• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Snukfin's Server Side Z(S)ombies

entityclasses.xml line 187

<property name="HandItem" value="meleeHandGeits"/>

I'm not sure if it's intentional but this seems to be a typo, comparing to base mod naming it should be meleeHandGeist

[edit]

A typo without a doubt. Spawning geist throws an error loop, changing this line fixes it.
Thank you sneakpeak. That was actually my error for not correcting that typo. Snufkin had the typo in the original and I changed it for the updated version with the correct spelling. However, the mark of Snufkin's genius in things was to carry that typo into some other areas but not all. It meant it worked functionally even with the typos in certain parts. My corrections brought errors to the ADD ON and now I shall correct it.

Corrected to:

<property name="HandItem" value="meleeHandGeist"/> and amended in the same release as Github is good about things like that.

 
Hey Guys, im new here so please forgive my question im doing my best to learn this, were successfully running a private server with Bdubs vehicles and a bigger backpack mod. all is working well and we want to add this pack to our server, it being pure server side is great. thank you so much for all the hard work everyone has put in.

So we are on the latest A19 build i believe and im about to install this mod.... however i need to understand what this means in the installation instructions

INCLUDED IS THE NOBLOODMOON XML, just rename and replace the entitygroups.xml file.

So my entitygroups.xml file is alot bigger than this contains alot more data.... will that remove things from the game ?

The file i would be replacing would be located at ... C:\Users\Server\AppData\Roaming\7DaysToDie\Saves\NG21\NG21_Save\ConfigsDump is that correct ?

Can someone give me some guidance on this when they get a moment please ?

Thank you kindly and sorry if this seems silly, im new to this.

View attachment entitygroups.xml

 
Last edited by a moderator:
Hey Guys, im new here so please forgive my question im doing my best to learn this, were successfully running a private server with Bdubs vehicles and a bigger backpack mod. all is working well and we want to add this pack to our server, it being pure server side is great. thank you so much for all the hard work everyone has put in.

So we are on the latest A19 build i believe and im about to install this mod.... however i need to understand what this means in the installation instructions

INCLUDED IS THE NOBLOODMOON XML, just rename and replace the entitygroups.xml file.

So my entitygroups.xml file is alot bigger than this contains alot more data.... will that remove things from the game ?

The file i would be replacing would be located at ... C:\Users\Server\AppData\Roaming\7DaysToDie\Saves\NG21\NG21_Save\ConfigsDump is that correct ?

Can someone give me some guidance on this when they get a moment please ?

Thank you kindly and sorry if this seems silly, im new to this.

View attachment 16126
Hi KiaKore and welcome to Snufkin Land.

Here are some instructions as clearly as I can make them. If they are confusing at any point, just say and I can elaborate.

Step 1. Install the latest Snufkin's Custom Zombies mod into your server Mods folder. (Make sure it has not created an extra folder if you unzip it to a new location.

The top folder should contain the ModInfo file. If the unzip tool has created a folder within a folder followed by the ModInfo file it will not work)

Step 2. Launch your server and Snufkin's Custom Zombies will become part of the environment.

Honestly, it's as easy as that. The mod contains all the files you need for the Snufkin Custom Zombies to appear in regular game play and during a Blood Moon event. Please do not touch any files in your default game folder or user saves folder.

The NOBLOODMOON file can be confusing if you are very new to Mods but it is for server hosts who do not want to have any Snufkin Zombies appear during a Blood Moon event. I assume you would like to see them appear and as such there is absolutely nothing for you to change as it's all been done for you.

You will never need to make any amendments to the original default game files or the user saves folder as the Snufkin Custom Zombies mod is already making the changes it needs by itself.

Have fun in there, and when you are ready to tweak the settings to increase/decrease their appearance or increase/decrease their Health, come back and ask.

 
Hi I was out for a couple of days so I missed some stuff.

1) I don't know if the Mischief Maker dev contacted you, but they backtracked because they found complicated to get the approval of more than one people.

2) The gimmick of the Parasite was that she damaged your "MaxHealth". Since that stat is no more, now the enemy doesn't do damage at all.

 
Hi I was out for a couple of days so I missed some stuff.

1) I don't know if the Mischief Maker dev contacted you, but they backtracked because they found complicated to get the approval of more than one people.

2) The gimmick of the Parasite was that she damaged your "MaxHealth". Since that stat is no more, now the enemy doesn't do damage at all.
Hello Snufkin,

1.The Mischief Maker developer didn't contact me directly. Alternatively, I just contacted the developer to explain that, in regards to any input I have offered, you have full rights on giving permission with this mod or any other mod you have created for now and the future. This removes any complication as it will be one person.

2. The Parasite character needs a revisit for damage, thank you.

---------------------------

Sent to the Mischief Maker

Hello, my name is ############### and I go by the gaming user name arramus.

I am the other party related to the Snufkin's Custom Zombie Mod. I am not the author of the mod but Snufkin kindly considered my input when giving permissions because I helped to restore it for 7D2D A19.

I gave all permissions to Snufkin on how his mods are used, regardless of my input, and as such it is only necessary to ask Snufkin.
That way it makes it much easier to get permission for any future builds or any of Snufkin's other mods such as the newly released Snufkin Vehicle Mod.

If Snufkin has given you permission to use his mods already, then please consider that as sufficient and I hope this removes any complications going forward.

To verify this message you will see a supporting posting here:
https://community.7daystodie.com/topic/17992-snukfins-server-side-zsombies/?do=findComment&comment=406548

Regards,

###############
(arramus)

 
Last edited:
With the Parasite I hadn't changed over that portion of the buffs xml so I hadn't seen the changes. We've modified the Parasite to be the "most annoying thing on the server" to quote a player. She now lowers not only your max health but max stamina as well. One of our players decided to start a new character and was left with a whopping 5 max stamina after an encounter with a Parasite. Seems crazy to me as you can see how this means a lot of the time you can't get away from her effectively, but that's what they wanted. 😅 While our settings are a bit extreme, I think it's in the best spirit of the Parasite to have some sort of temporary life/stamina stat drain, but that's just me.

 
@BubbaJoe Can you share the code you used to decrease the overall max health and max stamina drain settings?

I was considering to replace the HealthMaxModifierOT setting to the stamina equivelant StaminaMaxModifierOT but they have both been commented out of the official default buffs.xml and are no longer valid effects.

 
2) The gimmick of the Parasite was that she damaged your "MaxHealth". Since that stat is no more, now the enemy doesn't do damage at all.
It looks like the HealthMaxModifierOT settings were possibly replaced with the new variety of woundings which also offer their own version of the health max modifier but with an instant damage effect on a countdown timer.

To retain her unique trait I wonder if it's possible to:

- Integrate her gimmick into the wounds max health modifier with a smaller but cumulative effect on each hit that will require the countdown timer or vitamins or something else to remove it.

- Consider integrating her gimmick into the starvation system whereby the fullness meter decreases with each drain of 'energy' from a hit.

- Integrate her gimmick into the stamina settings as she drains 'energy' via that mechanism.

This is certainly not my forte and doing it is another thing.

 
Hi KiaKore and welcome to Snufkin Land.

Here are some instructions as clearly as I can make them. If they are confusing at any point, just say and I can elaborate.

Step 1. Install the latest Snufkin's Custom Zombies mod into your server Mods folder. (Make sure it has not created an extra folder if you unzip it to a new location.

The top folder should contain the ModInfo file. If the unzip tool has created a folder within a folder followed by the ModInfo file it will not work)

Step 2. Launch your server and Snufkin's Custom Zombies will become part of the environment.

Honestly, it's as easy as that. The mod contains all the files you need for the Snufkin Custom Zombies to appear in regular game play and during a Blood Moon event. Please do not touch any files in your default game folder or user saves folder.

The NOBLOODMOON file can be confusing if you are very new to Mods but it is for server hosts who do not want to have any Snufkin Zombies appear during a Blood Moon event. I assume you would like to see them appear and as such there is absolutely nothing for you to change as it's all been done for you.

You will never need to make any amendments to the original default game files or the user saves folder as the Snufkin Custom Zombies mod is already making the changes it needs by itself.

Have fun in there, and when you are ready to tweak the settings to increase/decrease their appearance or increase/decrease their Health, come back and ask.
Thank you so so so much, my team and i are loving this , thank you kindly !! you really have made our weekend, there are only 12 of us that play but we love it !

one last question, if i want to add in some of these bosses to the wandering hordes which lines would i edit it entitygroups.xml ? as we would like to see them more often...

We are all past game stage 300 so i think i would like to add them in when people pass gamestage 100.. any help would really be appreciated.

Have a great weekend and thank you for all your help

 
Last edited by a moderator:
Thank you so so so much, my team and i are loving this , thank you kindly !! you really have made our weekend, there are only 12 of us that play but we love it !

one last question, if i want to add in some of these bosses to the wandering hordes which lines would i edit it entitygroups.xml ? as we would like to see them more often...

We are all past game stage 300 so i think i would like to add them in when people pass gamestage 100.. any help would really be appreciated.

Have a great weekend and thank you for all your help
Add some extra bosses to the:

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

and

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

as the game will use these groups for regular wandering hordes and other groups as well.

Consider changing the prob= setting from somewhere between prob="0.3" which is the same as zombieBiker and zombieNurse all the way up to prob="0.8" which will make them more of the rule than the exception. As the game sets a limit of only spawning a certain amount from the above groups based on Game Stage/Level it will still feel balance if lower level players join you. The higher level players will be ready for these appearances.

 
Add some extra bosses to the:

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

and

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

as the game will use these groups for regular wandering hordes and other groups as well.

Consider changing the prob= setting from somewhere between prob="0.3" which is the same as zombieBiker and zombieNurse all the way up to prob="0.8" which will make them more of the rule than the exception. As the game sets a limit of only spawning a certain amount from the above groups based on Game Stage/Level it will still feel balance if lower level players join you. The higher level players will be ready for these appearances.
Thank you kindly, i really appreciate the input.

Stay safe and well - you have just made our weekend !

 
@BubbaJoe Can you share the code you used to decrease the overall max health and max stamina drain settings?
Sure thing. Below is what we've been using, it's a bit rudimentary but it still makes the Parasite quite a threat. I changed the health and stamina variables to XX for the purposes of balance testing as some players would probably find ours to be too unfair, so please make note of that prior to testing. This creates a flat subtraction from the player's max health and stamina, so it doesn't incrementally grow in the manner I think the Parasite originally functioned, but the players have been happy with this. We found 10 seconds to be a bit lenient, but I've restored the 10 second buff duration/stack below so it's closer to the original code.

<buff name="ParasiteAttack" icon="ui_game_symbol_skull" icon_color="255,0,0" icon_blink="true">
            <stack_type value="replace"/>
            <display_value value="$parasite"/>
            <effect_group>
                <passive_effect name="HealthMax" operation="base_subtract" value="XX"/>
                <passive_effect name="StaminaMax" operation="base_subtract" value="XX"/>
                <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$parasite" operation="set" value="10"/>
                <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$parasite" operation="add" value="-1"/>
                <triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$parasite" operation="add" value="10"/>
                <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="$parasite" operation="set" value="0"/>
                <triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="ParasiteAttack">
                    <requirement name="CVarCompare" cvar="$parasite" operation="LTE" value="0"/>
                </triggered_effect>
            </effect_group>
        </buff>

 
Last edited by a moderator:
@BubbaJoe Thank you. You are very kind to share this as it can be a helpful workaround until a buff closer to the original can be explored. And if that isn’t possible, a best alternative like this as is or built upon gives the Parasite a fighting chance again. I never noticed her hits were only causing 1 damage with each hit because the flashing skull and other zombies around her at the time were distractions and getting in their own hits as well. 

 
it seems the zombieGeist is very bad guy.. server crash is very often. (A19-Stable-2020Oct28)
I'm sorry to hear that Sunbursts because crashes are frustrating and even more so during a Blood Moon event.

I would just like to confirm a few things.

I assume this was during a Blood Moon event. (If it's all the time, please confirm)

1. How many zombies are allowed to spawn at this time?

2. How many players were together in the biggest group?

3. Did you change the probability for Geist to spawn during a Blood Moon event.

4. Are you using HDD or SDD?

5. How much RAM are you using?

6. Does your server have its virtual paging turned on?

This will help us understand your environment at the exact moment of these crashes and help for any future crashes for other server hosts in the future as we can set recommended settings.

 
Here is an update to Snufkin's Custom Zombies - A19 Stable.

https://github.com/arramus/Snufkin-CustomZombies-A19-Stable-2020Nov03

This update considers the Parasite melee and buff. It is long overdue but was highlighted in the very first testing phase when restoring this mod for A19. In the A18 version of 7D2D we were able to to receive damage using a feature called HealthMaxModifierOT. This modified the players overall health by a set value 'Over Time'. This feature was removed for A19 to coincide with the new hit features such as lacerations and buff candy.

It was essential to provide an alternative because she was only causing melee damage of 1 for every hit even though the flashing countdown red skull and countdown time may cause some initial disorientation. In essence, she was biting with blunt teeth. The restoration is as follows:

- buffs.xml

<passive_effect name="HealthMax" operation="base_subtract" value="15"/>

This decreases players base health by 15 after a positive melee strike.

<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$parasite" operation="set" value="5"/>

This gives the player a 5 second countdown until health is restored to normal values after the first positive melee strike,

<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$parasite" operation="add" value="10"/>

However, if the second and subsequent melee attacks are positive hits while the initial 5 second counter is still active, a further 10 seconds are added to the countdown for each additional hit.

- items.xml
<property name="DamageEntity" value="10"/>

This value allows the Parasite melee attack to cause 8 damage in addition to the above loss of base health.

Here is an explanation for why these settings are applied for this update:

These new values offer a balance to new low level players and experience higher level players.

LOW LEVEL PLAYERS

The first hit that reduces 15 base health to low level players is on a 5 second countdown until the value can be restored. This is a warning. A second and further positive hits increases the countdown by incremental 10 second steps. It would be wise for low level players to retreat at this point because restoring that 15 health when your base health is only between 100 to 125 on top of low natural healing and potentially limited bandages and first aid kits carries high risk of death. Furthermore, the Parasite has very strong restorative properties and the outcome is weighted towards her coming out victorious.

HIGHER LEVEL PLAYERS

For higher level players, the opposite applies as health, restorative potential, weapon strength, resources, and other factors can put the weighting towards a player victory. Even with the Parasite's restorative powers, she can be ultimately overwhelmed. However, if a high level player is also threatened by other zombies, they may also face hits that cause more than the Parasite's 8 damage as well as the new A19 features such as lacerations which can further decrease base health.

In summary, a low level player should play it safe or time it carefully, while a high level player can come out victorious by using careful due diligence.

I hope you can test this update and provide feedback on how you and your server regulars are finding it.

Special thanks to @BubbaJoe for having the foresight to implement a variant to the above change but at a more sadistic level which apparently suits his regular server visitors. As always, the changes have been clearly documented to allow you to further customise to your heart's content. Let's see how it goes from here.

entitygroups.xml expansion for mature servers (Snufkin Party Version)

Adding to sadistic gameplay levels, here is a more challenging entitygroups.xml file that you may wish to try if your server has matured and the player base is at a high level of experience or game stage. It is called entitygroups_Snufkin_Party.xml. It needs to be renamed to entitygroups.xml and replace the default entitygroups.xml in the Config folder to become active.

Using this file with allow Snufkin Zombies to become the rule rather than the exception.

Regular groups have seen Snufkin Zombies set to a probability of 0.8 except Wendigo at 0.5. This is an 80 to 500 fold increase respectively. In addition, the Demolisher will appear in the Wasteland at night. This does not mean your server will be inundated with Snufkin Zombies because the groups they belong to are competing with regular zombies to spawn and many regular zombies appear at a higher probability. In addition, there are limits on how many can spawn at once. Therefore, you will see Snufkin Zombies much more often but not in horde numbers.

However, the Blood Moon group sees quite a change:

At present, there are a maximum of 10 Snufkin Zombies selected in the default Snufkin entitygroups.xml file for Blood Moon. GS1 to GS247 has 9 Snufkin Zombies. Archon, Undertaker, Cowhead, Parasite, Geist, Bomber, Scarecrow, Banshee, and Juggernaut. GS255 to GS4086 onwards adds Scorcher to complete the 10.

This Snufkin Party version adds all 15 characters on the premise that Blood Moon brings out absolutely everything. GS1 to GS247 has the same 9 default Snufkin Zombies in addition to the Psycho and Siren to allow lower level players a gentler start. GS255 to GS4086 onwards adds the default Scorcher along with the remaining 3 characters; Wendigo, Mantis, and Wrestler.

The lower HP or less disruptive characters receive a higher probability increase as game stage increases. The higher HP or more disruptive characters do receive a probability increase but at a more regulated pace as game stage increases. The Banshee and the Wrestler have seen particular regulation as they can be quite disruptive but will still make their presence felt.

The default version was specifically set to be conservative and reflected player comments who could find things a little challenging. The default is a wonderful introduction for low level inexperienced players.

Snufkin Party moves further along the spectrum to a more upper intermediate level for experienced players while still retaining balance.

The default entitygroups.xml for Snufkin Zombies and the Snufkin Party version offer their own unique experiences and are but two of an infinite variety you can customise to match your own needs and specifications. View attachment entitygroups_Snufkin_Party.xml

 
Yes, its happening every Blood Moon event

1. BloodMoonEnemyCount is 14 at this moment
2. 5-6 players in group
3. No
4. SDD
5. 14gb
6. I dont know, I rent the server

 
Yes, its happening every Blood Moon event

1. BloodMoonEnemyCount is 14 at this moment
2. 5-6 players in group
3. No
4. SDD
5. 14gb
6. I dont know, I rent the server
Thank you Sunbursts.

SSD gives you wonderful read/write times and if you had HDD it would probably crash even more. If it's a rented server I expect virtual paging is turned on by default. 14gb is also very sufficient as max load on a dedicated server rarely spikes above 4gb on standard settings unless you allow lots of players to join.

I think the main issue is the BloodMoonEnemyCount. 14 will be per player in the group and this can be very overwhelming for the game even with regular zombies. With special Snufkin Zombies that are throwing fireballs and electric at players, these effects can really cause things to process slowly. Maybe you sometimes feel the game is pausing and stuttering when a lot of things are happening at the same time.

Let's put it another way.

I feel 7D2D is currently like a 1980s LADA vehicle (my family had one). It is amazingly strong and can last forever BUT you must understand its limits. If you push it past its limits it will break and need maintenance.

There are two possible solutions for your setup:

1. Reduce your BloodMoonEnemyCount to the suggested 8 and increase it 1 by 1 until you crash. After that, reduce it until things are stable.

2. Keep 14 as your BloodMoonEnemyCount but reduce the probability of the Geist to appear in the entitygroups.xml file at the very bottom of the list in the feralHordeStage area.

In fact, I also play with a group of 5 to 6 players and I had to reduce my BloodMoonEnemyCount to 7. This is because the game is not fully optimised and there is a lot of delay in spawning properly. Your hardware is great but the game is not optimised.

Here is one further solution.

3. Try this new entitygroups.xml. It will give you all 15 Snufkin Zombies for Blood Moon. This will reduce the amount of Geist characters appearing at the same time because there will be less probability from a larger choice for the game to select. View attachment entitygroups_Snufkin_Party.xml

Rename the file to entitygroups.xml and place it in your Config folder after you backup your existing one.

Please try to be a little gentler with the game until it is fully optimised.

 
I am 99% positive that this mod is at fault for this but I set myself to level 300 (to test out the mod) and occassionally I get a NRE error. It pops up once in a while.

It comes up after the zombieGeist is spawned in
Then the NRE error
Then the zombieYo spawns in.

Any clues on why this is happening?

 
I disabled all other mods and only had this mod on. Exact same issue, but slightly different.

zombieGeist
Then NRE Error.
Then zombieCheerLeaderRadiated spawns in next.

Sometimes the FatCopt spawns in after the NRE error now, as previously with my other mods it was always zombieYo that spawned every time.

What could the issue be?

Edit: I believe it to be the zombieGeist. When I try to spawn in X amounts of them, the game throws an NRE at me.

Edit2: Testing it more, I believe it's actually because too many Zombies are being spawned in general.

Edit3: However, the zombieGeist are the only issue when you hold down Shift and click to spawn them in the entity spawner with F6.

 
Last edited by a moderator:
Back
Top