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Snukfin's Server Side Z(S)ombies


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hi, very good job. we love it on our server.

but in my solo game, I got a problem. When I launch the game, I spawn level 1 without items in blet or backpack (all the rest is ok, base, storage, etc...)

I use a nitrogen map (with all biome) did you think this can cause the problem

(i made a save of my game to retrieve my true level without the mod)

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I will try.

I just testing with putting all my stuff in a storage in my base and go far away before put the mod thinking I will give me back my xp with console command, but this time I keep my xp but a part of my base was reinitialised as you can see (with an error in the console)

notice that there is 2 new creatures in the screenshot (a mantis and a cowhead i think ^^ (and before quit after sccreenshot, I was hear a new creature sound to my left ^^)), that mean that the mod work...


EDIT: just testing after deleting quest and loot file, same thing. A square of 15x15 was reinitialised in my base


Edited by elwooood (see edit history)
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Thank for your response.

I retry, so when I load the game with my stuff on me, I spawn at level 1

If I put my stuff in a storage box (I made it a different position), I keep my level but a square of 15x15 around the storage box is reinitialised (and the storage box disappear.

here it is my stuff


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ok i think i found. I test each item and the bug occur with the big magazine mod of my junk turret (the round one called "camembert" in french). If I delete this item (put on the ground and wait to disappear), the game load fine. I can retake a magazine via the creative menu to reequip my turret, it seems to work...

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So I have been modifying the probability of pineforest spawns during the day, especially the cowhead and mantis... They are pretty frequent, so I changed the probability down a few times all the way to 0.001 and still they are pretty frequent, for a low level player there are too many of them imo:


<entitygroup name="ZombiesPineForest">
<entity name="zombieCowhead" prob="0.001" />
<entity name="zombieMantis" prob="0.001" />


I then tried to change the frequency of spawning to no avail.


<append xpath="/spawning/biome[@name='pine_forest']">
<spawn maxcount="1" respawndelay="4" time="Day" entitygroup="ZombiesPineForest" />


What is going on?

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That's the whole group? There are no more zombies in it? Mine looks like this

 <entitygroup name="ZombiesPineForest">
<entity name="zombieBoe"/>
<entity name="zombieJoe"/>
<entity name="zombieSteve"/>
<entity name="zombieMoe"/>
<entity name="zombieYo"/>
<entity name="zombieBusinessMan"/>
<entity name="zombieArlene"/>
<entity name="zombieDarlene"/>
<entity name="zombieMarlene"/>
<entity name="zombieSkateboarder"/>
<entity name="zombieCheerleader" prob="0.3"/>
<entity name="zombieOldTimer" prob="0.3"/>
<entity name="zombieBiker" prob="0.3"/>
<entity name="zombieFarmer" prob="0.3"/>
<entity name="zombieStripper" prob="0.3"/>
<entity name="zombieUtilityWorker" prob="0.3"/>
<entity name="zombieNurse" prob="0.3"/>
<entity name="zombieSteveCrawler"/>
<entity name="zombieFatHawaiian" prob="0.3"/>
<entity name="zombieCowhead" prob="0.75" />
<entity name="zombieMantis" prob="0.75" />

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Hi Snufkin, i made a mod for easter in the past -> https://forums.7daystodie.com/forum/-7-days-to-die-pc/game-modification/mods/84320-easter-rabbits-eggs#post1344631



Question about this is:

Can you take a look into this mod and making your own easter rabbit model, with a backpack or something similar? =)


-a fast rabbit, which explode after x second and let the loot open for us (as admins).

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Something like this should work (untested, but use it as a start)




<entity_class name="EasterRabbit" extends="animalTemplateTimid">
<property name="Tags" value="entity,animal,rabbit"/>
<property name="MapIcon" value="ui_game_symbol_tracking_rabbit"/>
<property name="TrackerIcon" value="ui_game_symbol_tracking_rabbit"/>
<property name="SizeScale" value="2"/>
<property name="Class" value="EntityAnimalRabbit"/>
<property name="Prefab" value="/Entities/Animals/Rabbit/RABBIT"/>
<property name="Mesh" value=""/>
<property name="Parent" value="Animals"/>
<property name="Faction" value="animals"/>
<property name="PhysicsBody" value="rabbit"/>
<property name="Mass" value="12"/>
<property name="Weight" value="10"/>
<property name="SoundHurt" value="Animals/rabbitpain"/>
<property name="SoundDeath" value="Animals/rabbitdeath"/>
<property name="SwimOffset" value="2"/>
<property name="HasRagdoll" value="false"/>
<property name="AITask-1" value="Swim"/>
<property name="AITask-2" value="RunawayWhenHurt"/>
<property name="AITask-3" value="RunawayFromEntity" data="class=EntityPlayer,EntityZombie,EntityEnemyA nimal;safeDistance=20"/>
<property name="AITask-4" value="Look"/>
<property name="AITask-5" value="Wander"/>
<property name="MoveSpeed" value="1"/>
<property name="MoveSpeedPanic" value="3"/>
<property name="ExperienceGain" value="130"/>
<property name="DeadBodyHitPoints" value="175"/>

<property name="LootDropProb" value="1"/>
<property name="LootDropEntityClass" value="EntityLootContainerStrong"/> <!-- Your loot -->

<effect_group name="Base Effects">
<passive_effect name="HealthMax" operation="base_set" value="10"/>
<passive_effect name="HealthMax" operation="perc_add" value="0"/> <!-- Animal HP scale -->
<triggered_effect trigger="onSelfFirstSpawn" action="AddBuff" target="self" buff="Easter Rabbit"/>



<append xpath="/buffs">
<buff name="Easter Rabbit" hidden="true">
<duration value="2"/> <!-- Death timer -->
<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="#Entities/LootContainers?zpackPrefab.prefab" local_offset="0,.1,0" local_rotation="0,0,0" parent_transform="RABBIT_ Spine1"/>
<!-- Change the "local_offset" to your liking -->
<triggered_effect trigger="onSelfBuffFinish" action="AttachPrefabToEntity" prefab="prefabs/prefabexplosion1" local_offset="-.5,0,0" local_rotation="0,0,90" />
<triggered_effect trigger="onSelfBuffFinish" target="self" action="ModifyStats" stat="Health" operation="subtract" value="99999999"/>

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Have you considered putting this on the 7D2D mod manager it would make it alot more accessable for alot of players who mod, I find it hard to work with as it does not register with the mod manager making it hard to tell whether or not its actually instaleld right, also is their an option to change how the zombies appear, like you say the juggernaut only appears in quests but is there a way to change that or make other zombies only appear the same way?

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Make a folder called Mods in your main 7dtd directory. Put this modlet in that folder. Done.


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).

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