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

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Was there like a full list of damage etc each zombie produces?  Some players were asking, thanks.  

Love Archon btw!  Quality....didnt see him featured in the images, I guess there wont be any more additions in future due to UMA issues?

 
Was there like a full list of damage etc each zombie produces?  Some players were asking, thanks.  

Love Archon btw!  Quality....didnt see him featured in the images, I guess there wont be any more additions in future due to UMA issues?
It is possible to see the damage for each entity in the Snufkin's items.xml or the main game items.xml.

They have not been documented simply because there are so many variables to consider across scenarios and game levels as they can increase/decrease.
 

Some examples at default:

For the Banshee:

<property name="DamageEntity" value="7"/>

And the Undertaker:

<property name="DamageEntity" value="30"/>

While the Wendigo:

<property name="DamageEntity" value="45"/>

And naturally, the Juggernaut:

<property name="DamageEntity" value="75"/>

However, entities with projectiles like the Scorcher use:

<property name="DamageEntity" value="25"/> for melee

But their flame projectile is:

<property name="DamageEntity" value="5"/> which may appear low but with burn buff and the ability to repeat infinitely if the player is within 20 blocks, it can strip health down to nothing very rapidly. The Scorcher can clear a base quite readily.

Health has not been documented either as it is also variable depending on difficulty and random creation.

The 15 originals saw 23 unique PLUS versions added over A19 and A20 and they cover a multitude of abilities and traits. They have really pushed the UMA system and attachment buff system pretty far. They cover all manner of ranged varieties, melee varieties (including specific entities that specialise in block damage or player only damage), flying kind, fast kind, jumping kind, humanoid, animal, and other.

Creating a new addition is all about looking for something that can fit into the collection with possibly something unique or expansive.
It can be time consuming and is often done in waves. The last batch for Hammer Spammer, Radiation Shower Wight, and a few others kind of rounded things off.

Archon used to be just the Egyptian looking godlike creative built with a zombie skinned Wight with vulture wings and those flaming hands.
A20 saw things change with the new Wight model and chest bursting Vulture head. He had to adapt. His skill is to increase the physical damage resistance of entities within 11 blocks of his range. Snufkin modelled him on the creature from Doom which could spawn entities alongside him.

The desire for new entities and the novel experience that brings is certainly noted. The thirst for more doesn't take long to appear, for sure.
Creators are always very welcome to submit their ideas or creations for consideration. If it's realistic with what the game offers, and balances within the collective there is always room for more.

 
Here's an update for the Snufkin Zombies PLUS collection.

A Wasteland/Burnt Forest tag team.

Bogeyman and Crispy.

20220814210449_1.jpg

Bogeyman is quite fast and causes radiation damage just like Radiation Shower Wight.

20220814210753_1.jpg

In addition, the radiated globules increase from 5 to 7 which greater block damage to reflect the stronger PLUS collection, compared to the Mutated Feral/Radiated version. This one has ample supplies of radiated material built into his chest barrel.

Crispy is very fast, just like the regular Burnt Forest type and if you get caught, melee will cause burning.

20220814210600_1.jpg

He is easy to spot at night and will make it easier to stay away.

20220814201739_1.jpg

Both of these new entities have been given a lower spawn rate for regular day to day interactions as well as Blood Moon interactions. They will spawn at the same rate of Radiated Shower Wight and Hammer Spammer. This brings in two upgraded entities from existing Biomes and will pair well with Snufkin Custom Xpansion Weapons.

These updates are for A20.6(b8) and onwards.

They have been tested successfully with the latest experimental A20.6(b9).

The download link has been updated in the first main post.

https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022August14

 
Had an odd issue after the last update, A20.5 b2. Once the server restarted, RAM usage spiked to the point players were getting flooded with red errors in console. This mod plus the starter pack were the last two I had added. After removing them, the server ran as expected. Could the latest game update have caused any issue with your mods? We were really enjoying the challenge and diversity, but couldn't play with them installed.
Interesting, we only use Snufkin (mainly) on BM's and there brilliant has to be said but we are starting to get some server spikes after the BM's and I'm not sure why.  Only happening after BM's, my log checking skills are limited but if anyone can give me some pointers I'll try checking thanks.  Were kind of watching and restarting when we need to atm

It is possible to see the damage for each entity in the Snufkin's items.xml or the main game items.xml.

They have not been documented simply because there are so many variables to consider across scenarios and game levels as they can increase/decrease.
 

Some examples at default:

For the Banshee:

<property name="DamageEntity" value="7"/>

And the Undertaker:

<property name="DamageEntity" value="30"/>

While the Wendigo:

<property name="DamageEntity" value="45"/>

And naturally, the Juggernaut:

<property name="DamageEntity" value="75"/>

However, entities with projectiles like the Scorcher use:

<property name="DamageEntity" value="25"/> for melee

But their flame projectile is:

<property name="DamageEntity" value="5"/> which may appear low but with burn buff and the ability to repeat infinitely if the player is within 20 blocks, it can strip health down to nothing very rapidly. The Scorcher can clear a base quite readily.

Health has not been documented either as it is also variable depending on difficulty and random creation.

The 15 originals saw 23 unique PLUS versions added over A19 and A20 and they cover a multitude of abilities and traits. They have really pushed the UMA system and attachment buff system pretty far. They cover all manner of ranged varieties, melee varieties (including specific entities that specialise in block damage or player only damage), flying kind, fast kind, jumping kind, humanoid, animal, and other.

Creating a new addition is all about looking for something that can fit into the collection with possibly something unique or expansive.
It can be time consuming and is often done in waves. The last batch for Hammer Spammer, Radiation Shower Wight, and a few others kind of rounded things off.

Archon used to be just the Egyptian looking godlike creative built with a zombie skinned Wight with vulture wings and those flaming hands.
A20 saw things change with the new Wight model and chest bursting Vulture head. He had to adapt. His skill is to increase the physical damage resistance of entities within 11 blocks of his range. Snufkin modelled him on the creature from Doom which could spawn entities alongside him.

The desire for new entities and the novel experience that brings is certainly noted. The thirst for more doesn't take long to appear, for sure.
Creators are always very welcome to submit their ideas or creations for consideration. If it's realistic with what the game offers, and balances within the collective there is always room for more.
Is it possible to make a request for another flying one similar to Archon that rains high entity damage down and another type of demolisher, the players shudder when they see this one as I turned the block damage upto 150, may even go further! 😛

 
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Interesting, we only use Snufkin (mainly) on BM's and there brilliant has to be said but we are starting to get some server spikes after the BM's and I'm not sure why.  Only happening after BM's, my log checking skills are limited but if anyone can give me some pointers I'll try checking thanks.  Were kind of watching and restarting when we need to atm

Is it possible to make a request for another flying one similar to Archon that rains high entity damage down and another type of demolisher, the players shudder when they see this one as I turned the block damage upto 150, may even go further! 😛
We tested adding more flyers and the feedback was not positive. It was becoming overkill because they acted like a tag team.
The Geist put players into shock, and this was followed up with Archon and Geist Arrow burning, drone drain, and the shark being in your face.

Your server doesn't use the Shark, so there is room for a replacement. I can't provide that replacement as it'll upset other servers who do use the Shark which puts some servers close to tipping point.

The Die Hard Community copied the settings for the Juggernaut, attached it to a vulture and let it fly around like Archon. They balanced the rocket damage to keep player damage low but block damage high. It suits their server well and is something they created using copy/paste from this and that entity.

As for the Demolisher. I brought over the Demolisher from 'The Oakraven Modpack' and pushed it as an update. The Demolisher's 500 block damage is already appropriate, and that doesn't change. This upgraded version has greater explosive block damage, and speed.

Demolition Derby

His face is covered by a timed explosive to depersonalise him and he is pretty powered up all over.

20220816203412_1.jpg

His body is in a constant glow cycle which rises and falls.

20220816203412_2.jpg

He has his own special kind of back pack. He can still put some fear into experienced parties.

20220816203613_1.jpg

The Shark was given a bit of a cosmetic overhaul to bring in some more of that cyborg feature and context for its ability to remain airbourne. This was the intention from the beginning. Some communities love it and others hate it. These extra cosmetic features may help move the spectrum along if it provides an appropriate context.

20220816232754_1.jpg

20220816232828_1.jpg

 
image.png                                    @arramus sorry to bother you, having this issue after updating to the new stable version of the game, no version currently fixes this issue both A20.5 and 20.6 versions cause this error. 

 
Where do we access this new Derby zombie, looks brilliant.

500 block damage, I mean with steel blocks with thousands of hit points etc its not that much a deal really, actually on BM I've even had to increase the settings to 150% block damage because the demolisher wasn't doing anything of note.  Is on the list to edit this somewhat.

I noticed there was an update the other day, I saw the 2 new zombies but was there more?

 
Where do we access this new Derby zombie, looks brilliant.

500 block damage, I mean with steel blocks with thousands of hit points etc its not that much a deal really, actually on BM I've even had to increase the settings to 150% block damage because the demolisher wasn't doing anything of note.  Is on the list to edit this somewhat.

I noticed there was an update the other day, I saw the 2 new zombies but was there more?
The link for the most updated version is in the very first post. It is currently showing the stable build version A20.6(b9).

Demolisher offers 500 block damage per single melee strike + 5000 explosion damage if detonated (7500 for Demolition Derby).
If you need more than that, feel free to customise further.
 

View attachment 26001                                    @arramus sorry to bother you, having this issue after updating to the new stable version of the game, no version currently fixes this issue both A20.5 and 20.6 versions cause this error. 
I am unable to replicate this issue with the stable version of 7D2D A20.6(b9) and the most updated version of the Snufkins which was first updated for this issue in A20.6(b8) and remains compatible. Check your versions or other mods which may need updating.

20220817095631_1.jpg

 
@arramus could it be the enzombies and it's compatibility mod for your pack?
From what I have seen for the enZombies compatibility patch, it places the Snufkin Zombies into the custom enZombies Biome groups and nothing more than that. It should not be related to this enZombies patch.

This issue is typically related to a weapon entry that can be found in items.xml, buffs.xml, or progression.xml

For the Snufkin's it linked back to the Juggernaut Rocket Launcher and the Bomber explosion. These were patched for the most updated Snufkin's release.

We can pinpoint the cause by checking the log to see which file that red error relates to. It tells us before that error starts to spam the console.

 
The link for the most updated version is in the very first post. It is currently showing the stable build version A20.6(b9).

Demolisher offers 500 block damage per single melee strike + 5000 explosion damage if detonated (7500 for Demolition Derby).
If you need more than that, feel free to customise further.
 

I am unable to replicate this issue with the stable version of 7D2D A20.6(b9) and the most updated version of the Snufkins which was first updated for this issue in A20.6(b8) and remains compatible. Check your versions or other mods which may need updating.

View attachment 26003
Oh nice I'll check, what is this one on the wolf?  Looks good, I might have been asleep or something but I thought I only saw like 2 new zombies in the latest release.....

In terms of this install, you remember some modified files you made for us, do we need to be aware of this before we install, gone through so many changes on the server recently hard to keep up :)

 
Oh nice I'll check, what is this one on the wolf?  Looks good, I might have been asleep or something but I thought I only saw like 2 new zombies in the latest release.....
These animals with riders are the 'Hell Lion' and other 'Hell' type entities. Some are carrying a rider but the smaller ones are on their own. There is a picture of them all lined up together in the opening post.

I believe the modified lines were linked to enZombies during the invisible entity search. Nothing related to the Snufkins. It's good to go as it is, beyond any custom changes you add to remove entities or increase damage.

The most recent releases brought 3 new entities; Crispy, Bogeyman, and Demolition Derby.

 
These animals with riders are the 'Hell Lion' and other 'Hell' type entities. Some are carrying a rider but the smaller ones are on their own. There is a picture of them all lined up together in the opening post.

I believe the modified lines were linked to enZombies during the invisible entity search. Nothing related to the Snufkins. It's good to go as it is, beyond any custom changes you add to remove entities or increase damage.

The most recent releases brought 3 new entities; Crispy, Bogeyman, and Demolition Derby.
Thanks...

We just tested a BM after 20.6 with your zombies as usual and worked flawlessly, no errors etc just to let you know.  I'll install that pack also.  More of these are very very welcome, our community love them alot!  In fact they rarely miss Bloodmoons tbh

 
Could you guide me to where the info might be able all the non zombie additions you made to this pack too, I remember there being some helmets and other things that would counteract the effects of the banshee for example.

I'm just trying to get a list of the zombie buffs against players and the list of the anti-buff items together so we can start giving them to players or players can make some easy decisions about what to choose, theres been alot of thought put into these things I can tell but can't seem to find the info off hand, cheers

For example instead of removing the Banshee that causes new players some issues would be good to allow the helmet instead.

And sometimes we get new players, with hordes that bring in Banshee, how would be best to take this out of the first few gamestages?  Was thinking for players that are level 10 or under they should have some protection from hordes possibly to not scare them away

 
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Here is the localisation text from the Snufkin Weapons.

SpeakerHat,item_modifiers,mod,,,Speaker Hat Mod,,,,,
SpeakerHatDesc,item_modifiers,mod,,,"Increases Strength, Damage resistance, Fire and Electric Shock resistance, and resists the effects of Banshee screams, Mantis narcotics, Parasite leaching, and Archon shields. Can be found in hardened chests as a lootable item and installed in the armor headware paint slot. This hat mod is visible to other players."

The Speaker Hat will provide a buff to counteract multiple attack types. The localisation describes the benefit of all other hat/clothing mods as well.

The Snufkin Zombies are only added to general Biome spawns. These are independent of Game Stage and Hordes and cannot be changed based on player level. They spawn independently and if they join a horde it is purely coincidental.

 
Here is the localisation text from the Snufkin Weapons.

SpeakerHat,item_modifiers,mod,,,Speaker Hat Mod,,,,,
SpeakerHatDesc,item_modifiers,mod,,,"Increases Strength, Damage resistance, Fire and Electric Shock resistance, and resists the effects of Banshee screams, Mantis narcotics, Parasite leaching, and Archon shields. Can be found in hardened chests as a lootable item and installed in the armor headware paint slot. This hat mod is visible to other players."

The Speaker Hat will provide a buff to counteract multiple attack types. The localisation describes the benefit of all other hat/clothing mods as well.

The Snufkin Zombies are only added to general Biome spawns. These are independent of Game Stage and Hordes and cannot be changed based on player level. They spawn independently and if they join a horde it is purely coincidental.
Still having trouble finding out what is wrong with the mods, can the custom weapons pack have something to do with it? It keeps bringing up shortburst wave in the red error codes. Something to do with some kind of attack/weapon or effect 

XML failed to load: onSelfRangedBurstShot shows up as an error when trying to load in 

 
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Still having trouble finding out what is wrong with the mods, can the custom weapons pack have something to do with it? It keeps bringing up shortburst wave in the red error codes. Something to do with some kind of attack/weapon or effect 

XML failed to load: onSelfRangedBurstShot shows up as an error when trying to load in 
The

Here is the localisation text from the Snufkin Weapons.

SpeakerHat,item_modifiers,mod,,,Speaker Hat Mod,,,,,
SpeakerHatDesc,item_modifiers,mod,,,"Increases Strength, Damage resistance, Fire and Electric Shock resistance, and resists the effects of Banshee screams, Mantis narcotics, Parasite leaching, and Archon shields. Can be found in hardened chests as a lootable item and installed in the armor headware paint slot. This hat mod is visible to other players."

The Speaker Hat will provide a buff to counteract multiple attack types. The localisation describes the benefit of all other hat/clothing mods as well.

The Snufkin Zombies are only added to general Biome spawns. These are independent of Game Stage and Hordes and cannot be changed based on player level. They spawn independently and if they join a horde it is purely coincidental.
I just remembered after writing they were in the Weapons mod....thanks.

If we wanted to cancel the shark, what would happen if we deleted <entity_class name="SharkWFLB" extends="animalTemplateHostile"> and all its code from entity classes, but didnt delete the date in the entitygroups?

 
Still having trouble finding out what is wrong with the mods, can the custom weapons pack have something to do with it? It keeps bringing up shortburst wave in the red error codes. Something to do with some kind of attack/weapon or effect 

XML failed to load: onSelfRangedBurstShot shows up as an error when trying to load in 




The problem lies in the custom zombies mod. TFP changed 'onSelfRangedBurstShot' to 'onSelfRangedBurstShotEnd' SnufkinCustomZombiesPLUS_A20_2022August2022.zip fixes the issue.

arramus said:
Here is a small update for the Snufkin Zombies for A20 20.6 (b8)

Download here.

https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022July30

Alpha 20.6 (b8)
This update required a buffs.xml update.
References for onSelfRangedBurstShot have been updated to onSelfRangedBurstShotEnd to match default values.
The effect is a delayed muzzle flash for the Juggernaut rocket launch and delayed explosion elimination for the Bomber.

For gameplay purposes, players will notice the Juggernaut rocket muzzle flash is a little more delayed than earlier builds.

The Bomber self destruction prompt triggers as normal with the regular explosion but he may show extended signs of life on the way up, but certainly not on the way down.

Updating the buffs.xml file removed any mod load warnings. If there are any additional issues, please report them so they can be investigated.

The top post will show 3 download choices for A19, A20 up to A20.5 (b2), and this new update for A20.6 (b8).


Here is the link.

Actually this was the fix, there is another one three days ago. Probably github.

 
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