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

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Ok so if I want zombies from two mods to spawn on sleeper volumes it’s best to merge both mods?

Meaning if I want snuff zombies to spawn in sleeper cells with En zombies I would just merge the mods and add these to the apend list to those files in en zombies?

 
Ok so if I want zombies from two mods to spawn on sleeper volumes it’s best to merge both mods?

Meaning if I want snuff zombies to spawn in sleeper cells with En zombies I would just merge the mods and add these to the apend list to those files in en zombies?
Until it has been fully tested I can't provide a definitive answer.

Merging will take away any issues of load order, or one mod utilising the append code of another.

It really depends how much time and effort you want to spend on this.

For ease, it may be worth adding the new spawning group to the first to load and add the corresponding entitygroup to each of the mods and see if one piggybacks off the other for the group. If that doesn't work, try adding the spawn group to the second to load and hope the first will utilise it. If that doesn't work, a full merger is always a safe bet.

EnZombies ran very smoothly with other custom zombie mods in the past without being merged even though they also spawn during a Horde Night. It's really hard to say what will happen until it's given the chance as some mods just seem to fit while others clash.

 
is there a way to reduce the rag doll on the enzombie mod? its a bit much lol
It's probably best to post this in the enZombies thread as it's outside the scope of the Snufkins. Since the enZombies and Snufkins use an 'Archetype' UMA system to create many of the zombies, it differs from the standalone models applied to other zombies. This system does not appear to be fully integrated into the game physics for rag doll effects. There was an update on rag doll effects between a18 and a19 to bring more drama and this may have been a factor. I did not use custom zombies mods using this same system for versions before A18 and can't be sure. We have tinkered with zombie mass and other settings but it hasn't made any noticeable difference.

 
I worked with a gaming group who wanted default Prefabs to remain Vanilla but have some custom Prefabs with custom entities. Even if some players didn't download the custom Prefabs, they would still appear. The only trade off was later rendering (just like with a player base) and potentially more FPS hits as rendering took place and needed to constantly update as the data wasn't already cached for use.

It all worked server side without issue even though it was on a limited basis. I also play on a server that uses the Compo Pack of Prefabs (approx 350+) and players entering the server return again and again even though they don't install the custom Prefabs. The gain is better than any pain.

One interesting thing that bdubyah does in the Wasteland mod is to made small amendments to Vanilla Prefabs. They are renamed, given a few extra features, and then added to a world. From the outside, they look just like the Vanilla original and it is only on the inside that you experience custom entities and periodic custom deco blocks. There are some Vanilla Prefabs, such as the cemetery, which have been taken much further than Vanilla though and are a hybrid.

In that light, it would be very possible to add enZombies specifically to custom standalone Prefabs by renaming and amending where needed. Players would enter an building and not be quite sure what is to come if the Prefab was untouched beyond Sleeper Volumes.

In a20, it appears that the distance viewing for imposters is being greater realised and this should remove the effect of Prefabs coming into view rendering in segments for players that do not install the Prefabs ahead of time. It may be a compromise. Naturally, the greatest experience will be for players that download any custom Prefabs, but I have seen servers with many players that continue to return time and time again in a heavily modified World using the Compo Pack that feel the benefit is greater than any inconvenience.
Very nice. My goal is to remain server-side on all my mods, and hearing how you explained this is very great to hear.. even if there's some possible framerate or other minor drawbacks. Once I'm satisfied with my total population of enZombies, I will shift my focus on customizing the POI prefab files. I'm hoping to make it so only certain prefabs will spawn within certain biomes, and then only have zombies specific to their respective biomes appear within those POIs. This of course will also have to wait until after Alpha 20 is released so i can study how the new district and zoning is manipulated by XML and how to work that into placing specific POIs and zombies within certain biomes. Thanks for the clarification.

 
Here is an update to make the Snufkin Custom Zombies PLUS compatible with A20.

https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2021Dec07

It can be considered an experimental version to understand the dynamics of the new Biome spawn groups and zombie additions/updates, and also to bug check since there were numerous updates as follows:

Generic
1. Zombie_Template mesh removed and updated to "Prefab" value="Z"
2. Cheer leader zombie removed from entitygroups.xml
3. Old Timer removed from entitygroups.xml
4. Stripper zombie renamed to zombiePartyGirl.
5. Farmer removed from entitygroups.xml
6. Renamed Pine Forest for day and night to new naming protocol and removed associated spawning.xml. Will need to watch carefully for rebalancing as they are linked to town and increased spawning potential.
7. Did not add a Wasteland Downtown for Plus Zombies as it may be excessive with default spawning. Will need to access.
8. Removed shark physicsbodies.xml as this entity was experimental from the original Snufkins.
9. Added Boss loot for Banshee and Juggernauts (was regular) and rebalanced overall loot drops.
10. Removed Quest Challenge for the Juggernaut to reflect A20 removals.
11. Updates to Add On entitygroups.xml (Lite, No Horde, etc) to reflect entity and biome changes.

Original Snufkins
1. Archon - No error warnings and appears to behave as usual. Wing attachment needed updating to the best alternative option.
2. Banshee - No error warnings and appears to behave as usual.
3. Bomber - No error warnings and detonation appears to be consistent for A20.
4. Cowhead - Required chainsaw buff changing from particle to prefab as particle has no connected texture. Removes the wavy effect but such is. No error warnings and appears to behave as usual.
5. Geist - No error warnings and appears to behave as usual.
6. Juggernaut - No error warnings and appears to behave as usual. Updates to attachments look consistent.
7. Mantis - No error warnings and appears to behave as usual.
8. Parasite - No error warnings and appears to behave as usual. Attachments are in an updated location but bring more freakiness and can remain for now.
9. Psycho - No error warnings and appears to behave as usual.
10. Scarecrow - No error warnings and appears to behave as usual. Alerted to "Prefab" value="Z" warning and governed by new setting.
11. Scorcher - Required updating to new Demolisher mesh. No error warnings and appears to behave as usual.
12. Siren - Required one speaker prefab buff removing as it has no connected texture. The single remaining prefab speaker remains and faces front. No error warnings and appears to behave as usual.
13. Undertaker - No error warnings and appears to behave as usual.
14. Wendigo - No error warnings and appears to behave as usual.
15. Wrestler - No error warnings and appears to behave as usual.

Plus Add On Snufkins
1. Geist Archer - No error warnings and appears to behave as usual.
2. Golden Juggernaut - No error warnings and appears to behave as usual. Updates to attachments look consistent.
3. Hell Bear - Required updating to new Bear prefab. No error warnings and appears to behave as usual.
4. Hell Boar - Required updating to new Boar prefab. No error warnings and appears to behave as usual.
5. Hell Flyer - No error warnings and appears to behave as usual.
6. Hell Lion - No error warnings and appears to behave as usual.
7. Hell Shocker - No error warnings and appears to behave as usual.
8. Hell Wolf - Required updating to new Wolf prefab. No error warnings and appears to behave as usual.
9. Hisser - No error warnings and appears to behave as usual.
10. Mittens - No error warnings and appears to behave as usual.
11. Mother Clucker - Required updating to new Chicken prefab. No error warnings and appears to behave as usual.
12. Motorhead - Required updating to new Biker mesh. No error warnings and appears to behave as usual.
13. Navezgane Slasher - No error warnings and appears to behave as usual.
14. Oni - No error warnings and appears to behave as usual.
15. Paindeer - No error warnings and appears to behave as usual.
16. Pogo - No error warnings and appears to behave as usual.
17. Shark WFLB - No error warnings and appears to behave as usual. Attachment lazer effect looks Frickin' cool up close.
18. Snow Bear - Required updating to new Bear prefab. No error warnings and appears to behave as usual.
19. Tipsy Pink Squatch - No error warnings and appears to behave as usual.
20. Tipsy Squatch - No error warnings and appears to behave as usual.
21. Wight Radiation Shower - Updated to zombieWightRadiated to allow glow to look more awesome (check out the glowing face in the bowel area). No error warnings and appears to behave as usual.
22. Zombie Dire wolf - Removed zombie wolf texture to reflect update. No error warnings and appears to behave as usual.

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Feedback for any issues found will be much appreciated during this experimental release.

 
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Hey so for a20 after killing siren zombie the game kept making Geiger noises that progressively got louder and louder. I even entered god mode to check if something was invisible and it didn't appear anything was near or even remotely present. Not sure why this is happening. https://gist.github.com/P3rf3ctXZer0/f6c45ae241398db1160e4a19e626ff51 here I included a gist of the log. It is not really helpful as no errors actually stand out.
Thank you for reporting. It appears a kill switch isn't functioning or something has changed with that sound file to keep it looping. We had something similar with the fire sound for A19 and will have to investigate further.

 
Hey so for a20 after killing siren zombie the game kept making Geiger noises that progressively got louder and louder. I even entered god mode to check if something was invisible and it didn't appear anything was near or even remotely present. Not sure why this is happening. https://gist.github.com/P3rf3ctXZer0/f6c45ae241398db1160e4a19e626ff51 here I included a gist of the log. It is not really helpful as no errors actually stand out.


The A20 version has been updated with a temorary workaround that I could test multiple times with multiple Sirens. On each occasion, the Geiger noise stopped. The same download has the updated files.

20211207233732_1.jpg

The Siren 'radiation' sound now triggers only once at a range of 25 based on AOE. It usually triggers 3 times and progressively gets louder from 35, 25, and 15 blocks. However, when 2 or 3 activated by AOE in succession and triggered the next one, the sound is not finishing and goes into a permanent loop for 35 or 25 block range.
The only way to stop this was to spawn in another Siren and move out of its AOE range and this would typically stop the sound which shows AOE is more effective than the game calling a buff finish prompt. However, it is not appropriate to be listening to that Geiger sound for so long. I shall consult on this with another modder who has a deeper level of understanding and if another method is not possible this may be a long term workaround.

 
I could test on a dedicated standalone server with a few single regular game play Sirens, 25 Sirens, and then 50 Sirens just for an extreme situation. In all cases, the Geiger counter radiation sound would stop after the Sirens were eliminated.

I hope it can be confirmed as a workaround fix for now. For the future, there may be a way to resolve it. Even if it's not possible, this single Geiger counter sound from 25 blocks on top of the regular Siren announcements from even further away do not take away anything noticeable from the A19 build.

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awesome to see the a20 update!

quick question, i noticed the ArchonDeco buff attachment for the archon zombie had to be changed from prefab="Entities/Animals/vulture/vulture" to Entities/Animals/Vulture/animalVultureStandard . i always wondered where these objects are being referenced from? how did you know about this new object called "animalVultureStandard" and which game file did you find it from?

i'm unable to find reference to it from any of the XMLs in the data/config files nor within any of the unity asset bundle files in data/bundles folder.

 
awesome to see the a20 update!

quick question, i noticed the ArchonDeco buff attachment for the archon zombie had to be changed from prefab="Entities/Animals/vulture/vulture" to Entities/Animals/Vulture/animalVultureStandard . i always wondered where these objects are being referenced from? how did you know about this new object called "animalVultureStandard" and which game file did you find it from?

i'm unable to find reference to it from any of the XMLs in the data/config files nor within any of the unity asset bundle files in data/bundles folder.
This was an Oakraven find for A19 and is applied to the Hell zombies. I used the same, as the alternative update would fall off and behave like an entity rather than a model attachment. Oakraven may well have access to a deeper level of code beyond the xml or unpacked asset bundles. I have not asked about the methods he uses to find additional assets or get such precise pathways. I hope you'll consider joining the Guppy's Unofficial 7DtD Modding Server where such discussions and requests are typically given greater assistance. A number of modders share findings from the code and they do also discuss their methods.

 
This was an Oakraven find for A19 and is applied to the Hell zombies. I used the same, as the alternative update would fall off and behave like an entity rather than a model attachment. Oakraven may well have access to a deeper level of code beyond the xml or unpacked asset bundles. I have not asked about the methods he uses to find additional assets or get such precise pathways. I hope you'll consider joining the Guppy's Unofficial 7DtD Modding Server where such discussions and requests are typically given greater assistance. A number of modders share findings from the code and they do also discuss their methods.
ah ok. i've actually been lurking in guppy's discord for a while... looks like i should start poking around now. 👍

 
Are any of the servers running this mod on Alpha 20 yet?
I have visited a variety of servers that mention 'mods' in their description and quite a few seem to be using the A20 version as standalone or combined with the enZombies. If A19 was anything to go by, some server admin will combine Robeloto's, enZombies, and the Snufkins all at the same time. I rarely see servers mention Snufkin Zombies specifically by name these days unless we visit their Discord where all mods are listed in full.

 
I've tried to get server admins to add this or original Snufkin's mod into Darkness Falls and they mostly say the same thing: They don't want to add it unless a) there's a working all-in-one they can unzip and load up b) they have support of the mod's creator if they are having issues. 

 
I've tried to get server admins to add this or original Snufkin's mod into Darkness Falls and they mostly say the same thing: They don't want to add it unless a) there's a working all-in-one they can unzip and load up b) they have support of the mod's creator if they are having issues. 
This version has A20 attributes, and checking the Darkness Falls link shows the public release is currently at A19.6. Saying that, there there may well be an A20 version being supported for Discord community members. It would be hoped the DF community took the lead on testing compatibility, which would include maintaining updates and any related issues.

 
I'm working on a new quest for the Tools of Citizenship quest pack and would like to add some custom zombie dwarves. Any chance anyone here is interested creating something like this that I can use for the quest pack? :) Figured it didn't hurt to ask, in case someone was interested in the challenge.

 
I'm working on a new quest for the Tools of Citizenship quest pack and would like to add some custom zombie dwarves. Any chance anyone here is interested creating something like this that I can use for the quest pack? :) Figured it didn't hurt to ask, in case someone was interested in the challenge.


I can certainly get this started. A Dwarf, or a Norseman of lower than average stature, I do not know. He packs a punch regardless.

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Here are 5 types to chose from. I don't know how many you are looking for but feel free to use them all or as you need.
I shall send them your way.

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And scaling.

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