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

  • Thread starter Thread starter Guest
  • Start date Start date
Good evening, I installed this mod but when I start the game I'm getting EXC Null References errors, they won't stop spamming what could it be?
 
It could be:

Using an A19 version in A20 or vice-versa.

A mismatch with another Overhaul or mod.

Corrupt files.

An incomplete install.

More information would be useful to assist with diagnostics.

 
Is there an easy way to disable Shark, Mittens, etc? or is there a a20compatible Mod without the PLUS?

 
Last edited by a moderator:
There is not a compatible non PLUS variety available.

It is easy to make changes to what can appear and how often they appear by editing the entitygroups.xml.

This file governs where they spawn, how often they spawn, and what can spawn.

Removing the line connected to the entities you do not want to spawn will remove their spawn capability.

 
There is not a compatible non PLUS variety available.

It is easy to make changes to what can appear and how often they appear by editing the entitygroups.xml.

This file governs where they spawn, how often they spawn, and what can spawn.

Removing the line connected to the entities you do not want to spawn will remove their spawn capability.


Gotcha, another question do I need to remove all of the entries inside this (zombie entities all in one-line) as well? these are all in oneline.

I think about 300+ of each zombies are in here. If yes, just need to format it, then remove each line right?

feralHordeStageGS1-4084

<append xpath="/entitygroups/entitygroup[@name='feralHordeStageGS1']"><entity name="ZombieArchon" prob="0.05"/><entity name="ZombieUndertaker" prob="0.1"/>...</append>
 
Last edited by a moderator:
Gotcha, another question do I need to remove all of the entries inside this (zombie entities all in one-line) as well? these are all in oneline.

I think about 300+ of each zombies are in here. If yes, just need to format it, then remove each line right?

feralHordeStageGS1-4084

<append xpath="/entitygroups/entitygroup[@name='feralHordeStageGS1']"><entity name="ZombieArchon" prob="0.05"/><entity name="ZombieUndertaker" prob="0.1"/>...</append>
This section governs the Horde Night and there will be very many entries for the Shark and Mittens in there.

Each individual entry connected to only those entities needs to be removed such as <entity name="Mittens" prob="0.15"/>

The <  /> areas 'open and close' each individual entities code. Nothing else needs to be removed beyond their own individual entries.

 
Hey hello, I've been using this mod on my server and it's great! thank you for making this. I have ran into an occurring problem:

Infections are incurable...They go down to 0.0% and once antibiotics are warn out, it slowly goes back up again. I am not sure what is causing this. I am confident it is not your mod specifically as I am using enzombies + Patch and also Infection Buff mod. However I would like to ask for your input and see if there's a way to fix is by editing the right file. 

 
Hey hello, I've been using this mod on my server and it's great! thank you for making this. I have ran into an occurring problem:

Infections are incurable...They go down to 0.0% and once antibiotics are warn out, it slowly goes back up again. I am not sure what is causing this. I am confident it is not your mod specifically as I am using enzombies + Patch and also Infection Buff mod. However I would like to ask for your input and see if there's a way to fix is by editing the right file. 
It's a case of elimination and pairing to see which one may need an update or which pairings cause conflict. There was an enZombies release which also changed the infection rates a while ago but I'm not sure if that was removed or remains. If it remained, there is the possibility of compound infection values. Are you using the doughphungus Infection Buff Mod? That only appears to change the time infection rate increases using a random 'bad luck' feature. The Snufkin side of things has no additional infection edits beyond any regular chance as with the default zombies. It'll take time for sure, but running them alone and then in pairs will help show where the 0% infection rate isn't being recognized as a cure and removing the infection.

 
Hi arramus :)

after i deleted some of the unwanted Zombies,by editing the entitygroups.xml , i wonder does it effect the spawnrates at all?

Some Players report me,they have very low Contacts of any Zombies at the Wasteland.

Just need a Hint on where to define the Overall Spawningrates. Is it just in that File or is there a file from the Vanilla Files?

I want to ramp up the Spawns in the Wasteland

Any Advice would appreciated

TY :=)

 
Hi arramus :)

after i deleted some of the unwanted Zombies,by editing the entitygroups.xml , i wonder does it effect the spawnrates at all?

Some Players report me,they have very low Contacts of any Zombies at the Wasteland.
Deleting unwanted zombies from the entitygroups does not effect the overall spawnrates.

Overall spawnrates are governed in the default spawning.xml

The default values for the Wasteland are currently:

<biome name="wasteland">
<spawn maxcount="1" respawndelay="0.3" time="Day" entitygroup="ZombiesWasteland" notags="commercial,industrial,downtown" />
<spawn maxcount="2" respawndelay="0.001" time="Night" entitygroup="ZombiesWastelandNight" notags="commercial,industrial,downtown" />

<spawn maxcount="4" respawndelay="0.033" time="Day" entitygroup="ZombiesWasteland" tags="commercial,industrial" notags="downtown" />
<spawn maxcount="4" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandNight" tags="commercial,industrial" notags="downtown" />

<spawn maxcount="4" respawndelay="0.0167" time="Day" entitygroup="ZombiesWastelandDowntown" tags="downtown" />
<spawn maxcount="4" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandDowntown" tags="downtown" />

<spawn maxcount="1" respawndelay="0.3" time="Any" entitygroup="EnemyAnimalsWasteland" spawnDeadChance="0" />
</biome>




Changing the very first entry for "Day" to match the values for "Night" below it for the maxcount and respawndelay will stop any comments from players that there is low contact with zombies in the Wasteland. Even though the spawn rate and frequency will be high, depending on your server settings it will still be reasonably mild if daytime is set to non feral and less than sprint.

 
It's a case of elimination and pairing to see which one may need an update or which pairings cause conflict. There was an enZombies release which also changed the infection rates a while ago but I'm not sure if that was removed or remains. If it remained, there is the possibility of compound infection values. Are you using the doughphungus Infection Buff Mod? That only appears to change the time infection rate increases using a random 'bad luck' feature. The Snufkin side of things has no additional infection edits beyond any regular chance as with the default zombies. It'll take time for sure, but running them alone and then in pairs will help show where the 0% infection rate isn't being recognized as a cure and removing the infection.
I have found the culprit, H7SB office seats: this had coding for infection state to always been enabled regardless of cure stage and also stopped people producing grease monkey bike handle bars.  Unusual but there it is. Thank you for your time in the matter. Out of curiosity, is there a patch to make your pack work with Robeloto’s Custom Zombies? I love both your work so much and I'm wondering since both use the same format and XML's is it possible to have both compatible?

Thanks again,

 
Out of curiosity, is there a patch to make your pack work with Robeloto’s Custom Zombies? I love both your work so much and I'm wondering since both use the same format and XML's is it possible to have both compatible?

Thanks again,
I just attempted to run them both together, and the enZombies in the mix as well. Here's just an image on the Robeloto's and their cousin Snufkin's tag teaming.

We have the Chicken Demon and Mother Clucker from Robeloto and Snufkin respectively.

The Glow Bear and Snow Bear.

And Rad Robot and Rad Shower Wight.

They make some decent tag team combos.

20220308133252_1.jpg

I didn't thoroughly check for any issues but they certainly loaded up just fine.

As both mods contain a separate Horde Night spawning list, this may cause some server slow down on a server with many players but I can't be totally sure until it's tested. I believe Robeloto may plan to merge them together once A20 is a little more stable, and is very welcome to do so.

 
It's just a SP test with Robeloto's and Snufkin's for a Blood Moon and both sets are spawning very well.

I was eliminating all the Vanilla Zombies until they stopped appearing and it reached max BM spawns.

A nice mix of the two types.

20220308141312_1.jpg

 
It's just a SP test with Robeloto's and Snufkin's for a Blood Moon and both sets are spawning very well.

I was eliminating all the Vanilla Zombies until they stopped appearing and it reached max BM spawns.

A nice mix of the two types.

View attachment 23989
WOW! okay do you use the enzombies patch for both yours and robeloto patch for enzombies? also as a question, some packs of zombies in spawns on the multiplayer server are causing an error log to do with entities spawn inside buildings, doesn't break the game just causes one line of red text. only happens randomly and not all the time though.

 
Last edited by a moderator:
WOW! okay do you use the enzombies patch for both yours and robeloto patch for enzombies? also as a question, some packs of zombies in spawns on the multiplayer server are causing an error log to do with entities spawn inside buildings, doesn't break the game just causes one line of red text. only happens randomly and not all the time though.
Sometimes I use just Snufkin and Robelotos together, and sometimes I use the enZombies plus the patches for Snufkin and Robelotos (although I remove robot1 from the enZombies patch because it no longer exists ;) )

It seems the red text, probably an NRE is possibly linked to a certain kind of car 'sedan' as we could check this issue after the enZombies were added inside buildings. It only happened in certain buildings and with that certain vehicle. It is a known issue with the TFP developers.

 
Sometimes I use just Snufkin and Robelotos together, and sometimes I use the enZombies plus the patches for Snufkin and Robelotos (although I remove robot1 from the enZombies patch because it no longer exists ;) )

It seems the red text, probably an NRE is possibly linked to a certain kind of car 'sedan' as we could check this issue after the enZombies were added inside buildings. It only happened in certain buildings and with that certain vehicle. It is a known issue with the TFP developers.
Interesting...I would love to try this out in my multiplayer server, I did try adding snufkin and robeloto with the enzombies and patch for each but I was getting spawn errors, probably because it wasn't a new game on an existing world. Adding all zombies packs would be a fantastic experience, already using snufkins and enzombies and it makes a challenging world indeed.

 
Interesting...I would love to try this out in my multiplayer server, I did try adding snufkin and robeloto with the enzombies and patch for each but I was getting spawn errors, probably because it wasn't a new game on an existing world. Adding all zombies packs would be a fantastic experience, already using snufkins and enzombies and it makes a challenging world indeed.
The enZombies are updated quite regularly and spawn errors may just be from an out of date file.

Running the enZombies with Snufkins and Robelotos has been a lot of fun and very stable for the most part. It's the servers with 16+ players during a BM which sometimes see issues.

Luckily, entity mods like this are very dynamic and don't need a new World because they just disappear once the mod is removed, unlike items mods like weapons. Ya, feel free to bring them in and out of an existing World. I have done that a lot and not experienced any issues from that.

 
Deleting unwanted zombies from the entitygroups does not effect the overall spawnrates.

Overall spawnrates are governed in the default spawning.xml

The default values for the Wasteland are currently:

<biome name="wasteland">
<spawn maxcount="1" respawndelay="0.3" time="Day" entitygroup="ZombiesWasteland" notags="commercial,industrial,downtown" />
<spawn maxcount="2" respawndelay="0.001" time="Night" entitygroup="ZombiesWastelandNight" notags="commercial,industrial,downtown" />

<spawn maxcount="4" respawndelay="0.033" time="Day" entitygroup="ZombiesWasteland" tags="commercial,industrial" notags="downtown" />
<spawn maxcount="4" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandNight" tags="commercial,industrial" notags="downtown" />

<spawn maxcount="4" respawndelay="0.0167" time="Day" entitygroup="ZombiesWastelandDowntown" tags="downtown" />
<spawn maxcount="4" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandDowntown" tags="downtown" />

<spawn maxcount="1" respawndelay="0.3" time="Any" entitygroup="EnemyAnimalsWasteland" spawnDeadChance="0" />
</biome>




Changing the very first entry for "Day" to match the values for "Night" below it for the maxcount and respawndelay will stop any comments from players that there is low contact with zombies in the Wasteland. Even though the spawn rate and frequency will be high, depending on your server settings it will still be reasonably mild if daytime is set to non feral and less than sprint.


I am not sure,if you mean to change only tne first row or more.

now i changed it to this :

<biome name="wasteland">
        <spawn maxcount="2" respawndelay="0.001" time="Day" entitygroup="ZombiesWasteland" notags="commercial,industrial,downtown" />
        <spawn maxcount="2" respawndelay="0.001" time="Night" entitygroup="ZombiesWastelandNight" notags="commercial,industrial,downtown" />

        <spawn maxcount="4" respawndelay="0.033" time="Day" entitygroup="ZombiesWasteland" tags="commercial,industrial" notags="downtown" />
        <spawn maxcount="4" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandNight" tags="commercial,industrial" notags="downtown" />

        <spawn maxcount="4" respawndelay="0.0167" time="Day" entitygroup="ZombiesWastelandDowntown" tags="downtown" />
        <spawn maxcount="4" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandDowntown" tags="downtown" />

        <spawn maxcount="1" respawndelay="0.3" time="Any" entitygroup="EnemyAnimalsWasteland" spawnDeadChance="0" />
    
        <spawn maxcount="1" respawndelay="1" time="Night" entitygroup="ZombiesWastelandNightHard"><!--Element appended by: "Snufkin Custom Zombies PLUS"--></spawn>
    </biome>

but still,they say the wasteland is most empty of z´s -.-

my Server Values are :

MaxSpawnedZombies : 64

MaxSpawnedAnimals : 50

Its a 10 Slot Server,and most Time there are 3-5 Player online,in Case that it matters...

If you have maybe one more Hint for me ?

 
I am not sure,if you mean to change only tne first row or more.

now i changed it to this :

<biome name="wasteland">
        <spawn maxcount="2" respawndelay="0.001" time="Day" entitygroup="ZombiesWasteland" notags="commercial,industrial,downtown" />
        <spawn maxcount="2" respawndelay="0.001" time="Night" entitygroup="ZombiesWastelandNight" notags="commercial,industrial,downtown" />

        <spawn maxcount="4" respawndelay="0.033" time="Day" entitygroup="ZombiesWasteland" tags="commercial,industrial" notags="downtown" />
        <spawn maxcount="4" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandNight" tags="commercial,industrial" notags="downtown" />

        <spawn maxcount="4" respawndelay="0.0167" time="Day" entitygroup="ZombiesWastelandDowntown" tags="downtown" />
        <spawn maxcount="4" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandDowntown" tags="downtown" />

        <spawn maxcount="1" respawndelay="0.3" time="Any" entitygroup="EnemyAnimalsWasteland" spawnDeadChance="0" />
    
        <spawn maxcount="1" respawndelay="1" time="Night" entitygroup="ZombiesWastelandNightHard"><!--Element appended by: "Snufkin Custom Zombies PLUS"--></spawn>
    </biome>

but still,they say the wasteland is most empty of z´s -.-

my Server Values are :

MaxSpawnedZombies : 64

MaxSpawnedAnimals : 50

Its a 10 Slot Server,and most Time there are 3-5 Player online,in Case that it matters...

If you have maybe one more Hint for me ?


Try this edit. Tell them to go into a Wasteland wilderness area a little away from buildings.

<biome name="wasteland">
<spawn maxcount="4" respawndelay="0.001" time="Day" entitygroup="ZombiesWasteland" notags="commercial,industrial,downtown" />
<spawn maxcount="5" respawndelay="0.001" time="Night" entitygroup="ZombiesWastelandNight" notags="commercial,industrial,downtown" />

<spawn maxcount="4" respawndelay="0.033" time="Day" entitygroup="ZombiesWasteland" tags="commercial,industrial" notags="downtown" />
<spawn maxcount="4" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandNight" tags="commercial,industrial" notags="downtown" />

<spawn maxcount="4" respawndelay="0.0167" time="Day" entitygroup="ZombiesWastelandDowntown" tags="downtown" />
<spawn maxcount="4" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandDowntown" tags="downtown" />

<spawn maxcount="2" respawndelay="0.001" time="Any" entitygroup="EnemyAnimalsWasteland" spawnDeadChance="0" />
</biome>




And if that still does not meet with their needs, install this mod and tell them to place 8 Screamer Beacons in the Wilderness at night.

They will come knocking at your base door screaming for help.

https://www.nexusmods.com/7daystodie/mods/1311

 
arramus said:
The enZombies are updated quite regularly and spawn errors may just be from an out of date file.

Running the enZombies with Snufkins and Robelotos has been a lot of fun and very stable for the most part. It's the servers with 16+ players during a BM which sometimes see issues.

Luckily, entity mods like this are very dynamic and don't need a new World because they just disappear once the mod is removed, unlike items mods like weapons. Ya, feel free to bring them in and out of an existing World. I have done that a lot and not experienced any issues from that.
My apologies I meant on the server log, It did not like the spawn_entities...I can ask which specific files have you used? Snufkin zombies+zip, robelotos.zip, enzombies main.zip, snufkin patch, robelotos patch..was this correct for you? If there's a possibility of merging the blood moon and spawn script that would be great. We just fixed our servers latency issues and would love to not have that much added.

arramus said:
The enZombies are updated quite regularly and spawn errors may just be from an out of date file.

Running the enZombies with Snufkins and Robelotos has been a lot of fun and very stable for the most part. It's the servers with 16+ players during a BM which sometimes see issues.

Luckily, entity mods like this are very dynamic and don't need a new World because they just disappear once the mod is removed, unlike items mods like weapons. Ya, feel free to bring them in and out of an existing World. I have done that a lot and not experienced any issues from that.
My apologies I meant on the server log, It did not like the spawn_entities...I can ask which specific files have you used? Snufkin zombies+zip, robelotos.zip, enzombies main.zip, snufkin patch, robelotos patch..was this correct for you? If there's a possibility of merging the blood moon and spawn script that would be great. We just fixed our servers latency issues and would love to not have that much added. image.pngimage.png

 
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