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

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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.
alright good to know

 
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.
when i had an older version of the mod i really liked it when the zombies would randomly spawn and i liked the challenge they give when fighting them

 
when i had an older version of the mod i really liked it when the zombies would randomly spawn and i liked the challenge they give when fighting them
The spawn groups for this version and the old version are exactly the same so I hope it will provide a similar feel and challenge. The only major differences are that there are more variety of zombies and they will either spawn a lot (default version) or at a more comfortable amount (light version). The light version is actually much closer to the original default version.

It is also possible to change things here and there by yourself if you want a certain zombie to have more XP, more chance of spawning, or higher HP, etc. If you aren't familiar with how to change that by yourself, we can offer some instructions..

 
The spawn groups for this version and the old version are exactly the same so I hope it will provide a similar feel and challenge. The only major differences are that there are more variety of zombies and they will either spawn a lot (default version) or at a more comfortable amount (light version). The light version is actually much closer to the original default version.

It is also possible to change things here and there by yourself if you want a certain zombie to have more XP, more chance of spawning, or higher HP, etc. If you aren't familiar with how to change that by yourself, we can offer some instructions..
Well I know how to increase the spawn probability in the entitygroups.xml but I think the problem im having is I install the mod when my playthrough is still at a relatively low game stage therefore the zombies don't spawn as much. But if you can show me some instructions I would like to see them 

 
Well I know how to increase the spawn probability in the entitygroups.xml but I think the problem im having is I install the mod when my playthrough is still at a relatively low game stage therefore the zombies don't spawn as much. But if you can show me some instructions I would like to see them 
All of these are GS dependent for regular zombies but the custom entries are not GS dependent and will appear at the same probability; albeit less frequently.

<append xpath="/entitygroups/entitygroup[@name='ZombiesNight']">

<append xpath="/entitygroups/entitygroup[@name='ZombiesAll']">

<append xpath="/entitygroups/entitygroup[@name='ZombiesBurntForest']">

<append xpath="/entitygroups/entitygroup[@name='SnowZombies']">

All of these are custom entries that are not GS dependent. If you visit these Biomes based on their description you are much more certain to see the custom zombies even at low GS.

<entitygroup name="ZombiesWastelandNightHard">

<entitygroup name="ZombiesPineForest">

<entitygroup name="ZombiesPineForestNight">

<entitygroup name="ZombiesDesertNight">

In addition, the smaller your World and the higher you set your total allowed zombies, the greater the density.

You can also change the settings in the spawning.xml for those custom groups. Increasing these means you will definitely see them and quite possibly a little too much.

<configs>
<append xpath="/spawning/biome[@name='pine_forest']">
<spawn maxcount="1" respawndelay="1" time="Day" entitygroup="ZombiesPineForest" />
<spawn maxcount="1" respawndelay="1" time="Night" entitygroup="ZombiesPineForestNight" />
</append>
<append xpath="/spawning/biome[@name='desert']">
<spawn maxcount="1" respawndelay="1" time="Night" entitygroup="ZombiesDesertNight" />
</append>
<append xpath="/spawning/biome[@name='wasteland']">
<spawn maxcount="1" respawndelay="1" time="Night" entitygroup="ZombiesWastelandNightHard" />
</append>
</configs>




Changing the maxcount to 2 will be quite noticeable.

 
All of these are GS dependent for regular zombies but the custom entries are not GS dependent and will appear at the same probability; albeit less frequently.

<append xpath="/entitygroups/entitygroup[@name='ZombiesNight']">

<append xpath="/entitygroups/entitygroup[@name='ZombiesAll']">

<append xpath="/entitygroups/entitygroup[@name='ZombiesBurntForest']">

<append xpath="/entitygroups/entitygroup[@name='SnowZombies']">

All of these are custom entries that are not GS dependent. If you visit these Biomes based on their description you are much more certain to see the custom zombies even at low GS.

<entitygroup name="ZombiesWastelandNightHard">

<entitygroup name="ZombiesPineForest">

<entitygroup name="ZombiesPineForestNight">

<entitygroup name="ZombiesDesertNight">

In addition, the smaller your World and the higher you set your total allowed zombies, the greater the density.

You can also change the settings in the spawning.xml for those custom groups. Increasing these means you will definitely see them and quite possibly a little too much.

<configs>
<append xpath="/spawning/biome[@name='pine_forest']">
<spawn maxcount="1" respawndelay="1" time="Day" entitygroup="ZombiesPineForest" />
<spawn maxcount="1" respawndelay="1" time="Night" entitygroup="ZombiesPineForestNight" />
</append>
<append xpath="/spawning/biome[@name='desert']">
<spawn maxcount="1" respawndelay="1" time="Night" entitygroup="ZombiesDesertNight" />
</append>
<append xpath="/spawning/biome[@name='wasteland']">
<spawn maxcount="1" respawndelay="1" time="Night" entitygroup="ZombiesWastelandNightHard" />
</append>
</configs>




Changing the maxcount to 2 will be quite noticeable.
Alright thank you

 
All of these are GS dependent for regular zombies but the custom entries are not GS dependent and will appear at the same probability; albeit less frequently.

<append xpath="/entitygroups/entitygroup[@name='ZombiesNight']">

<append xpath="/entitygroups/entitygroup[@name='ZombiesAll']">

<append xpath="/entitygroups/entitygroup[@name='ZombiesBurntForest']">

<append xpath="/entitygroups/entitygroup[@name='SnowZombies']">

All of these are custom entries that are not GS dependent. If you visit these Biomes based on their description you are much more certain to see the custom zombies even at low GS.

<entitygroup name="ZombiesWastelandNightHard">

<entitygroup name="ZombiesPineForest">

<entitygroup name="ZombiesPineForestNight">

<entitygroup name="ZombiesDesertNight">

In addition, the smaller your World and the higher you set your total allowed zombies, the greater the density.

You can also change the settings in the spawning.xml for those custom groups. Increasing these means you will definitely see them and quite possibly a little too much.

<configs>
<append xpath="/spawning/biome[@name='pine_forest']">
<spawn maxcount="1" respawndelay="1" time="Day" entitygroup="ZombiesPineForest" />
<spawn maxcount="1" respawndelay="1" time="Night" entitygroup="ZombiesPineForestNight" />
</append>
<append xpath="/spawning/biome[@name='desert']">
<spawn maxcount="1" respawndelay="1" time="Night" entitygroup="ZombiesDesertNight" />
</append>
<append xpath="/spawning/biome[@name='wasteland']">
<spawn maxcount="1" respawndelay="1" time="Night" entitygroup="ZombiesWastelandNightHard" />
</append>
</configs>




Changing the maxcount to 2 will be quite noticeable.
i actually have an idea for a new zombie to add to this mod if your interested

 
i actually have an idea for a new zombie to add to this mod if your interested
There are a few modders making custom zombies who are inspired by community ideas so feel free to share your concept and features. You just never know.

 
There are a few modders making custom zombies who are inspired by community ideas so feel free to share your concept and features. You just never know.
just curious but what game stage level will the custom zombies start spawning. Also if any modders read this post let me know if yall are interested in my idea for a zombie

 
I see.

- If your World regions are all open and the days are over 300, and entity count max setting is low, encounters will also be low.

- If you are using a custom World of 8K or more, this is also a limiting factor, again due to max count settings and density.

- If the invisible animal bug has started in your World and animals are also a rarity, it also seems to impact zombie counts too. Adding a mod to fix that, also increases Snufkin/roaming default zombies.

- If regular zombies are still a regular features, changing the Snufkin zombie probability will bring them out in force.

The PLUS version is already set very high compared to the regular version and it doesn't bode well that there are no encounters beyond BM.

 
I see.

- If your World regions are all open and the days are over 300, and entity count max setting is low, encounters will also be low.

- If you are using a custom World of 8K or more, this is also a limiting factor, again due to max count settings and density.

- If the invisible animal bug has started in your World and animals are also a rarity, it also seems to impact zombie counts too. Adding a mod to fix that, also increases Snufkin/roaming default zombies.

- If regular zombies are still a regular features, changing the Snufkin zombie probability will bring them out in force.

The PLUS version is already set very high compared to the regular version and it doesn't bode well that there are no encounters beyond BM.
see lots of my world is opened up and i increased the probability in pine forest i also increased the spawning to 5 during the day and 7 during the night but still nothing seems to happen. but i just thought of something has this mod been updated lately because i downloaded the mod on 7DaysToDiemods.com

 
see lots of my world is opened up and i increased the probability in pine forest i also increased the spawning to 5 during the day and 7 during the night but still nothing seems to happen. but i just thought of something has this mod been updated lately because i downloaded the mod on 7DaysToDiemods.com
Love em or loathe em, 7DaysToDiemods.com, based on the past 6 months of periodic visits at least, update very quickly. A daily basis if not multiple occasions in a single day.

5 and 7 really are huge amounts and should have been noticeable. I've played in a server which set night at 4 and it was a constant stream which was far too much for me.

 
Stallionsden has an invisible animal mod fix which shouldn't be connected to Zombie Entitities but increased my roaming Zombie count as well.



As far as I've read the Worlds work like this. I may have missed a few points but this seems to be the basics.

1. You set a maximum zombie count for the World and at first they will be in a high density in those initial unlocked regions. A day 1 World often sees a lot of individual roaming zombies at regular intervals.
2. As regions unlock, they disperse further and wider. If nobody visits those unlocked regions for a while, the zombies that spawned there still remain. I've tested this by teleporting in debug mode and could see exactly the same zombies I had seen when I went across that region on a motorcycle but not interacted with. They seem to remain attached to that region. I read that this is a game feature to thin out the zombies and 'force' expansion.

3. The animals also have a maximum animal count which is supposed to be separate to the zombie count and also allows a greater number as they are supposed to use less system resource.

4. POI zombies are triggered by their own sleeper volumes independent of what's happening outside in the World.

In reality, this is what seems to happen for Snufkin's zombies.

1. The first few weeks can be very intense and this is why we added a lighter entitygroups.xml version to allow new players and new Worlds a chance.

2. As the regions unlock, the zombies disperse, and this is when the higher entitygroups.xml is more effective.

3. If any players decide to do a tour of the whole map, multiple regions unlock and zombies populate those regions and seem to remain in standby until other players venture their way. This is turn reduces the possibility of zombies spawning, beyond POIs, in busier regions that are used regularly if the maximum zombie count for the World has been reached.

4. A similar situation appears to happen with animals but to an even greater degree because there is an invisible class that slowly takes over from the visible animals. I have seen a new animal spawn in and almost instantly become invisible. It appears they are counted as animals but we cannot interact with them. It shouldn't, but after installing the animal fix mod I noticed roaming zombies reappear in areas that had been empty for quite a long time which makes me wonder if there was an interaction between invisible animals and allowed spawn distance for zombies trying to enter the game.

All in all, the bigger the World the more noticeable this will be as there are so many more regions and a greater dispersal potential.

For my own server:

- I keep to 8K or less

- Add the invisible animal fix

- Gently increase maximum zombie count as the regions unlock and switch from the lighter to heavier entitygroups.xml

You could always try teleporting in debug mod to unlocked regions to see if there are any custom zombies in standby.

 
Love em or loathe em, 7DaysToDiemods.com, based on the past 6 months of periodic visits at least, update very quickly. A daily basis if not multiple occasions in a single day.

5 and 7 really are huge amounts and should have been noticeable. I've played in a server which set night at 4 and it was a constant stream which was far too much for me.
i remember trying the non PLUS snufkin's mod and for some reason the entitygroups.XML was spawning only on BM hordes i wonder if theres something similar in this mod

 
i remember trying the non PLUS snufkin's mod and for some reason the entitygroups.XML was spawning only on BM hordes i wonder if theres something similar in this mod
They are practically identical in most respects beyond a few probability settings and rebalancing.

I couldn't see any details about your World size, maximum entity settings, day, open regions, etc, and can't really comment beyond generic observations and feedback.

One way to help confirm if it's mod related or World related is to install an additional custom zombie mod such as Robeloto's. However, Robeloto's custom zombies also spawn inside POIs where Snufkin's do not and a better analysis may be better made in clearer non POI areas.

 
They are practically identical in most respects beyond a few probability settings and rebalancing.

I couldn't see any details about your World size, maximum entity settings, day, open regions, etc, and can't really comment beyond generic observations and feedback.

One way to help confirm if it's mod related or World related is to install an additional custom zombie mod such as Robeloto's. However, Robeloto's custom zombies also spawn inside POIs where Snufkin's do not and a better analysis may be better made in clearer non POI areas.
My world is an 8K size but i cant figure out why the custom zombies dont spawn roaming the area or in wandering hordes there must be some kind of bug or something because i remember fighting the zombies with big caliber guns (harry's new calibers) and it was fun because of the challenge the zombies gave

 
My world is an 8K size but i cant figure out why the custom zombies dont spawn roaming the area or in wandering hordes there must be some kind of bug or something because i remember fighting the zombies with big caliber guns (harry's new calibers) and it was fun because of the challenge the zombies gave
The Snufkin Zombies haven't been added to the wandering hordes but have been added to regular individual roaming spawn groups. I have been unable to replicate this issue beyond the scenarios and workarounds mentioned above. My regular gaming group just launched a new World today on the experimental 19.4(b3) build and there are Snufkin Zombies roaming the areas.

 
The Snufkin Zombies haven't been added to the wandering hordes but have been added to regular individual roaming spawn groups. I have been unable to replicate this issue beyond the scenarios and workarounds mentioned above. My regular gaming group just launched a new World today on the experimental 19.4(b3) build and there are Snufkin Zombies roaming the areas.
well that's odd because my game stage is over 150 and im a couple days away from day21, i increased the probability of my favorite zombies as well as the spawning and the zombies still aren't spawning. Or wait a minute i downloaded the mod when i already had a developed world maybe that may have something to do with it. I'm also on A19.4

 
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