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Snukfin's Server Side Z(S)ombies

Edit2: I believe it's actually because too many Zombies are being spawned in general.
Thank you for testing so much because it is very valuable quality control data and helps to consider settings.

This adds to the post just before your post where Sunbursts reports a similar issue. On Sunburst’s server there is a spawn rate of 14 per player for Blood Moon events. The suggested solution was to lower this closer to default or reduce the probability for the Geist to spawn. A further solution offers an alternative entity groups file which allows all 15 Snufkin zombies to appear in a BM event and thereby reduce Geist’s chances to appear so often. 

Geist is a formidable character. His electric bolts cause mayhem everywhere. In fact, he can even electrocute other Geist characters who get in the way. This effect is very demanding and it causes so many calculations for animations, texture interactions, and hit calculations. 

In summary, the Geist is best seen as a rarer character in servers which allow higher than game spawn settings to be allowed. 

 
Just tested latest version, really loving it, thanks for doing this :)

One thing Im missing is localization file, there is several buffs I get that there is no information about, so a localization file for buffs would be great. Or maybe you have a old localization file to share?
 

 
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Just tested latest version, really loving it, thanks for doing this :)

One thing Im missing is localization file, there is several buffs I get that there is no information about, so a localization file for buffs would be great. Or maybe you have a old localization file to share?
 
Hi xxx73.

First I need to check the original Snufkin build to see if it was added. I don’t remember ever seeing it but need to check. Then I need to check some similar ones for other mods to see formatting. And then it’s always possible to localize even further to support more players. I’m away for a while with other responsibilities and you are welcome to make a start on checking the original versions or sharing a concept you feel works well. 

 
Great mod btw, Thanks!

Is there a way to prevent players from using certain zeds as player profile...?

 
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Is there a way to stop players on mp from selecting a zed to use as player profile? Thanks.

Not sure if jugger is same hit boxes as regular player or larger....

As in players picking jug in player profile to use it as in game profile/player stat...

If I keep mod in game, might get all players wanting to be jug in game...ugh

 
kokuojeiku said:
Is there a way to stop players on mp from selecting a zed to use as player profile? Thanks.

Not sure if jugger is same hit boxes as regular player or larger....

As in players picking jug in player profile to use it as in game profile/player stat...

If I keep mod in game, might get all players wanting to be jug in game...ugh
The Juggernaut is modelled on standard 'ZombieTemplateMale' and will use that characters hitbox. It looks like players are using another mod to access the Juggernaut/other zombies as a player profile. It has no special hitboxes as it uses in game assets and not external assets. The Juggernaut is scaled up a little and will be an easier target. Does EAC stop this profile mod or feature being used? Snufkin's Zombies can work with EAC.

 
I think tagging the archetypes as Zombie instead of Player stops the Profiles to use that archetype, but that can bring other problems (I've been told). I remember on our EAC server choosing one of the zombie archetypes reverted the player to a thin black woman, so it wasn't gamebreaking.

 
I had posted a reply to Tsunie's comment on the 7DaysToDieMods page here, how do I know the mod is working? I'm on Day 132 and I've literally traveled 6 hours in game across the Desert, Grass, and Snow Biomes and none of the Snufkin zombies have spawned. I'm not getting any errors at all either...

I DL'ed the Nov3 file and cropped the folder in my Mods directory just like I do my other mods. Does this only work with a new game or something?

 
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I had posted a reply to Tsunie's comment on the 7DaysToDieMods page here, how do I know the mod is working? I'm on Day 132 and I've literally traveled 6 hours in game across the Desert, Grass, and Snow Biomes and none of the Snufkin zombies have spawned. I'm not getting any errors at all either...

I DL'ed the Nov3 file and cropped the folder in my Mods directory just like I do my other mods. Does this only work with a new game or something?
Follow magejosh's post above and also double check that the folder inside your Mods folder is called:

Snufkin_CustomZombies_A19-Stable_2020Nov03

and not

Snufkin-CustomZombies-A19-Stable-2020Nov03 (This is just a holding folder made by GitHub for zipping. If it is this folder then the one above is inside it and needs to be removed and placed seperately in your Mods folder).

 
Can you turn on dm mode and spawn them with the entity spawner (f6)?
Just checked and I was able to spawn them into the game. Weird, I played another full day traveling across 3 different biomes and none of them spawned in naturally.

Follow magejosh's post above and also double check that the folder inside your Mods folder is called:

Snufkin_CustomZombies_A19-Stable_2020Nov03

and not

Snufkin-CustomZombies-A19-Stable-2020Nov03 (This is just a holding folder made by GitHub for zipping. If it is this folder then the one above is inside it and needs to be removed and placed seperately in your Mods folder).
Huhn... the folder is actually called Snufkin_CustomZombies. I just assumed the other stuff was extra according to the posts I saw at 7DaysToDieMods and shortened the folder. Since I was able to spawn them in using Debug Mode is that ok?

 
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That's interesting. I added them in on week 2 in a playthrough on my server and encountered them fairly quickly. I was in the wasteland but they should spawn everywhere. 

I did go back and edit the entitygroups.xml to raise the odds of the geist spawning and added the scarecrow both on the zombiesNight group. I also made an insert after command to add the zombieBanshee have a 2 in 3 chance of spawning anytime a screamer would spawn. 

None of these were really necessary, just things I wanted. I was already getting spawns of the undertaker and the bomber at night. First Horde Night was a nightmare. 

Maybe increase the spawn probabilities on your entitygroups.xml to see if that gives you better spawn rates. 

Another thought is the game spawns a limited number of zombies wandering about the world at a time. If you are traveling across all those biomes, is it not possible you are just outrunning zombies that never aggro'd on you?

 
Yes, spawning in debug shows they are good.

The default mod has low probability spawning. Try this one in your Config folder instead.

Make a backup of your entitygroups.xml file and delete it. Replace it with this one, once you've renamed it to entitygroups.xml View attachment entitygroups_Snufkin_Party_2020Nov03.xml

And hopefully you will enjoy the show after that. If not, let us know.

One other thing to consider is the invisible animal bug. As days progress and now you've got past the 130 mark, animals can begin to disappear as they spawn into invisible entities. This also impacts on zombies. After I installed stalliondens invisible animal fix mod, which can be found in the mods area under his own page of collections, a lot more lone zombies began to appear again including Snufkin's. There was plenty more meat out there to harvest as well. If animals haven't been an issue, then disregard this suggestion.

 
I didn't know that about the invisible animal bug. That's really good to know aramus! I just looked at that new entity groups xml, I might have to give it a try in my next playthrough. I'm running all the creature packs, all the snufkin mods, and the wasteland mod that adds in these human raiders that are pretty difficult to beat too. It's been much more difficult, I actually had to drop back to vanilla difficulty on this playthrough. 

 
That's interesting. I added them in on week 2 in a playthrough on my server and encountered them fairly quickly. I was in the wasteland but they should spawn everywhere. 

I did go back and edit the entitygroups.xml to raise the odds of the geist spawning and added the scarecrow both on the zombiesNight group. I also made an insert after command to add the zombieBanshee have a 2 in 3 chance of spawning anytime a screamer would spawn. 

None of these were really necessary, just things I wanted. I was already getting spawns of the undertaker and the bomber at night. First Horde Night was a nightmare. 

Maybe increase the spawn probabilities on your entitygroups.xml to see if that gives you better spawn rates. 

Another thought is the game spawns a limited number of zombies wandering about the world at a time. If you are traveling across all those biomes, is it not possible you are just outrunning zombies that never aggro'd on you?
Oof that's a legit possibility since I'm traveling on a motorcycle. I did raid a few buildings at Night in the Desert to see if I could force an encounter, but no luck.

Yes, spawning in debug shows they are good.

The default mod has low probability spawning. Try this one in your Config folder instead.

Make a backup of your entitygroups.xml file and delete it. Replace it with this one, once you've renamed it to entitygroups.xml View attachment 16656

And hopefully you will enjoy the show after that. If not, let us know.

One other thing to consider is the invisible animal bug. As days progress and now you've got past the 130 mark, animals can begin to disappear as they spawn into invisible entities. This also impacts on zombies. After I installed stalliondens invisible animal fix mod, which can be found in the mods area under his own page of collections, a lot more lone zombies began to appear again including Snufkin's. There was plenty more meat out there to harvest as well. If animals haven't been an issue, then disregard this suggestion.
Thanks so much. Also thank you for notifying me about the animal issue. I haven't encountered it but that would've freaked me out if it happened and I didn't know about it. Admittedly I've seen a few videos of people encountering the special zombies very early in playthroughs like here in VERTIGO Gaming's and I'm wondering if I did something wrong.

 
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I just downloaded this mod from one of the mod download sites and I get scrolling  XML errors when a player tries to join.

FIXED - I had an older version of the mod. 

 
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Played Horde Night with the new mod and... YIKES. First thing I noticed is a few of them didn't seem to be affected by electricity sometimes (?) or maybe they were but the staggered animation didn't trigger. The second is that I had no idea the Geist phases through walls; I outfitted a Shamway Foods building with my pit electric trap area and multiple turrets while breaking out the glass windows and enclosing most of them with steel to keep vultures out. Was not  prepared for the Geist to phase through the wall (and maybe the Archon too?) My death was definitely a humbling experience since I hadn't died in at least 30-40 days.

 
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