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Snufkin's Custom Server Side Zombies - PLUS (A20)

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Is there a way to make the zombies not fly when you hit them with a melee weapon ? It feels like i am playing ping pong with them 


I think this happens with all UMA NPCs. I just re-released a UMA zombie pack (which I only discovered how to do because of the work in this modlet - thanks!) and mine behave the same.

For vanilla zombies, the amount is determined by the "Mass" attribute, but that doesn't seem to have any effect on UMA physics.

 
Contacted Snufkin on the Discord and he sent me here.


I'm wanting to build a "zombie" from the ground up using XML like you do here. What do I need to go about doing it?

 
Contacted Snufkin on the Discord and he sent me here.


I'm wanting to build a "zombie" from the ground up using XML like you do here. What do I need to go about doing it?
There are 2 primary zombie types in the Snufkin mod, as examples:-

Archon which is zombie wight with some attachments, reskins, buffs, and the ability to fly.

Undertaker which has been given its own Archetype of customised clothing, body shape, etc in addition to attachments and buffs.

The first thing I did after going through some of the XML tutorials was explore the Snufkin mod Config folder and see what takes care of what.
I began with attempting to extract a zombie so it became a standalone mod. I did this for the Scorcher. It was very much trial and error. It was a case of using the mod and seeing if there were any server errors when attempting to bring him into play. There were errors and these were related to changes made in A19 when the Snufkin characters were modelled using A18 code. I did a crash course of both trying to restore the mod and also learn about each character. In your case I would recommend:

1. Examine all of the Snufkin files to learn about what each character depends on.
2. Attempt to extract a single character until it is functional without errors.
3. Attempt to modify that character as much as possible to see where you can customise it to your own specifications.

4. Emulate the coding format with your own ideas to make a completely ground up entity.

 
There are 2 primary zombie types in the Snufkin mod, as examples:-

Archon which is zombie wight with some attachments, reskins, buffs, and the ability to fly.

Undertaker which has been given its own Archetype of customised clothing, body shape, etc in addition to attachments and buffs.

The first thing I did after going through some of the XML tutorials was explore the Snufkin mod Config folder and see what takes care of what.
I began with attempting to extract a zombie so it became a standalone mod. I did this for the Scorcher. It was very much trial and error. It was a case of using the mod and seeing if there were any server errors when attempting to bring him into play. There were errors and these were related to changes made in A19 when the Snufkin characters were modelled using A18 code. I did a crash course of both trying to restore the mod and also learn about each character. In your case I would recommend:

1. Examine all of the Snufkin files to learn about what each character depends on.
2. Attempt to extract a single character until it is functional without errors.
3. Attempt to modify that character as much as possible to see where you can customise it to your own specifications.

4. Emulate the coding format with your own ideas to make a completely ground up entity.
What programs do you use to do all of this? New to all of this

 
Personally, I haven't used any programs. Any learning came from analysing the cumulative offerings from the assortment of modders who have shared their techniques and creativity. In all cases I have used base code from the default or modded XML files to achieve things I wanted to do so far. I began last October and am slowly piecing things together. My initial step was to restore a mod from A18 to A19 and this forced me to trawl through the code looking for conflicts based on server error output. It was an intensive introduction but worth it. I am also very fortunate to be supporting oakraven on some fun mods; oakraven has coding depth and I can support with QC and elementary coding. Snufkin and oakraven are sophisticated and talented modders who carefully give credit to their predecessors regardless of how far they have taken a concept away from any originals. The vast majority of modders do the same.

There is a section in the forum called Tools and there are a variety of applications to assist us with creating XML files. Unfortunately it's not categorised beyond that and is in date order which means some precious applications are hidden away. In addition the Tutorials & Guides assisted with some of the most important XML commands for allowing mods to take precedence as the game/server loads out. XML has some fixed patterns as well as more flexible ones. The tutorials really help with learning the fixed ones at first.

 
What programs do you use to do all of this? New to all of this


And halfway decent text editor will be able to edit XML files. Most people use Notepad++. I personally use Visual Studio Code (it also handles C#), and have used Atom extensively in the past. All of these are very good, and also free (open source), so try one to see what you like.

Just don't use Word. :)

 
personally use Visual Studio Code (it also handles C#), and have used Atom extensively in the past. All of these are very good, and also free (open source), so try one to see what you like.
Seconded :)   I use Atom for this game. It’s a bit heavy (slow to load, memory) but seems to work a little better overall on non windows systems. Visual Studio Code I use at work on windows and it’s solid.  The “secret” to using either IMHO is:

- load up the plugins you need to color code the text/XML :).  It’s not much, but it really helps see everything.

- learn how to open other mods (and your own) as well as the /Data/Config game folder (where all the XML is) as “a project” in these editors. This helps a lot when working with a lot of files. 

- learn how to “find something in the file I’m looking at” and “find something in the entire project”. once you start modding this game, you’re going to want to search the games XML A LOT for a word or a number (“where is loot id 546?” Or “I know drinking water gives back a glass jar, is that in the XML somewhere, because I would like to make eating meat give back a bone”. 
 

there’s a lot of other little pitfalls, but making XML mods for this game is relatively easy, just starting out is a bit rough if you’ve never done it before.  I would recommend how I started modding (also mentioned above):  find some small, simple mods others have made and play them in the game (and learn how to go into god mode in the game, for testing). Then make changes to these mods and see how it all fits together.  The forums have a lot of information/help but you will spend more time trying to understand it (because there is so much, covering a lot of areas, and older info from earlier versions of the game) from reading the forums than you will trying to make your own mod and then asking/reading the forums when you have a specific thing that you are trying to do.  Just jump in and give it a shot!  I have made a lot of mods where I had an idea and .... it failed to work :)  so I put it aside after I cannot find an answer and try something else (some other mod idea) and hopefully I will learn enough to go back and finish those older mods, or learn what I wanted to do was way too much work/time for me to put in. 
 

good luck!  These forums are pretty good with answering questions and helping, as are most people on the forums.

Also: be aware the game is still “in alpha” so every release that comes out may break your mod(s).  Usually it’s not a big deal, but try to use it as a learning experience. I have heard that UMA is getting changes.  Even if this happens, and you did a lot of UMA work (which I believe snufkins zed mods are a lot of) learning how to repair/retool your mod to work with the new changes can be a great learning opportunity, if not a bit frustrating:)

 
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I'm wanting to build a "zombie" from the ground up using XML like you do here. What do I need to go about doing it?


Specific to UMA zombies - you might want to check out the old Bad Company thread on these forums: 







It has lots of information about the various UMA slots and items that are available.

But be forewarned: this was for A16 so the information may be out of date. But when I was creating my own UMA zombies, I found it very informative.

 
I can see just how overwhelming this can all get!

I have a picture of what I want to make in my mind, and can actually build it in the 7D2D world. Now just getting it to come to life. Ive got no experience aside from editing some xmls for stat changes.

getting it to move and actually walk about the world is still alien to me.
EDIT: Watched a video on editing and creating. Looks like i"ll have to create a whole new Archetype for what I want to do.

 
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Added a small update 'lite' version of the entitygroups.xml in the main folder so server hosts can utilise it where appropriate for new Worlds.

https://github.com/arramus/SnufkinCustomZombiesPLUS-A19-2021Jan21

In a new World it appears to be common for a higher density of custom zombies to roam in the limited number of open regions, whereas in a developed World the custom zombies are typically more spread out in a lower density. The 'lite' version allows server hosts to begin their World without being overwhelmed and then switch to the regular entitygroups.xml when the World is more established. (Please make a back up if you rename the 'lite' version and replace the default)

In addition, this update was tested with the latest 19.4(b3) experimental build and no issues were apparent.

 
I absolutely am in love with this mod, it spawns in all the zombies and they look amazing! I know it could be something simple on my end to fix. But I'm having an issue with hitboxes, I can't kill any zombies nor can they kill me. I do have another zombie mod by Robeloto that works (I've taken it out to test this, still get the duplicate physicalbodies.xml error and no hitbox)  I had this issue previously downloading this which saddens me because I really want this to work. I praise you all for doing such an amazing job on this! My game version is 19.3 (b6) Please do forgive me if I'm being stupid about this, I'm somewhat new to mods being installed in the game and compatibility. I don't have many other mods installed. I tried a new game and the issue still persists. I'm sorry if this has been discussed before, I tried skimming across here to find a solution to the problem and no result to my noggin so far unless I overlooked in a desperate attempt to find one lol. I appreciate any help! 😃 

 
I absolutely am in love with this mod, it spawns in all the zombies and they look amazing! I know it could be something simple on my end to fix. But I'm having an issue with hitboxes, I can't kill any zombies nor can they kill me. I do have another zombie mod by Robeloto that works (I've taken it out to test this, still get the duplicate physicalbodies.xml error and no hitbox)  I had this issue previously downloading this which saddens me because I really want this to work. I praise you all for doing such an amazing job on this! My game version is 19.3 (b6) Please do forgive me if I'm being stupid about this, I'm somewhat new to mods being installed in the game and compatibility. I don't have many other mods installed. I tried a new game and the issue still persists. I'm sorry if this has been discussed before, I tried skimming across here to find a solution to the problem and no result to my noggin so far unless I overlooked in a desperate attempt to find one lol. I appreciate any help! 😃 
This sounds very frustrating because it is a game breaker for sure. I wonder if you have any other mods running with the Snufkin Zombies.

If you have this running on a server, feel free to send the IP address via private message and I can take a visit.

 
I do. It's not on a server, just client side in my mods folder. I don't have the money to afford the server hosting sites, nor can my computer handle hosting servers plus the game too (dedicated server makes my game crash, so I don't use it anymore), either (all settings are turned on low or off just to play smoothly). So It makes me think that could be it too? I have Snufkin's Extended Weapon's (updated version), works fine in game. I have an OP trader mod and skull work table I saw in yellow error when this mod was enabled. But I had pulled those out and I still couldn't get any hitboxes. I let a lot of mods go due to conflictions in the past and game version issues. So I've definitely been wondering what to do as far as the physicalbodies.xml execution duplicate error when I put it back in there. If you have discord, I'll PM you my discord at least if I can't manage to get it to work, join in and see what's wrong if possible that way? It really is a game breaker because I love this mod

 
Okay after some major digging, I found the mod that was conflicting some of it (FINALLY). Had to edit that mod's .xml file to find it. The mod by itself works great on it's own! Had fun for a bit! I wanted more variety to mess up my bases as much as possible and a challenge with Robeloto's zombie pack of 33 zombies that got updated too. However now it makes sense as to why the double physics error pops up as that mod includes the Archon,  Geist, and Scarecrow from this mod. So I'm assuming I just remove those lines from the physicsbodies.xml and entityclasses.xml within that mod from that one? I really do appreciate everything 😃 . I absolutely love this community 

 
Okay after some major digging, I found the mod that was conflicting some of it (FINALLY). Had to edit that mod's .xml file to find it. The mod by itself works great on it's own! Had fun for a bit! I wanted more variety to mess up my bases as much as possible and a challenge with Robeloto's zombie pack of 33 zombies that got updated too. However now it makes sense as to why the double physics error pops up as that mod includes the Archon,  Geist, and Scarecrow from this mod. So I'm assuming I just remove those lines from the physicsbodies.xml and entityclasses.xml within that mod from that one? I really do appreciate everything 😃 . I absolutely love this community 
Good finds. That's correct, some modders have incorporated the same zombies into their mods without changing the assets and they will double up and conflict. I saw one server host add 1 letter to the names of the duplicate sets and slightly add a little customisation which added to the variety. Looks like you're all set and good.

I have a dedicated server running next to my gaming rig and they share the same monitor. It's good for testing mods in a live environment. They are both almost 6 years old but I keep the graphics card as up to date as possible on the gaming one. The server was a compact used offering set up about 6 months ago that I got from a used business PC seller. It cost $200 all in and has an i7 4770, a simple SSD, and 16gb RAM. It's the SSD that makes all the difference for this game for sure. It's a chunk to pay up front if the money's not around but the possibility is there.

 
Good finds. That's correct, some modders have incorporated the same zombies into their mods without changing the assets and they will double up and conflict. I saw one server host add 1 letter to the names of the duplicate sets and slightly add a little customisation which added to the variety. Looks like you're all set and good.

I have a dedicated server running next to my gaming rig and they share the same monitor. It's good for testing mods in a live environment. They are both almost 6 years old but I keep the graphics card as up to date as possible on the gaming one. The server was a compact used offering set up about 6 months ago that I got from a used business PC seller. It cost $200 all in and has an i7 4770, a simple SSD, and 16gb RAM. It's the SSD that makes all the difference for this game for sure. It's a chunk to pay up front if the money's not around but the possibility is there.
Indeed, thank you! I praise modders and their ability to make amazing stuff and honestly would love to mod things myself if I had the mental capacity for it. I used to mod simple stuff in Sims back in the day, but not coding in text to xml format. I have loads of ideas I'd love to do, or update old mods with permission/tweak some things for personal play like this. Especially when A20 drops. Vanilla has just gotten, well, vanilla. I did get them both working finally! Took a minute, but I got it 😃 ! Was headed back here to tell the news lol. Edited the entitygroups.xml and spawn.xml within the other of those 3 as well. Works like a charm! I'm a happy camper now to have both. I can't wait for the chaos to ensue!

I actually just put in some new RAM (16GB total 1600MHz per slot). Luckily that was cheap enough to get. I was looking on newegg not too long ago about upgrades for that. I really need a new CPU and motherboard too in order to handle the GPU/Video Card. I really do appreciate you telling me about the used i7 4770, can't beat that deal with a stick to be honest with you. A friend of mine got an i5 for around $600 not too long ago (new). Money is just the issue for me at the moment, but hopefully not too long. Mine is about that old too, but it's not a gaming rig by any means lol. Just as long as I can play some (used to crash a lot with just 4 GB of RAM) I'm happy lol. I can't work currently so this is all I pretty much do nowadays due to health problems. All my gaming buddies/buddies are busy back to work (lucky @%$#s), so I'm back going at it solo testing things out. Again I really do thank you for being kind to me and giving me some sweet info to look into! Hope all is well!

 
I increased the prob in the entitygroups.xml for certain zombies in certain biomes and they still dont spawn roaming the areas

 
I increased the prob in the entitygroups.xml for certain zombies in certain biomes and they still dont spawn roaming the areas
I wonder what day your World is on and if your World has reached maximum entity count which means they won't really spawn so much until slots are opened up by eliminating others in the World.

 
i was two days away from day 14 and i assume that the custom zombie spawn is also affected by game stage
Custom zombie spawn is somewhat connected to Game Stage. They have their own custom spawn groups which are not connected and they will appear in mass regardless. That is one reason we release the 'lite' version to support new Worlds as it could be a bit too intense. They are also integrated into default groups which will not change their probability but reduce their volume.

 
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