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Posts posted by arramus

  1. 8 hours ago, slychotico_man said:

    am I missing something here im trying to build the railgun and it says i do not have the resources to make it but i have all the resources.

    You are missing nothing and I can confirm that the railgun is producible with the suggested parts. I am using the Xpansion pack version which is also listed in this mods section and it is reproducible. This was performed on a dedicated server albeit with CM so I could access the parts.



  2. 13 hours ago, Bomarr said:


    I quite enjoyed it, I was simply asking if it was normal to have that many spawns for our first horde night.

    As I mentioned, it was the first horde night (day 7) and we were at game level 20. Default of 8 zombies per person and using the default mod.

    Up until Game Stage 254 you will have the potential to see:


    Archon 10% chance to spawn but within the 100% chance to spawn for default characters.

    The following have 30% chance to spawn.








    And the Juggernaut has a 1 in 500 chance to spawn but weighted against all the higher probabilities as well.


    It is normal to see them but it sounds like you got hit harder than the probabilities allow for. I sometimes see this with the Demolisher. When in a party of 3, there will be 3 visiting almost in a chain which makes me wonder if there is a spawn bug. Instead of each entity being treated as a separate spawn, there feels like there is sometimes the same spawn per player per party.

  3. This is a simple mod that provides two functions:


    - Gives a 10% chance of receiving 1 or 2 eggs from cutting down a tree and 'shaking' any bird's nests from the branches.


    - Gives a 50% chance of harvesting 1 to 4 eggs from a Chicken using a proper butchering tool or 1 or 2 eggs when using any other tool.


    These will add a couple more ways to acquire eggs in context.


    Download here: https://github.com/arramus/Egg-Hunt

    (For server hosts who have difficulty using the Github version, here is an alternative.



    This mod was requested from the mjota.net Community which runs both a Vanilla and Server Side Mod server and appears to be for a particular player that uses a highly appropriate name that contains 'eggs'. 🥚🥚


    Tree felling and shaking an egg from a nest.



    Chicken chase.





    2 eggy weggies.



    If you would like to raise your own Chickens in a Chicken Coop to receive feathers, eggs, and your very own pet Chicken, @oakraven has created the Oak's Pets, Farm Animals, and Jeep mod which adds a whole new dimension to farming.

    • Like 1
  4. 18 hours ago, danu said:


    Experienced this while trying this mod. its like 3 vehicles in one, is there a fix for this?

    This is something that we are unable to resolve at the moment as it's linked to default game code, optimisation, and game tick.


    One workaround is to put the vehicle back in your backpack to refresh and try to place it again.

  5. 11 hours ago, Donmegawatt said:

    Excellent mod. Really cool man! ... I'm a solo player that enjoys running trader missions on Compo/Nitrogen maps. This has added a lot of spice to my nightly excursions. 


    On the Bloodmoon ... I like to get my hands dirty behind standoff points built by double concrete wedges of triangle blocks (hard to explain) that allow me to sledgehammer/shoot/pipe bomb zombies through a two by one opening that only dogs and spiders can get through. If one pinch point gets compromised ... I retreat to backups and try to keep fighting.


    On Day 14 horde night some very nasty customers arrived ... I think it was three Undertakers ... Very tall and difficult to kill. Just shrugged off pipe bombs like they were nothing. Didn't even knock them over. I could barely repair the walls as fast as they were tearing it down. Ha ha ... But it was a new challenge and really fun! ... :) 


    However ...  there was also this "green static fog" thing happening to me that I didn't enjoy so much because it kept taking me out of the fight. I couldn't really understand who or what was doing that or how to prevent it. Seemed like a proximity effect ... so ... is there any way I can counteract that or maybe just remove that particular baddy/attack/increase the timer on it? (so it isn't so frequent) .... so I can continue my melee style on horde night? Perching up on some ledge and shooting down isn't nearly as fun.  


    Thanks for sharing your excellent work! ... Really creative and cool.

    The green static fog sounds like the Banshee attack. It is also accompanied by screams. It is possible to remove her from the entitygroups.xml by deleteing her entries from the bottom section which relates to Blood Moon spawning; feralHordeStage groups.


    Her entry look similar to this <entity name="zombieBanshee" prob="0.3"/> and there will be about 330 or so to remove. There are many duplicate entries though and searching for the complete property line as above allows batch removal in an programme like Notepad++.

  6. Personally, I haven't used any programs. Any learning came from analysing the cumulative offerings from the assortment of modders who have shared their techniques and creativity. In all cases I have used base code from the default or modded XML files to achieve things I wanted to do so far. I began last October and am slowly piecing things together. My initial step was to restore a mod from A18 to A19 and this forced me to trawl through the code looking for conflicts based on server error output. It was an intensive introduction but worth it. I am also very fortunate to be supporting oakraven on some fun mods; oakraven has coding depth and I can support with QC and elementary coding. Snufkin and oakraven are sophisticated and talented modders who carefully give credit to their predecessors regardless of how far they have taken a concept away from any originals. The vast majority of modders do the same.


    There is a section in the forum called Tools and there are a variety of applications to assist us with creating XML files. Unfortunately it's not categorised beyond that and is in date order which means some precious applications are hidden away. In addition the Tutorials & Guides assisted with some of the most important XML commands for allowing mods to take precedence as the game/server loads out. XML has some fixed patterns as well as more flexible ones. The tutorials really help with learning the fixed ones at first.

    • Like 2
  7. On 1/6/2021 at 9:00 AM, LordCorellon said:

    Contacted Snufkin on the Discord and he sent me here.

    I'm wanting to build a "zombie" from the ground up using XML like you do here. What do I need to go about doing it?

    There are 2 primary zombie types in the Snufkin mod, as examples:-


    Archon which is zombie wight with some attachments, reskins, buffs, and the ability to fly.

    Undertaker which has been given its own Archetype of customised clothing, body shape, etc in addition to attachments and buffs.


    The first thing I did after going through some of the XML tutorials was explore the Snufkin mod Config folder and see what takes care of what.
    I began with attempting to extract a zombie so it became a standalone mod. I did this for the Scorcher. It was very much trial and error. It was a case of using the mod and seeing if there were any server errors when attempting to bring him into play. There were errors and these were related to changes made in A19 when the Snufkin characters were modelled using A18 code. I did a crash course of both trying to restore the mod and also learn about each character. In your case I would recommend:


    1. Examine all of the Snufkin files to learn about what each character depends on.
    2. Attempt to extract a single character until it is functional without errors.
    3. Attempt to modify that character as much as possible to see where you can customise it to your own specifications.

    4. Emulate the coding format with your own ideas to make a completely ground up entity.



    • Thanks 1
  8. 58 minutes ago, Wally_Franks said:

    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.

    • Thanks 1
  9. 20 minutes ago, slychotico_man said:

    these two mods and then in mod manger i have Apocalypse now  (V1.3)

    Snufkin_CustomZombies.zip 330.47 kB · 0 downloads Snufkin_CustomVehicles.zip 114.66 kB · 0 downloads

    Apocalypse V1.3 is the current version and should be fine.


    The Snufkin Custom Zombies mod is the A18 version and contains many features which are not compatible with A19. It also contains the Health Modifier and this appears to be the culprit.


    I recommend that you replace both of these Snufkin mods with:


    SnufkinCustomZombiesPLUS_A19_2020Dec17.zip and Snufkin_CommunityPack_ServerSideVehicles_A19_2020Dec19.zip

  10. 58 minutes ago, slychotico_man said:

    this is what i get when i log into my server.


    Interesting, that error warning appears to be something related to a non vehicle mod issue such as a health buff where you get attacked and it drains health over time. This used to be a feature in A18 but not A19. It also appears you are using the regular version of the Snufkin Vehicles whereas this thread relates to the Snufkin Community Pack Expansion Version.


    First of all, delete the version you are using and attempt to use this one:



    If it doesn't resolve the issue the warnings, list all the mods you are currently trying to use to allow others to look for any conflicts.

  11. 10 hours ago, Skjold, Son of Kord said:

    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.

  12. Here is a Guard update for the Mod which allows players to place guards as non moveable Turrets.


    Download: https://github.com/arramus/Pet-Animals-and-Guards-A19-2021Jan01


    There are 8 new guards as follows, in no particular order: Sim, Lizzy, Dre, Fox, Bandit, Bandit Foxy, Leader, and Bow Man



    As each guard remains static, they can be placed strategically when collected. They cannot be purchased from a Trader but can be found in Air Drop Supply Crates. Placement is exactly the same as for any other entity through the quest and reward process.


    The guards HP is relatively low at only about 150. However, it is possible to heal the guards using bandages or first aid kits by placing the healing tool in your hand and using right click as the images below present.








    As the HP is relatively low and they will quickly be wiped out if a horde can reach them, they have unlimited ammo. However, they shoot in a conservative and controlled manner and fire a shot every few seconds. They do not replace the power of default turrets at all but will complement your defences.






    These have been fully tested for stability on dedicated servers but will benefit from feedback to see if the HP or shot damage requires tweaking.


    This image shows a Supply Crate which contained both Turret Guards and Pet Animals.



    Thank you to Darjusz and the community at mjota.net who are running a variety of Snufkin Mods as well as this Pet and Guard mod. Their server has seen a new World added and is well worth a visit.

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  13. 9 hours ago, ZombieMikeG said:

    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.




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





    • Thanks 1
  14. 2 hours ago, ZombieMikeG said:


    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





    Went back to my regular profile.



  15. 8 hours ago, ZombieMikeG said:

    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.


  16. 6 hours ago, Timerman said:

    Is there a way to make the zombies not fly when you hit them with a melee weapon ? It feels like i am playing ping pong with them 

    Are you referring to melee weapons in general or a specific weapon with a specific mod/buff?


    I'm just checking what causes fly back.



    - Repulsor Mod for the stun batons.

    - Batter up book 4 and knock down buff.

    - Skull crusher knockdown skill perk (more stumble than fly back)

    - Metal chain mod (again, more stumble)



    The updated physics system which provides greater probability for more dramatic fly back rag doll effects.

  17. @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.

  18. On 12/22/2020 at 7:40 AM, The Frankman said:

    This is so nuts, man. Just recorded another horde night and everything is just random. Saw a Banshee crawl through my electric trap like a Sunday stroll, watched an Undertaker touch a wire and get shocked into oblivion, then watched the Scarecrow actually touch a wire while in its spin animation and get shocked. The only thing I can conclude is that every interaction is random; they will randomly take damage, randomly get shocked, and randomly treat the trap like it's not there.


    Once again, thanks for testing to such a degree and sharing your findings. Your conclusion sounds very valid and simply providing as much variety as possible may or may not hold them back but at least has the potential.


    One other 'trap' I've been trying is oakraven's pets, gaurds, and jeep mod. The latest Dog guards are most effective against 2 legged entities and help to keep them at bay or ultimately eliminate them. Excessive on this occasion to test load, but fun.



    3 hours ago, batboyboy said:

    NullReferenceException: Object reference not set to an instance of an object
    help! on a19 b6

    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.

  19. Here is an update for the Guards to add 4 types of pet dog.


    Download here: https://github.com/arramus/Pet-Animals-and-Guards-A19-2020Dec23


    Guard Shale Dog, Guard Coal Dog, Guard Nitrate Dog, and Guard Lead Dog.



    They have a penchant for attacking in a pack and for 2 legged enemy entities this can mean little progress and reduced attack capacity. They were the Juggernaut's Achilles tendon; quite literally.



    Whereas 4 legged enemy entities tend to get through much better. Paindeer passed through the pack within a few seconds.



    As with other Guards, these dogs can be purchased from the trader.


    • Thanks 1
  20. @Howlune Thank you. It appears we are using the same method of rip > Unity > Trawl the xmls. There are a few useful tools in the tools section; one aids the search by looking at all xml files at the same time and another supports modders with the most commonly used code for appending, setting, and other additions. I need to trawl through those posts at some point as there are some useful things hidden away in the archives that are probably still viable. My challenge has been attempting to find pathways to things that are not in the xml such as the Santa hat so it can go on a deer as an attached prefab. Sharing your method is very helpful for the community so thanks for that. 

  21. Here is a small update that ensures the Automatic Turrets are not attacking the Guard Animals due to their hostile class settings.


    Download: https://github.com/arramus/Pet_Animals_and_Guards_A19_2020Dec21


    (If your server has trouble with Github due to it creating an additional shell folder, here is a single layer version - Pet_Animals_and_Guards_A19_2020Dec21.zip)




    Not part of the update, and just a vision of the calm before the storm.


  22. I gave them both a good run through with the Santa mod and really liked the contact grenade because it requires precision but to good effect.


    In the long term I would stick with that varient and shy away from the block damage contact dynamite simply because of the post battle clean up.
    It causes similar ground damage to a Demolisher and I am not too keen on base repairs that include too much ground work.


    If block damage was removed and replaced with stun instead to cause an entity to fall down/stumble I would use that a lot in combo with the contact grenade.


    Sometimes I use @doughphunghus's Rabbit from Hell and it includes a 'grenade from Hell' as well which causes the kind of damage a well placed stick of dynamite does on a tower ready for demolition. However, this server I play on has a safezone where the Blood Moon base can take no damage. It is balanced by the players only being able to attack the entities if they leave the base and attack out in the open. It works very well there though as would your Snowballmite.

  23. I downloaded @saminal's winter nades to complement this mod and brought in Santa, a few extra helpings of all his little helpers, a dose of Paindeer, and Wendigo to push things a little.


    All I can say is don't sit on Santa's lap and don't visit him on your own. He has a cesspit mouth and the behavior of an inebriated lout. Oh yes, bring plenty of ammo.






    All manner of atmospheric buffs are thrown at you.



    As well as avalanches/landslides.



    Good thing they only spawn in the snow biome as well. They were ripping the building from under my feet.



    It was rough.



    But the rewards are great with loot bag drop and body harvesting for all entities.



    I tried it on a dedicated server with about 15 other mods and pushed up the count beyond the normal spawn settings without seeing any strain. Think of Santa as Snufkin's Juggernaut's Northern cousin with little helpers instead of rockets...


    • Like 1
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