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Improved Hordes [V1.0]

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 


The ImprovedHordes folder should contain a Config folder, ImprovedHordes DLL, and a couple of other files. This is the main folder that needs to go in your mods folder. It should also be compatible with other wandering horde mods as this adds additional roaming hordes (which are not the same as the game's default wandering hordes - they work in tandem). Several people have reported playing with a combination of different mods that modify the vanilla hordes and haven't come into many issues, if any.

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.
Two things I'd like to add on to my previous response:

1. The mod will skip spawning in nearby hordes if the zombie spawn cap is reached (for performance reasons), if you are finding this to be a common issue, look at increasing this cap (the max spawned zombies value in the game/server settings) or toning down some of the other mods. You could also look into the max_spawn_capacity_percent setting as well which allows the mod to spawn in hordes past the configured game cap.

2. Screamers that you meet near POI centers such as cities do not behave like standard screamers - yes they attract hordes, but what that actually means is not spawning in zombies nearby in response, but rather letting any nearby hordes within a 100-300m radius where you currently are and letting them path to you (spawning in when nearby). If you clear these hordes out beforehand, you can expect that a screamer will scream but no hordes will pop in nearby. If you're finding there's not enough roaming hordes, you can look at adjusting some of the other settings such as density_per_km_squared (for bigger hordes in a certain area) or horde_biome_multiplier (for bigger hordes and more hordes per biome).

 
2024-08-03T00:11:12 4.578 ERR Error loading types from assembly 'ImprovedHordes, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (F:\Games\steamapps\common\7 Days To Die\Mods\ImprovedHordes\ImprovedHordes.dll)
2024-08-03T00:11:12 4.579 EXC Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
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.
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.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <467a840a914a47078e4ae9b0b1e8779e>:0
  at ReflectionHelpers.FindTypesWithAttribute[T] (System.Action`1[T] _typeFoundCallback, System.Boolean _allowAbstract) [0x0002c] in <40e9b6e9762f43cf836123d0f549ad32>:0
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
ReflectionHelpers:FindTypesWithAttribute(Action`1, Boolean)
XmlPatcher:.cctor()
<PatchAndLoadXuiXml>d__100:MoveNext()
ThreadManager:RunCoroutineSync(IEnumerator)
LocalPlayerUI:Start()

Having some problems with zombies standing still and was looking through the log to see if I can get a clue. I came across this. I don't know why it's throwing that error since I put the mod in the correct folder.

 
2024-08-03T00:11:12 4.578 ERR Error loading types from assembly 'ImprovedHordes, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (F:\Games\steamapps\common\7 Days To Die\Mods\ImprovedHordes\ImprovedHordes.dll)
2024-08-03T00:11:12 4.579 EXC Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
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.
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.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <467a840a914a47078e4ae9b0b1e8779e>:0
  at ReflectionHelpers.FindTypesWithAttribute[T] (System.Action`1[T] _typeFoundCallback, System.Boolean _allowAbstract) [0x0002c] in <40e9b6e9762f43cf836123d0f549ad32>:0
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
ReflectionHelpers:FindTypesWithAttribute(Action`1, Boolean)
XmlPatcher:.cctor()
<PatchAndLoadXuiXml>d__100:MoveNext()
ThreadManager:RunCoroutineSync(IEnumerator)
LocalPlayerUI:Start()

Having some problems with zombies standing still and was looking through the log to see if I can get a clue. I came across this. I don't know why it's throwing that error since I put the mod in the correct folder.
https://community.7daystodie.com/topic/26781-improved-hordes-v10/?do=findComment&comment=561906

 
I've been playing around with the settings but I can't seem to dial them in. I want masses of zombies, (like 16-32 per player), but easy (relative to the current loot stage), so like no Ferals below like loot stage 150 and no radiated. With the below settings I can't seem to get any hordes.
Default settings seem to work great, but the zombies are tougher than I'm looking for. I also want wilderness to be less frequent than cities and not as many aggressive animals spawning (timid seems fine). 

What can I change to meet those needs? Also, is the loot stage for the entire horde combined from all players in the area (e.g. 2 players at loot stage 50, would spawn 1 wave of gs="100" zombies), or is each horde spawned per player's loot stage? (e.g. 2 players at loot stage 50 would spawn 2x hordes at gs min="50")

Here are my current Settings.xml and Hordes.xml files:

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="5"> <!-- Increase entity count by 1 every 5 game stages -->
<entity time="day" biomes="wasteland" group="ZombiesWasteland" minCount="3" maxCount="8"/>
<entity time="night" biomes="wasteland" group="ZombiesWastelandNight" minCount="3" maxCount="8"/>

<entity time="day" biomes="pine_forest,snow,desert,burnt_forest" group="ZombiesAll" minCount="3" maxCount="8"/>
<entity time="night" biomes="pine_forest,snow,desert,burnt_forest" group="ZombiesNight" minCount="3" maxCount="8"/>
</gs>

<gs min="150" increaseEvery="8">
<entity time="day" biomes="wasteland" group="IHZombiesAllFeralWasteland" minCount="1" maxCount="10"/>
<entity time="night" biomes="wasteland" group="ZombiesWastelandNight" minCount="1" maxCount="10"/>

<entity time="day" chance="0.8" biomes="pine_forest,snow,desert,burnt_forest" group="IHZombiesAllFeral" minCount="1" maxCount="10"/>
<entity time="night" chance="0.8" biomes="pine_forest,snow,desert,burnt_forest" group="IHZombiesAllFeralNight" minCount="1" maxCount="10"/>
</gs>

<!-- Radiated Zombies -->
<gs min="500" increaseEvery="5">
<entity time="day" chance="0.4" biomes="wasteland" group="IHZombiesAllRadiatedWasteland" minCount="1" maxCount="20"/>
<entity time="night" chance="0.4" biomes="wasteland" group="IHZombiesAllRadiatedWastelandNight" minCount="1" maxCount="20"/>

<entity time="day" chance="0.2" biomes="pine_forest,snow,desert,burnt_forest" group="IHZombiesAllRadiated" minCount="1" maxCount="20"/>
<entity time="night" chance="0.2" biomes="pine_forest,snow,desert,burnt_forest" group="IHZombiesAllRadiatedNight" minCount="1" maxCount="20"/>
</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>
</groups>
</horde>

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

<group name="Boars" weight="0.01">
<entity name="animalBoar" minCount="3" maxCount="4"/>
</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>




Settings.xml

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

	<thread_tick_ms>100</thread_tick_ms> <!-- Update rate for threads (100ms by default or 0.1s). Increase this value if you are experiencing performance issues. -->

	<!-- Entity Spawn Limit -->
	<max_entities_spawned_per_player>16</max_entities_spawned_per_player> <!-- -1 to disable. Note: This is still limited by the game's MaxEnemyCount and MaxAnimalCount settings. -->
	<max_hordes_spawned_per_player_group>3</max_hordes_spawned_per_player_group> <!-- -1 to disable. To calculate the max possible number of entities for a player group (given that both settings are greater than -1): max_hordes_spawned_per_player_group * max_entities_spawned_per_player -->

	<max_spawn_capacity_percent>0.8</max_spawn_capacity_percent> <!-- 80% of MaxSpawnedZombies/MaxSpawnedAnimals can be occupied by hordes. -->

	<!-- World Spawn Limits -->
	<max_horde_density>2.0</max_horde_density> <!-- Max Horde Density per Horde. (Horde biome size) -->
	<density_per_km_squared>9.3</density_per_km_squared> <!-- Max World Horde Density. (Number of hordes in world) -->
	
	<!-- Horde Biome Spawn Settings -->
	<horde_biome_multiplier>0.5</horde_biome_multiplier> <!-- Biome multiplier. Higher = more hordes. -->
	<horde_biome_curve_scale>1.5</horde_biome_curve_scale> <!-- Biome Curve Scale. Higher = more hordes in the wasteland. -->
	
	<!-- Horde Merge Distances -->
	<loaded_merge_distance>10</loaded_merge_distance>
	<unloaded_merge_distance>50</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>32</wandering_enemy_wilderness_sparsity>
	
	<!-- Frequency of world horde repopulation (wilderness and city/town hordes) -->
	<wilderness_horde_repopulation_days>4</wilderness_horde_repopulation_days>
	<zone_horde_repopulation_days>1</zone_horde_repopulation_days>
	
	<!-- Events -->
	<event_chunk_radius>3</event_chunk_radius>
	<event_interest_distance_multiplier>0.5</event_interest_distance_multiplier>
</improved_hordes>
 
Last edited by a moderator:
testers are enjoying this so far. glad it was converted to 1.0:)
Good to hear!

I've been playing around with the settings but I can't seem to dial them in. I want masses of zombies, (like 16-32 per player), but easy (relative to the current loot stage), so like no Ferals below like loot stage 150 and no radiated. With the below settings I can't seem to get any hordes.
Default settings seem to work great, but the zombies are tougher than I'm looking for. I also want wilderness to be less frequent than cities and not as many aggressive animals spawning (timid seems fine). 

What can I change to meet those needs? Also, is the loot stage for the entire horde combined from all players in the area (e.g. 2 players at loot stage 50, would spawn 1 wave of gs="100" zombies), or is each horde spawned per player's loot stage? (e.g. 2 players at loot stage 50 would spawn 2x hordes at gs min="50")
The game stage of all combined players in view distance is used (same calculation as the vanilla blood moon difficulty), so in your example it would spawn a horde with the entities under gs min="50" and gs min="100" tags.

Regarding your other questions, ferals don't spawn below game stage 150 either way (excluding the vanilla ZombiesNight group) as indicated by the gs min="150". Adjusting the number of zombies per player is both self documented in the config and documented on the wiki as well (max_entities_spawned_per_player). To reduce the number of wilderness hordes, look at bumping up the wilderness_sparsity settings (wandering_enemy_wilderness_sparsity and wandering_animal_enemy_wilderness_sparsity) in the config (higher number = hordes spawn more spread out). You can also adjust the aggressive animal horde spawns in the same way.

 
Hi FilUnderscore,

I'm updating the Survival No Trader mod for 1.0. Was wondering if I might be able to wrap Improved Hordes into the mod.

cheers

 
Unfortunately the latest EXP (1.1 B14) is not compatible with your mod, it doesnt spawn any new hordes at all. Maybe you can take a look ;-)

 
We just installed this mod on our Server. I love how it works and the randomness of spawns from our zombies.  HOWEVER, we are noticing an increasing amount of server lag from the mod itself. 

Example of what we found so far  -  Saving 1639 of chunks took 52695ms, this time slowly grows, the first few saves took a few seconds, then 20, and sometimes up to a minute or longer.

Any advice, suggestions, and/or tips would be greatly appreciated.  I'm not sure why the mod is saving or if the simulation is the issue, this is as of version 1.1 just released.

Thanks!!



 


 
Just updated to v1.2 (b27) today and this mod is throwing errors upon loading. 

Code:
2024-12-10T12:03:37 10.157 ERR Could not instantiate type 'ImprovedHordes.Command.ImprovedHordesCommand'
2024-12-10T12:03:37 10.160 EXC VTable setup of type ImprovedHordes.Command.ImprovedHordesCommand failed
  at System.Reflection.RuntimeConstructorInfo.InternalInvoke (System.Object obj, System.Object[] parameters, System.Boolean wrapExceptions) [0x00029] in <31687ccd371e4dc6b0c23a1317cf9474>:0 
  at System.Reflection.RuntimeConstructorInfo.DoInvoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00086] in <31687ccd371e4dc6b0c23a1317cf9474>:0 
  at System.Reflection.RuntimeConstructorInfo.Invoke (System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <31687ccd371e4dc6b0c23a1317cf9474>:0 
  at System.Reflection.ConstructorInfo.Invoke (System.Object[] parameters) [0x00000] in <31687ccd371e4dc6b0c23a1317cf9474>:0 
  at ReflectionHelpers.Instantiate[T] (System.Type _type) [0x0004f] in <0a824c04d551409fad5953ac8c5c40be>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
ReflectionHelpers:Instantiate(Type)
<>c__DisplayClass16_0:<RegisterCommands>b__0(Type)
ReflectionHelpers:FindTypesImplementingBase(Type, Action`1, Boolean)
SdtdConsole:RegisterCommands()
GameManager:Awake()

2024-12-10T12:03:37 10.193 ERR Error loading types from assembly 'ImprovedHordes, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\ImprovedHordes\ImprovedHordes.dll)
2024-12-10T12:03:37 10.195 EXC Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
VTable setup of type ImprovedHordes.Command.ImprovedHordesCommand failed
VTable setup of type ImprovedHordes.Command.ImprovedHordesCommand failed
  at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <31687ccd371e4dc6b0c23a1317cf9474>:0 
  at ReflectionHelpers.FindTypesImplementingBase (System.Type _searchType, System.Action`1[T] _typeFoundCallback, System.Boolean _allowAbstract) [0x00021] in <0a824c04d551409fad5953ac8c5c40be>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
ReflectionHelpers:FindTypesImplementingBase(Type, Action`1, Boolean)
AuthorizationManager:Init()
GameManager:Awake()
 
IMPROVED HORDES 2.0.2 for V1.2 b27 released.

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




Changelog


  • Compatibility update for V1.2 b27.


Fixed


  • Fixed improvedhordes command registration errors on game startup, preventing the mod from loading properly.
  • Fixed errors when removing horde entries from the hordes.xml file.


TantraMan said:
We just installed this mod on our Server. I love how it works and the randomness of spawns from our zombies.  HOWEVER, we are noticing an increasing amount of server lag from the mod itself. 

Example of what we found so far  -  Saving 1639 of chunks took 52695ms, this time slowly grows, the first few saves took a few seconds, then 20, and sometimes up to a minute or longer.

Any advice, suggestions, and/or tips would be greatly appreciated.  I'm not sure why the mod is saving or if the simulation is the issue, this is as of version 1.1 just released.

Thanks!!



 
I've heard reports from some other users at Nexus Mods but haven't been able to gather a lot of data on what could be causing this issue. A print out from the "improvedhordes stats" command might be a good start.

Hi! Mod doesn't work with 1.2 EXP.
Mod has been updated to 1.2 b27.

Hey, is this mod abandoned?
Nope, things have been a bit slow recently but expect to see more frequent updates in the near future.

Just updated to v1.2 (b27) today and this mod is throwing errors upon loading. 

2024-12-10T12:03:37 10.157 ERR Could not instantiate type 'ImprovedHordes.Command.ImprovedHordesCommand'
2024-12-10T12:03:37 10.160 EXC VTable setup of type ImprovedHordes.Command.ImprovedHordesCommand failed
  at System.Reflection.RuntimeConstructorInfo.InternalInvoke (System.Object obj, System.Object[] parameters, System.Boolean wrapExceptions) [0x00029] in <31687ccd371e4dc6b0c23a1317cf9474>:0 
  at System.Reflection.RuntimeConstructorInfo.DoInvoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00086] in <31687ccd371e4dc6b0c23a1317cf9474>:0 
  at System.Reflection.RuntimeConstructorInfo.Invoke (System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <31687ccd371e4dc6b0c23a1317cf9474>:0 
  at System.Reflection.ConstructorInfo.Invoke (System.Object[] parameters) [0x00000] in <31687ccd371e4dc6b0c23a1317cf9474>:0 
  at ReflectionHelpers.Instantiate[T] (System.Type _type) [0x0004f] in <0a824c04d551409fad5953ac8c5c40be>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
ReflectionHelpers:Instantiate(Type)
<>c__DisplayClass16_0:<RegisterCommands>b__0(Type)
ReflectionHelpers:FindTypesImplementingBase(Type, Action`1, Boolean)
SdtdConsole:RegisterCommands()
GameManager:Awake()

2024-12-10T12:03:37 10.193 ERR Error loading types from assembly 'ImprovedHordes, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\ImprovedHordes\ImprovedHordes.dll)
2024-12-10T12:03:37 10.195 EXC Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
VTable setup of type ImprovedHordes.Command.ImprovedHordesCommand failed
VTable setup of type ImprovedHordes.Command.ImprovedHordesCommand failed
  at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <31687ccd371e4dc6b0c23a1317cf9474>:0 
  at ReflectionHelpers.FindTypesImplementingBase (System.Type _searchType, System.Action`1[T] _typeFoundCallback, System.Boolean _allowAbstract) [0x00021] in <0a824c04d551409fad5953ac8c5c40be>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
ReflectionHelpers:FindTypesImplementingBase(Type, Action`1, Boolean)
AuthorizationManager:Init()
GameManager:Awake()

This has been fixed in the latest update (2.0.2).

 
I have an issue with the zombies not moving when I installed this mod. I get the sound cue that the zombies know I am there but they just stand still and do nothing. When I uninstalled the mod they went back to normal. I boot the game with EAC disabled and the mod is extracted to the mods folder. I don't think I have any mods that conflict with this as they don't do anything with the zombies. Any help is appreciated!

 
I have an issue with the zombies not moving when I installed this mod. I get the sound cue that the zombies know I am there but they just stand still and do nothing. When I uninstalled the mod they went back to normal. I boot the game with EAC disabled and the mod is extracted to the mods folder. I don't think I have any mods that conflict with this as they don't do anything with the zombies. Any help is appreciated!
I am having the same issue.

 
First of all, I just want to say that I created an account here just to tell you how great this mod is! It adds so much to our playthrough, and I really appreciate the work you've put into it. I'm running it on a dedicated server, and so far, everything is working great.


Horde Behavior in Unloaded Areas


I understand that 7 Days to Die only renders a small area around players and that hordes are spread out according to the config, even in unloaded chunks.

From what I know, zombies in unloaded chunks remain stationary and don’t move dynamically unless they are loaded by a nearby player.

My question is:

  • Do hordes in unloaded areas still move and merge dynamically, or do they remain stationary until loaded?
  • If they don’t move, would it be possible (or do you plan to) implement some kind of simulated movement, where hordes in unloaded chunks can still roam, merge, and disperse over time? Even stumble across unexpected player bases?


What I'm Trying to Achieve


I was hoping to create a more dynamic, evolving world, where hordes that are not currently loaded still move around, combine into super hordes, and potentially stumble into player bases unpredictably, but at the same time have the small groups also sometimes bug players.

To try and simulate this, I have:

  1. Increased the loaded_merge_distance and unloaded_merge_distance settings
  2. Adjusted other settings related to horde behavior and multipliers

However, I’m not sure if this actually creates the "randomness" of horde encounters everything from a small group to a huge horde roaming the forest or if they are just remaining in place until loaded.


Would This Be Possible?


Would you ever consider implementing horde simulation, where:

  • Hordes actively move around the map within a certain distance (e.g., 5km) of players, even in unloaded chunks
  • Hordes can merge/unmerge dynamically, creating unexpected threats
  • Occasionally, hordes randomly stumble upon player bases, adding an element of chaotic survival

I know that the game engine has limitations and that not everything is moddable, but I was wondering if this could be faked or simulated somehow.

I could increase the multipliers and entities per player, but I’m afraid that would just flood the world with zombies at spawn times rather than making their movement more random and natural.

I hope this makes sense! Thanks again for this incredible mod, and I really appreciate any insight you can share.

EDIT: Also running the Tarkov mod

 
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