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Snukfin's Server Side Z(S)ombies

arramus said:
Previous issues of this nature are often the result of running another mod which is not compatible with a Snufkin Zombie feature. Possibly a duplication or something that changes a default feature that the Snufkin Zombies depend on. If your server environment consists of multiple mods, starting with only the Snufkin Zombies and building up the mods can help to find any conflict. If it's not related to these common issues, further analysis will help through logs and a more detailed description.
Yeah this happens a few times to me on Horde nights and I quickly close the command console so I don't miss stuff lol. I've accepted that it's just clutter from running tons of mods at once. I run:

Bdubs Vehicles

Blessed Metal Mod

PhD Better Lights 3.3 (A19)

PhD Bigger Crafting Queue x 10 1.3 (A19)

PhD Bigger Forge Input 1.0 (A19)

PhD Food_Water 2.1 x 5 (A19)

Riles-HUDPlus1.07

Super Auger

Weed Whacker

and of course slightly altered Snufkin-CustomZombies-A19-Stable-2020Nov03-master

 
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hello everyone 

sorry to bother you, 

but i really want to play this on a renter server (nitrado, gportal etc...) with my friends. 

can someone explain me please how to install this mod on the server via ftp please ?

do i juste need to ctrl c and ctrl v the file on the server ? 

 
@oxmo For some servers, the zipped folder is uploaded and unzipped to the requisite Mods folder using the server console. If you server has copy/paste capability all the better.

For this, I suggest using the second linked file which describes it is for servers that do not like the Github folder due to its extra 'shell' folder.

Try to:

1. Upload the zipped folder to your ftp.

2. Unpack into the Mods folder. (or copy/paste what is inside the zipped folder if possible)

3. Run the server and join as admin.

4. Use a console command F1 > dm > Enter to allow you to then use F6 to see if you can spawn a Snufkin Zombie manually.

 
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Hi all, I didn't find anything via a search, so just going to ask...anyone else experience their character being huge with this mod? My body is like an undertaker right now, and I can't figure out why, lol? I am HUGE...

On a side note, these new zombies are a ton of fun, just what I needed to make the game more challenging. 

 
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Hi all, I didn't find anything via a search, so just going to ask...anyone else experience their character being huge with this mod? My body is like an undertaker right now, and I can't figure out why, lol? I am HUGE...

On a side note, these new zombies are a ton of fun, just what I needed to make the game more challenging. 
A posting from a server admin a while ago mentioned players could join his server using the Snufkin character profiles when they select their own players from the existing list.

I wonder if your Profile has taken on that character's settings along the way.

20201229100846_1.jpg

 
A posting from a server admin a while ago mentioned players could join his server using the Snufkin character profiles when they select their own players from the existing list.

I wonder if your Profile has taken on that character's settings along the way.


Yep, that was it, happened without my actions, haha. Any way to change it in an already ongoing game?

 
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Yep, that was it, happened without my actions, haha. Any way to change it in an already ongoing game?
I believe it depends on the server host. There is a setting where players are allowed to change their profiles and the server I play on allows that:

<property name="PersistentPlayerProfiles" value="false" /> <!-- If disabled a player can join with any selected profile. If true they will join with the last profile they joined with -->




Changed to Wendigo

20201230000303_1.jpg

20201230000244_1.jpg

Went back to my regular profile.

20201230000413_1.jpg

 
I'm playing single-player, and found the setting in the XML file, and it's set to false. However, when I go in to change the profile, then load a saved game, it doesn't take.

 
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I'm playing single-player, and found the setting in the XML file, and it's set to false. However, when I go in to change the profile, then load a saved game, it doesn't take.
I attempted to match your actions but made the change directly through the game interface when selecting my SP continue.

20201230163323_1.jpg

I began as Wendigo and switched back to my regular profile successfully.

20201230163152_1.jpg

20201230163302_1.jpg

 
That worked! Thank you so very much! I looked through all the options a few times, and didn't even see that you can change it. Silly me...I blame taking care of a 6 and 8 year old in real-time simultaneously, haha.

 
So, recently started a server with this mod and we're two hordes in. Mod seems to function just fine, but the amount of zombies spawning on horde night is crazy. We're seeing primarily custom zombies and hardly any normal game zombies. This isn't the intention right? It sounds like the 'party' xml but I did not install that. Any thoughts? We're talking, 16 zombies per person (4 people per horde night), 64 total allowed and at least 60% of them are the custom spawns. We've gotten absolutely wrecked both horde nights lol. Really wanting to balance it out a bit.

 
So, recently started a server with this mod and we're two hordes in. Mod seems to function just fine, but the amount of zombies spawning on horde night is crazy. We're seeing primarily custom zombies and hardly any normal game zombies. This isn't the intention right? It sounds like the 'party' xml but I did not install that. Any thoughts? We're talking, 16 zombies per person (4 people per horde night), 64 total allowed and at least 60% of them are the custom spawns. We've gotten absolutely wrecked both horde nights lol. Really wanting to balance it out a bit.
You can edit the mods entity xml to lower mod spawn probably for each type. 

 
You can edit the mods entity xml to lower mod spawn probably for each type. 
Right, but everything is still set to default. I was just checking to see if this NEEDED altering or if something else was going on. I'm new to modding 7 days (modded just a few games in the past) but i'm not sure the definition of the values in percent. For example, by default, prob="0.1" is equivalent to what percent value of spawn?

 
This sounds like the Snukfin Party mod, which ratchets up the difficulty with primarily Snufkin Zombies. You might want the original mod, which has the Zombies but at a lower frequency. Again, Snufkin Party make the zombies the rule rather than the exception.

Right, but everything is still set to default. I was just checking to see if this NEEDED altering or if something else was going on. I'm new to modding 7 days (modded just a few games in the past) but i'm not sure the definition of the values in percent. For example, by default, prob="0.1" is equivalent to what percent value of spawn?
0.1 = 10% probability. I edited the file also to increase not only their spawn chance, but overall amount that will spawn in a normal day (raised it from 1 to 4). I travel between biomes a lot and it's refreshing to have a Narcotic/Undertaker/Flamethrower attack you all in the same day LOL.

 
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yes set prob = to lower (0.1 is higher then .05 and even lower still is .01 etc., think percentages). If you are running the snufkin PLUS community back the default is moderately high, can use notepad ++ to find/replace the probabilities to lower on he entity xml that controls it. 

 
So, recently started a server with this mod and we're two hordes in. Mod seems to function just fine, but the amount of zombies spawning on horde night is crazy. We're seeing primarily custom zombies and hardly any normal game zombies. This isn't the intention right? It sounds like the 'party' xml but I did not install that. Any thoughts? We're talking, 16 zombies per person (4 people per horde night), 64 total allowed and at least 60% of them are the custom spawns. We've gotten absolutely wrecked both horde nights lol. Really wanting to balance it out a bit.
Can you confirm that you are running the standard Snufkin Zombies version and not the PLUS version?

Even with the low probability of the default Snufkin Zombies, this is what is probably happening:

1. A group of 4 is raising your average game stage and increasing spawn probabilities as that feature is built into the Blood Moon horde list.
2. Setting 16 zombies per person is very high. Snufkin planned the probabilities for about 8 per person to reflect default values.
3. At the beginning of a BM, I expect there is a nice balance of Snufkin to default zombies. Maybe 1 in 10 or less.

a - However, as the default zombies are much easier to kill in rapid succession, it creates chance for another Snufkin to appear.
b - Over time, with 16 per person, the slower elimination of Snufkin Zombies will simply allow them to stack up while the quick dying default zombies are eliminated.

c - You can very quickly be overwhelmed. And should too many Geist zombies appear, there is a chance that the server will crash with so many electric particles being processed.

Two potential solutions:

- If you were to lower 16 per person to 9 or 10, I believe you will still see more than enough Snufkin Zombies to keep the challenge but not be totally overwhelmed.

- If you prefer not to lower 16 per person, but were to halve all of the Snufkin Zombie spawn probabilities for the Blood Moon horde it would be more proportional to the original intention based on 8 per person but still keep a high count of default 'easier' zombies. If you need help with this, let us know.

 
Can you confirm that you are running the standard Snufkin Zombies version and not the PLUS version?

Even with the low probability of the default Snufkin Zombies, this is what is probably happening:

1. A group of 4 is raising your average game stage and increasing spawn probabilities as that feature is built into the Blood Moon horde list.
2. Setting 16 zombies per person is very high. Snufkin planned the probabilities for about 8 per person to reflect default values.
3. At the beginning of a BM, I expect there is a nice balance of Snufkin to default zombies. Maybe 1 in 10 or less.

a - However, as the default zombies are much easier to kill in rapid succession, it creates chance for another Snufkin to appear.
b - Over time, with 16 per person, the slower elimination of Snufkin Zombies will simply allow them to stack up while the quick dying default zombies are eliminated.

c - You can very quickly be overwhelmed. And should too many Geist zombies appear, there is a chance that the server will crash with so many electric particles being processed.

Two potential solutions:

- If you were to lower 16 per person to 9 or 10, I believe you will still see more than enough Snufkin Zombies to keep the challenge but not be totally overwhelmed.

- If you prefer not to lower 16 per person, but were to halve all of the Snufkin Zombie spawn probabilities for the Blood Moon horde it would be more proportional to the original intention based on 8 per person but still keep a high count of default 'easier' zombies. If you need help with this, let us know.
This is very helpful, thank you.

I am NOT running the PLUS version, to confirm. I did already manually adjust the probabilities of bloodmoon spawn up to GS250'ish. So, we'll see how that plays out. We have an upcoming horde night to test out. That said, i do understand what you're explaining. If the adjustment to the prob's doesn't give the desired effect, i'll put those back to intended and bring down to 10 per person, as you suggested.

This sounds like the Snukfin Party mod, which ratchets up the difficulty with primarily Snufkin Zombies. You might want the original mod, which has the Zombies but at a lower frequency. Again, Snufkin Party make the zombies the rule rather than the exception.

0.1 = 10% probability. I edited the file also to increase not only their spawn chance, but overall amount that will spawn in a normal day (raised it from 1 to 4). I travel between biomes a lot and it's refreshing to have a Narcotic/Undertaker/Flamethrower attack you all in the same day LOL.
0.1 = 10%. Wow, of course. Can't believe i couldn't see that. Thanks lol. I will say, we haven't really seen any during a normal day or night. But we are primarily in the temperate biome currently, being early game. Did run into a siren head in the desert just yesterday.

 
When do the sirens spawn on what game stage 
The Siren has the potential to spawn at each and every game stage and is not dependent on progress.

She is specific to only one spawn group (for the default entitygroups.xml):

ZombiesNight - <entity name="zombieSiren" prob="0.01" />

This amounts to a 1 in 100 chance of appearing in the Zombies Night group but that's also in relation to others in that group and their own probabilities.

She is not added to the Blood Moon Horde in the default version of the mod.

 
The Siren has the potential to spawn at each and every game stage and is not dependent on progress.

She is specific to only one spawn group (for the default entitygroups.xml):

ZombiesNight - <entity name="zombieSiren" prob="0.01" />

This amounts to a 1 in 100 chance of appearing in the Zombies Night group but that's also in relation to others in that group and their own probabilities.

She is not added to the Blood Moon Horde in the default version of the mod.
Thank you so much

 
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