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Comp625

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About Comp625

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  1. As the title states, the zombie AI seems deaf and brain dead (pun intended ). Goal: I want the entire horde to come at me (instead of mini-waves), and that sleepers wake up with loud gunfire. Sleeping zombies (the ones in a house POI for example) don't "wake up" even though I'm standing right in front of them shooting the blocks next to their head. In large hordes, only a few zombies will typically "aggro" despite me shooting at them from < 50m away. They won't aggro unless my bullet actually hits them. Shooting the sky, for example, doesn't aggro. The entire horde doesn't aggro unless I physically get close to them. I've already made 3 adjustments to the Zombiemaletemplate class in the entityclasses.xml file. It seemed to help a little but maybe placebo effect. SightRange is 60 meters (vs. default of 30 meters). NoiseAlertThreshold is lowered to 20 units (default is 30 units). SmellAlertThreshold is lowered to 30 units (default is 40 units) -- I don't think this is used in A18. What other adjustments should I be making? It seems like SleeperNoiseSenseThreshold and SleeperNoiseWakeThreshold are key but I don't understand what "Indiv.Random" means or how it works. Thank you in advance!
  2. Also FWIW, my issues began coincided with me increasing the "Maximum Spawned Zombies" from default 64 to 100. There were reports of others who used a significantly higher number (200 or more) with the only downside being Client-side drop in framerate. Not server crashing. I had ran "80" for a day or two and it seemed fine so I'll revert back to it.
  3. Their support isn't really responsive so I figured I'd try here first. They don't publicly state but I'm going to assume 4GB is being allotted based on the graph -- it was around 3970mb (3.97gb) when it crashed. With no one on, the server hovers around 2.5gb.
  4. I run a private server through Nitrado. We currently have the "Public Server" package with 10 player slots and the "Advanced +2.60US$" tier. I'd like to change it to 6 player slots and upgrade it to the "Professional +6.50US$" tier. If I do so, will the server reset and reinstall the game causing us to lose our progress entirely? I want to avoid wiping our progress. Why I'm asking: I've noticed that whenever the server hits 4gb of RAM used (approx. 2.5 hours of gameplay with 4 people), the server crashes and auto reboots. Hoping the Professional Tier allows for more RAM.
  5. How much did you change your values by in blocks.xml and sounds.xml? My friends and I are also tired of screamers, but eliminating screamers completely seems too imbalanced in favor of the humans. On the other hand, it feels like screamers keep coming every couple mins. FWIW, playing on Survivalist difficulty and our gamestages are in the 200's. In our entityclasses.xml file, we also have Zombie SightRange=80 (which means they can also "see" you up to 80m away) and lowered the Zombie NoiseAlert and SmellAlert thresholds from 30 & 40 to 10 & 20, respectively. I'm sure these zombie buffs aren't helping the screamer situation either but keeps the game fun and challenging despite having late-game weapons, armor, and perks. entityclasses.xml
  6. Yup, super easy. It should look like this on your local drive (assuming you're playing single player): X:\Steam\steamapps\common\7 Days To Die\Mods\Snufkin_CustomZombies\Config * archetypes.xml * buffs.xml * entityclasses.xml * entitygroups.xml * items.xml * loot.xml * physicsbodies.xml * quests.xml * sounds.xml * spawning.xml If you're running a server, create a "Mods" folder under the main 7 Days to Die folder. Then drop the Snufkin_CustomZombies folder into the Mods folder. Make sure you keep the folder hierarchy so that the Config folder and its contents remain underneath the Snufkin_CustomZombies folder. It sounds confusing but it really isn't - promise! My group of friends and I really enjoy these custom zombies -- ESPECIALLY since they're server side only (no client-side download needed).
  7. Ah, I think I understand you now! It sounds like JaxTeller718's modlet isn't truly increasing the zombie's sight and hearing range. Should I instead increase the "SightRange" and decrease the Noise and Smell Thresholds in my server's entityclasses.xml file? Presumably, I'd have to do it for every zombie class and animal class.
  8. Thank you. Can you help me edit the XML script so that the distance is 80 or 100 blocks? What values below should I change? It's frustrating when there's a horde of 50 zombies and only 2 or 3 are charging toward you, while the rest remain blind and deaf!
  9. Is 30 the maximum that the game engine allows? Here is JaxTeller718's original code and mod description.
  10. I have JaxTeller718's Increased Zombie Sight Against Players mod installed. However, grouped zombies that are further away (but still in range for ammo damage) still don't hear gunshots nor see survivors. This makes for melodramatic battles against large zombie hordes since only a few of them will approach you at one time (allowing you to pick them off 1 by 1). I even modified the JaxTeller718's values and further bumped the enemy's hearing and sight ranges from 10,30 to 100,100. Does anyone have any suggestions that can improve upon this? FWIW, playing on "Survivalist" difficulty with daytime Zombies set to "Insane."
  11. I have the Increased Zombie Sight Against Players mod installed. However, grouped zombies that are further away (but still in range for gunshots) still don't hear gunshots nor see survivors. This makes for melodramatic battles against large zombie hordes since only a few of them will approach you at one time. I even modified the JaxTeller718's values and further bumped the enemy's hearing and sight ranges from 10,30 to 100,100. Does anyone have any suggestions that can improve upon this? FWIW, playing on "Survivalist" difficulty with daytime Zombies set to "Insane."
  12. Comp625

    Robeloto's Modlets

    I like this idea, a lot. My friends really liked all of the zombies except the Spectral ones. Those felt too imbalanced since they were nearly invisible, and still had the same (if not more) HP as the other zomboids.
  13. Thank you! I'm new to both being a server admin and using mods/modlets. Appreciate the help!
  14. I host a private 7DTD server and installed two server-side modlets: "Nerf Them All" noted in the 2nd post of this thread and Highhope's Custom Materials Mod+All Vehicles Extra Seats mod noted in this thread. After restarting the server, I was able to load into my world. Base is intact, my inventory is intact, but my player leveling stats got reset to 0 (with no points to allocate). * Could one of the modlets have caused this? * Is there any way to fix? * Is this a known bug perhaps not modlet related, but game related? * Are my friends' stats also reset to 0? I'm scared to have them log on as well. Other details: I'm hosting via Nitrado.net and there is a server backup that'll wipe out our group's progress last night. I'm also sketched about the backup not loading correctly causing even more problems.
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