [Improved Hordes] [HordeDespawnRequest] TickExecute(Single): Tried to despawn horde entities but no entities were spawned.
Haven't seen this warning pop up in a while, does it happen often/predictably? Would be helpful to know so I can try and replicate this issue.

 
I am considering this mod, but I have a question. Does this mod's xml's edit World Zombies AND Wandering Hordes or just World Zombies?  I ask because I have 2 other mods I am also considering - More Dangerous Cities, which I believe edits World Zombies so that Wilderness Zombies are less and City Zombies are more, and I also am considering Improved Wandering Hordes, so I just want to know will your mod conflict with the Wandering Horde mod.

 
I am considering this mod, but I have a question. Does this mod's xml's edit World Zombies AND Wandering Hordes or just World Zombies?  I ask because I have 2 other mods I am also considering - More Dangerous Cities, which I believe edits World Zombies so that Wilderness Zombies are less and City Zombies are more, and I also am considering Improved Wandering Hordes, so I just want to know will your mod conflict with the Wandering Horde mod.


You are correct. All that "More Dangerous Cities" does is make edits to the spawn rates as described.  This mod would work in conjunction with it but be warned.  Cities are going to be extremely busy with zeds. If you do not have exceptional hardware to support the number of entities, it will cause a problem with performance.
I have used both edits for one of our servers previously. It was a bit crazy living anywhere near the city.

 
I am considering this mod, but I have a question. Does this mod's xml's edit World Zombies AND Wandering Hordes or just World Zombies?  I ask because I have 2 other mods I am also considering - More Dangerous Cities, which I believe edits World Zombies so that Wilderness Zombies are less and City Zombies are more, and I also am considering Improved Wandering Hordes, so I just want to know will your mod conflict with the Wandering Horde mod.
The mod does not modify any vanilla hordes but instead incorporates a new kind of roaming hordes that roam the entire map that spawn in when you get near enough (running on custom AI behavior). The mod is compatible with any mods that do not make direct changes to the vanilla AI behaviors that the mod relies on for things like entity pathfinding, so you'll find that this works with mods such as Wandering Horde Frequency, Dangerous Cities, etc.

As SylenThunder mentioned, because the mod does spawn additional zombies in certain areas, it can get a bit hectic at times (especially with heatmap activity), but there are measures in place to ensure things such as entity spawn limits are followed and settings to reduce spawned entity counts where more horde zombies will spawn once the current ones are slain.

 
I'm on b328 and the zombies are standing still and not moving with this mod.  I removed this mod and they started walking again.  I also noticed some errors in the log:

2024-07-21T11:48:48 12.253 ERR [MODS] Failed creating ModAPI instance from DLL ImprovedHordes.dll
2024-07-21T11:48:48 12.259 EXC Could not load type of field 'ImprovedHordes.ImprovedHordesMod:harmony' (2) due to: Could not load file or assembly '0Harmony, Version=2.13.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
at (wrapper managed-to-native) System.RuntimeTypeHandle.type_is_assignable_from(System.Type,System.Type)
at System.RuntimeTypeHandle.CanCastTo (System.RuntimeType type, System.RuntimeType target) [0x00000] in <467a840a914a47078e4ae9b0b1e8779e>:0
at System.RuntimeType.IsAssignableFrom (System.Type c) [0x00020] in <467a840a914a47078e4ae9b0b1e8779e>:0
at Mod.InitModCode () [0x00063] in <e729137758ca4b31a4f073db1a9fef86>:0
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
Mod:InitModCode()
ModManager:LoadMods()
GameManager:Awake()


This appears in a similar form in a bunch of places.  At the time these were my mods:

2024-07-21T11:48:47 11.547 INF [MODS]   Trying to load from folder: 'ImprovedHordes'
2024-07-21T11:48:48 12.191 INF [MODS]     Loaded Mod: ImprovedHordes (2.0.1.560)
2024-07-21T11:48:48 12.192 INF [MODS]   Trying to load from folder: 'KHV1-DangerousCities'
2024-07-21T11:48:48 12.210 INF [MODS]     Loaded Mod: DangerousCities (1.0.0.1)
2024-07-21T11:48:48 12.211 INF [MODS]   Trying to load from folder: 'KHV1-RemovePOINames'
2024-07-21T11:48:48 12.226 INF [MODS]     Loaded Mod: RemovePOINames (1.0.0.1)
2024-07-21T11:48:48 12.226 INF [MODS]   Trying to load from folder: 'KHV1-RemovePOINamesTracker'
2024-07-21T11:48:48 12.239 INF [MODS]     Loaded Mod: RemovePOINamesTracker (1.0.0.1)
2024-07-21T11:48:48 12.240 INF [MODS]   Trying to load from folder: 'KHV1-ZombieReachAdjust'
2024-07-21T11:48:48 12.249 INF [MODS]     Loaded Mod: ZombieReachAdjust (1.0.0.1)

 
I'm on b328 and the zombies are standing still and not moving with this mod.  I removed this mod and they started walking again.  I also noticed some errors in the log:

2024-07-21T11:48:48 12.253 ERR [MODS] Failed creating ModAPI instance from DLL ImprovedHordes.dll
2024-07-21T11:48:48 12.259 EXC Could not load type of field 'ImprovedHordes.ImprovedHordesMod:harmony' (2) due to: Could not load file or assembly '0Harmony, Version=2.13.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
at (wrapper managed-to-native) System.RuntimeTypeHandle.type_is_assignable_from(System.Type,System.Type)
at System.RuntimeTypeHandle.CanCastTo (System.RuntimeType type, System.RuntimeType target) [0x00000] in <467a840a914a47078e4ae9b0b1e8779e>:0
at System.RuntimeType.IsAssignableFrom (System.Type c) [0x00020] in <467a840a914a47078e4ae9b0b1e8779e>:0
at Mod.InitModCode () [0x00063] in <e729137758ca4b31a4f073db1a9fef86>:0
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
Mod:InitModCode()
ModManager:LoadMods()
GameManager:Awake()


This appears in a similar form in a bunch of places.  At the time these were my mods:

2024-07-21T11:48:47 11.547 INF [MODS]   Trying to load from folder: 'ImprovedHordes'
2024-07-21T11:48:48 12.191 INF [MODS]     Loaded Mod: ImprovedHordes (2.0.1.560)
2024-07-21T11:48:48 12.192 INF [MODS]   Trying to load from folder: 'KHV1-DangerousCities'
2024-07-21T11:48:48 12.210 INF [MODS]     Loaded Mod: DangerousCities (1.0.0.1)
2024-07-21T11:48:48 12.211 INF [MODS]   Trying to load from folder: 'KHV1-RemovePOINames'
2024-07-21T11:48:48 12.226 INF [MODS]     Loaded Mod: RemovePOINames (1.0.0.1)
2024-07-21T11:48:48 12.226 INF [MODS]   Trying to load from folder: 'KHV1-RemovePOINamesTracker'
2024-07-21T11:48:48 12.239 INF [MODS]     Loaded Mod: RemovePOINamesTracker (1.0.0.1)
2024-07-21T11:48:48 12.240 INF [MODS]   Trying to load from folder: 'KHV1-ZombieReachAdjust'
2024-07-21T11:48:48 12.249 INF [MODS]     Loaded Mod: ZombieReachAdjust (1.0.0.1)
The log seems to be reporting that one of the mod's dependencies (the 0_TFP_Harmony mod present in the base game) was not detected. Check to make sure that you have the 0_TFP_Harmony mod present in your mods folder otherwise Improved Hordes might not load correctly. You can verify the integrity of your game files to restore the Harmony mod if it is missing.

 
Last edited by a moderator:
Good day, will there be a new version for the stable? and all the add ons added? best regards

 
Last edited by a moderator:
FilUnderscore said:
The log seems to be reporting that one of the mod's dependencies (the 0_TFP_Harmony mod present in the base game) was not detected. Check to make sure that you have the 0_TFP_Harmony mod present in your mods folder otherwise Improved Hordes might not load correctly. You can verify the integrity of your game files to restore the Harmony mod if it is missing.
Comming an Update for b333 1.0 ? 

 
Two questions: 

1. I see there is an improvedhordes folder when I download but clicking on it goes to config, but then ANOTHER improvedhordes folder, I just place the main folder into mods correct? 

2. Can I use this mod with Khaines WanderingHordes mod and or any other mods like Dan's More Zombies? https://www.nexusmods.com/7daystodie/mods/5176  or will it conflict? 

Thank you 

 
Last edited by a moderator:
Two questions: 

1. I see there is an improvedhordes folder when I download but clicking on it goes to config, but then ANOTHER improvedhordes folder, I just place the main folder into mods correct? 

2. Can I use this mod with Khaines WanderingHordes mod and or any other mods like Dan's More Zombies? https://www.nexusmods.com/7daystodie/mods/5176  or will it conflict? 

Thank you 


This is what the author wrote to me on nexusmods:

The mod introduces real roaming hordes that roam the world that you can encounter at any point of your journey that spawn in when you get close by. This is different to the vanilla behavior and other mods which modify the vanilla wandering hordes as they aren't spawned in randomly nearby (technically a whole simulation of horde movement throughout the world is running as you're playing).

As for what mods to go with, I don't see there being too much difference in whether you choose to run with other mods like Wandering Horde Frequency or Dangerous Cities which increase zombie counts. I see it more as a balancing exercise of whether you want more or less zombies and adjusting each mod as you see fit.

Improved Hordes is based on unpredictability and any actions such as heatmap activity only increases it, meaning you could very well attract either multiple hordes of zombies in succession, hordes within a short space of each other, or no hordes at all if you've cleared out all the ones nearby for the week. Keep in mind, this is mostly adjustable in the configuration file.


But i am not sure anymore that they work smoothly together.

I don't see any additional hordes except for those added/edited with wandering horde mod (those are easily identified as they are huge and spawn within same interval).

And the screamers i met did not spawn any additional zombies, they are acting more or less as average zombies. Such a bummer.

 
Last edited by a moderator:
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