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Snufkin's Custom Server Side Zombies - PLUS (A20)


arramus

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11 hours ago, arramus said:

The regular version is already in the Config folder. The 'lite' version is in the 'Server Admin Spawning Options' folder. There will only be 1 version in the Config folder at any time.

 

Instructions.

 

1. Go to the Config folder. Rename entitygroups to Default_entitygroups and place it in the 'Server Admin Spawning Options' folder. This is the backup of the original for the future. You now have no entitygroups file in the Config folder. We shall now add the 'lite' version.

 

2. Go to the 'Server Admin Spawning Options' folder. Rename the 'entitygroups_lite_version (rename to entitygroups and place in Config to reduce spawning)' to entitygroups.

 

3. Place this file in the Configs folder. This will now be the only entitygroups file in the Configs folder. It will contain the spawning information for the 'lite' version.

 

4. Restart the server.

It worked! Thank you for the support! @arramus ^^

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Had an odd issue after the last update, A20.5 b2. Once the server restarted, RAM usage spiked to the point players were getting flooded with red errors in console. This mod plus the starter pack were the last two I had added. After removing them, the server ran as expected. Could the latest game update have caused any issue with your mods? We were really enjoying the challenge and diversity, but couldn't play with them installed.

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2 hours ago, RepeatPete said:

Had an odd issue after the last update, A20.5 b2. Once the server restarted, RAM usage spiked to the point players were getting flooded with red errors in console. This mod plus the starter pack were the last two I had added. After removing them, the server ran as expected. Could the latest game update have caused any issue with your mods? We were really enjoying the challenge and diversity, but couldn't play with them installed.

It sounds harsh. I wonder what kind of errors were showing up in the server log.

 

I tested an eclectic mix of mods that are really not very compatible at all. The first was in a totally destructive environment and the second was more realistic.

 

The first one had some oddities but I couldn't crash it with the Snufkins added. This was an A20.5 stress test.

20220518000957_1.thumb.jpg.4dcfd5ccb8811abb0699096755bbd88c.jpg

 

In the second, I used Navezgane with 26 Mods, of which 1 was the Snufkins. There were 7 mods which contained custom entities. I spawned a wide variety and left them to it.

 

There is the Siren in there along with The Wasteland Mod Aliens, Mutants, Raiders, as well as Darkstardragon's Vault Dwellers and all sorts of others.

20220518001244_1.thumb.jpg.fb67e78d5bc2f5668c24179ba576404a.jpg

 

The console remained clean.

20220518001259_1.thumb.jpg.e8a301ee980f255091da1ff83d23084e.jpg

 

Can this mod on its own run on the server without issue?

If yes, there may be a conflict with another mod.

If no, let's keep troubleshooting.

It may require a little trial and error to find if there is a conflict with this one and a particular mod or something in this mod isn't working on the dedicated servers.

 

A server log will be very helpful here to see what is happening at load out.

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Only 2 mods I'm hesitant to remove would be the 96 slot backpack and the 50k stacks. I wouldn't want anyone to lose items outside of the normal backpack size and lose materials beyond vanilla stacking. Honestly not sure if that would be an issue with 7D2D, but I know in other modded games, it can cause issues. I believe the issue is a conflict with an existing mod, and not snufkins. Removing it was just the fastest solution I had last night so folks could get back on. I'll revisit the other mods to see if there's updates now that I'm not under pressure to get the server stable.

 spacer.png

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  • 5 weeks later...

What do they look like? A few too many to bring up an image of each. Best to F6 in game and line them all up.

How much health do they have? Once they are lined up and you are in God Mod, it will be possible to see their health stats.

 

Traits:-

 

- Archon - Throws ranged fireballs with burn buff
- Banshee - Screams and makes vision blurred
- Bomber - Explodes when up close but more player damage than block damage
- Cowhead - Melee
- Geist - Throws ranged shock bolts with electrocute buff
- Juggernaut - Fires rockets

- Mantis - Spits chemicals and distorts vision
- Parasite - Makes players bleed and steals health recovery
- Psycho - Melee
- Scarecrow - Melee
- Scorcher - Flamethrower with quite long range
- Siren - Makes Navezgane Trader sounds and attracts other zombies
- Undertaker - Knocks players to the ground
- Wendigo - Fast and strong
- Wrestler - Radiates speed or slow down buff

 

- Geist Archer - Like Geist but burning arrows

- Golden Juggernaut - No rockets but high auger block damage

- Hammer Spammer - Electric shock melee

- Hell Bear - Jumps over defences
- Hell Boar - Jumps over defences
- Hell Flyer - Drone attack
- Hell Lion - Jumps over defences
- Hell Shocker - Drone attack
- Hell Wolf - Jumps over defences

- Hisser - Translucent spitting snake
- Mittens - Radiated giant boar

- Mother Clucker - Spits eggs (giant chicken)
- Motorhead - Melee and high block damage

- Navezgane Slasher - Like Parasite

- Oni - Melee and high block damage
- Paindeer - Strong front defense

- Pogo - Jumps over defences
- Shark WFLB - Flying shark
- Snow Bear - Melee and high block damage

- Tipsy Pink Squatch - Makes players feel drunk

- Tipsy Squatch - Makes players feel drunk

- Wight Radiation Shower - Causes radiation sickness with close proximity

- Zombie Direwolf - Melee and high block damage

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On 6/17/2022 at 11:52 AM, arramus said:

What do they look like? A few too many to bring up an image of each. Best to F6 in game and line them all up.

How much health do they have? Once they are lined up and you are in God Mod, it will be possible to see their health stats.

 

Traits:-

 

- Archon - Throws ranged fireballs with burn buff
- Banshee - Screams and makes vision blurred
- Bomber - Explodes when up close but more player damage than block damage
- Cowhead - Melee
- Geist - Throws ranged shock bolts with electrocute buff
- Juggernaut - Fires rockets

- Mantis - Spits chemicals and distorts vision
- Parasite - Makes players bleed and steals health recovery
- Psycho - Melee
- Scarecrow - Melee
- Scorcher - Flamethrower with quite long range
- Siren - Makes Navezgane Trader sounds and attracts other zombies
- Undertaker - Knocks players to the ground
- Wendigo - Fast and strong
- Wrestler - Radiates speed or slow down buff

 

- Geist Archer - Like Geist but burning arrows

- Golden Juggernaut - No rockets but high auger block damage

- Hammer Spammer - Electric shock melee

- Hell Bear - Jumps over defences
- Hell Boar - Jumps over defences
- Hell Flyer - Drone attack
- Hell Lion - Jumps over defences
- Hell Shocker - Drone attack
- Hell Wolf - Jumps over defences

- Hisser - Translucent spitting snake
- Mittens - Radiated giant boar

- Mother Clucker - Spits eggs (giant chicken)
- Motorhead - Melee and high block damage

- Navezgane Slasher - Like Parasite

- Oni - Melee and high block damage
- Paindeer - Strong front defense

- Pogo - Jumps over defences
- Shark WFLB - Flying shark
- Snow Bear - Melee and high block damage

- Tipsy Pink Squatch - Makes players feel drunk

- Tipsy Squatch - Makes players feel drunk

- Wight Radiation Shower - Causes radiation sickness with close proximity

- Zombie Direwolf - Melee and high block damage

Nice, we have installed these as BM zombies, removing some of the less zombie themed ones however, since you know your mods by looks would you know if the Snufkin server sided vehicles one is compatible with A20?

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1 minute ago, RAGE PVE said:

Nice, we have installed these as BM zombies, removing some of the less zombie themed ones however, since you know your mods by looks would you know if the Snufkin server sided vehicles one is compatible with A20?

I do believe I already responded to your post about compatibility (not compatible) and posted an alternative for A20 with a reduced vehicle choice.

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  • 4 weeks later...

The ZombieJuggernaut and ZombieJuggernautGolden appear conservatively due to their acutely destructive tendencies.

 

By default, they can only appear in the Wasteland at night during regular gameplay.

They can appear during a Blood Moon event but at a very regulated rate.

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  • 2 weeks later...
2 hours ago, Witos said:

hello, the mod crashes with version 20.6 buffs.xml 

Here is a small update for the Snufkin Zombies for A20 20.6 (b8)

 

Download here.

https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022July30

 

Alpha 20.6 (b8)
This update required a buffs.xml update.
References for onSelfRangedBurstShot have been updated to onSelfRangedBurstShotEnd to match default values.
The effect is a delayed muzzle flash for the Juggernaut rocket launch and delayed explosion elimination for the Bomber.

 

For gameplay purposes, players will notice the Juggernaut rocket muzzle flash is a little more delayed than earlier builds.

20220730233051_1.thumb.jpg.b7a6da109888be558c1acf63b34bdc9b.jpg

 

The Bomber self destruction prompt triggers as normal with the regular explosion but he may show extended signs of life on the way up, but certainly not on the way down.

20220730233001_1.thumb.jpg.15409f8ebec855a3f48b86c5a4d1bdae.jpg

 

20220730233004_1.thumb.jpg.4e2e71e085fffac614ceb16e35ae8bd3.jpg

 

20220730233008_1.thumb.jpg.37acbdcdafa618f2087dbe495760ac6b.jpg

 

Updating the buffs.xml file removed any mod load warnings. If there are any additional issues, please report them so they can be investigated.

The top post will show 3 download choices for A19, A20 up to A20.5 (b2), and this new update for A20.6 (b8).

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Was there like a full list of damage etc each zombie produces?  Some players were asking, thanks.  

Love Archon btw!  Quality....didnt see him featured in the images, I guess there wont be any more additions in future due to UMA issues?

 

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9 minutes ago, RAGE PVE said:

Was there like a full list of damage etc each zombie produces?  Some players were asking, thanks.  

Love Archon btw!  Quality....didnt see him featured in the images, I guess there wont be any more additions in future due to UMA issues?

 

It is possible to see the damage for each entity in the Snufkin's items.xml or the main game items.xml.

They have not been documented simply because there are so many variables to consider across scenarios and game levels as they can increase/decrease.
 

Some examples at default:

 

For the Banshee:

<property name="DamageEntity" value="7"/>

 

And the Undertaker:

<property name="DamageEntity" value="30"/>

 

While the Wendigo:

<property name="DamageEntity" value="45"/>

 

And naturally, the Juggernaut:

<property name="DamageEntity" value="75"/>

 

However, entities with projectiles like the Scorcher use:

<property name="DamageEntity" value="25"/> for melee

But their flame projectile is:

<property name="DamageEntity" value="5"/> which may appear low but with burn buff and the ability to repeat infinitely if the player is within 20 blocks, it can strip health down to nothing very rapidly. The Scorcher can clear a base quite readily.

 

Health has not been documented either as it is also variable depending on difficulty and random creation.

 

The 15 originals saw 23 unique PLUS versions added over A19 and A20 and they cover a multitude of abilities and traits. They have really pushed the UMA system and attachment buff system pretty far. They cover all manner of ranged varieties, melee varieties (including specific entities that specialise in block damage or player only damage), flying kind, fast kind, jumping kind, humanoid, animal, and other.

 

Creating a new addition is all about looking for something that can fit into the collection with possibly something unique or expansive.
It can be time consuming and is often done in waves. The last batch for Hammer Spammer, Radiation Shower Wight, and a few others kind of rounded things off.

 

Archon used to be just the Egyptian looking godlike creative built with a zombie skinned Wight with vulture wings and those flaming hands.
A20 saw things change with the new Wight model and chest bursting Vulture head. He had to adapt. His skill is to increase the physical damage resistance of entities within 11 blocks of his range. Snufkin modelled him on the creature from Doom which could spawn entities alongside him.

 

The desire for new entities and the novel experience that brings is certainly noted. The thirst for more doesn't take long to appear, for sure.
Creators are always very welcome to submit their ideas or creations for consideration. If it's realistic with what the game offers, and balances within the collective there is always room for more.

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Here's an update for the Snufkin Zombies PLUS collection.

 

A Wasteland/Burnt Forest tag team.

 

Bogeyman and Crispy.

20220814210449_1.thumb.jpg.b490076c8b28493666dedbf68cc86a08.jpg

 

Bogeyman is quite fast and causes radiation damage just like Radiation Shower Wight.

20220814210753_1.thumb.jpg.e63b5a4a121cffdf3c70c5433cad59a0.jpg

 

In addition, the radiated globules increase from 5 to 7 which greater block damage to reflect the stronger PLUS collection, compared to the Mutated Feral/Radiated version. This one has ample supplies of radiated material built into his chest barrel.

 

Crispy is very fast, just like the regular Burnt Forest type and if you get caught, melee will cause burning.

20220814210600_1.thumb.jpg.69cfffa86179af8f22a382e15f9b3bc9.jpg

 

He is easy to spot at night and will make it easier to stay away.

20220814201739_1.thumb.jpg.dff99e9247dc78de0809a4de482fe183.jpg

 

Both of these new entities have been given a lower spawn rate for regular day to day interactions as well as Blood Moon interactions. They will spawn at the same rate of Radiated Shower Wight and Hammer Spammer. This brings in two upgraded entities from existing Biomes and will pair well with Snufkin Custom Xpansion Weapons.

These updates are for A20.6(b8) and onwards.

They have been tested successfully with the latest experimental A20.6(b9).

 

The download link has been updated in the first main post.

https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022August14

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On 5/17/2022 at 1:47 PM, RepeatPete said:

Had an odd issue after the last update, A20.5 b2. Once the server restarted, RAM usage spiked to the point players were getting flooded with red errors in console. This mod plus the starter pack were the last two I had added. After removing them, the server ran as expected. Could the latest game update have caused any issue with your mods? We were really enjoying the challenge and diversity, but couldn't play with them installed.

Interesting, we only use Snufkin (mainly) on BM's and there brilliant has to be said but we are starting to get some server spikes after the BM's and I'm not sure why.  Only happening after BM's, my log checking skills are limited but if anyone can give me some pointers I'll try checking thanks.  Were kind of watching and restarting when we need to atm

On 8/4/2022 at 10:35 AM, arramus said:

It is possible to see the damage for each entity in the Snufkin's items.xml or the main game items.xml.

They have not been documented simply because there are so many variables to consider across scenarios and game levels as they can increase/decrease.
 

Some examples at default:

 

For the Banshee:

<property name="DamageEntity" value="7"/>

 

And the Undertaker:

<property name="DamageEntity" value="30"/>

 

While the Wendigo:

<property name="DamageEntity" value="45"/>

 

And naturally, the Juggernaut:

<property name="DamageEntity" value="75"/>

 

However, entities with projectiles like the Scorcher use:

<property name="DamageEntity" value="25"/> for melee

But their flame projectile is:

<property name="DamageEntity" value="5"/> which may appear low but with burn buff and the ability to repeat infinitely if the player is within 20 blocks, it can strip health down to nothing very rapidly. The Scorcher can clear a base quite readily.

 

Health has not been documented either as it is also variable depending on difficulty and random creation.

 

The 15 originals saw 23 unique PLUS versions added over A19 and A20 and they cover a multitude of abilities and traits. They have really pushed the UMA system and attachment buff system pretty far. They cover all manner of ranged varieties, melee varieties (including specific entities that specialise in block damage or player only damage), flying kind, fast kind, jumping kind, humanoid, animal, and other.

 

Creating a new addition is all about looking for something that can fit into the collection with possibly something unique or expansive.
It can be time consuming and is often done in waves. The last batch for Hammer Spammer, Radiation Shower Wight, and a few others kind of rounded things off.

 

Archon used to be just the Egyptian looking godlike creative built with a zombie skinned Wight with vulture wings and those flaming hands.
A20 saw things change with the new Wight model and chest bursting Vulture head. He had to adapt. His skill is to increase the physical damage resistance of entities within 11 blocks of his range. Snufkin modelled him on the creature from Doom which could spawn entities alongside him.

 

The desire for new entities and the novel experience that brings is certainly noted. The thirst for more doesn't take long to appear, for sure.
Creators are always very welcome to submit their ideas or creations for consideration. If it's realistic with what the game offers, and balances within the collective there is always room for more.

Is it possible to make a request for another flying one similar to Archon that rains high entity damage down and another type of demolisher, the players shudder when they see this one as I turned the block damage upto 150, may even go further! 😛

Edited by RAGE PVE (see edit history)
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22 hours ago, RAGE PVE said:

Interesting, we only use Snufkin (mainly) on BM's and there brilliant has to be said but we are starting to get some server spikes after the BM's and I'm not sure why.  Only happening after BM's, my log checking skills are limited but if anyone can give me some pointers I'll try checking thanks.  Were kind of watching and restarting when we need to atm

Is it possible to make a request for another flying one similar to Archon that rains high entity damage down and another type of demolisher, the players shudder when they see this one as I turned the block damage upto 150, may even go further! 😛

We tested adding more flyers and the feedback was not positive. It was becoming overkill because they acted like a tag team.
The Geist put players into shock, and this was followed up with Archon and Geist Arrow burning, drone drain, and the shark being in your face.

 

Your server doesn't use the Shark, so there is room for a replacement. I can't provide that replacement as it'll upset other servers who do use the Shark which puts some servers close to tipping point.

 

The Die Hard Community copied the settings for the Juggernaut, attached it to a vulture and let it fly around like Archon. They balanced the rocket damage to keep player damage low but block damage high. It suits their server well and is something they created using copy/paste from this and that entity.

 

As for the Demolisher. I brought over the Demolisher from 'The Oakraven Modpack' and pushed it as an update. The Demolisher's 500 block damage is already appropriate, and that doesn't change. This upgraded version has greater explosive block damage, and speed.

 

Demolition Derby

His face is covered by a timed explosive to depersonalise him and he is pretty powered up all over.

20220816203412_1.thumb.jpg.fd67356a4294975d90a73564e78f980f.jpg

 

His body is in a constant glow cycle which rises and falls.

20220816203412_2.thumb.jpg.6b1571ac8e14f4cbaeeddc39fbd396c2.jpg

 

He has his own special kind of back pack. He can still put some fear into experienced parties.

20220816203613_1.thumb.jpg.19e36183b6421e9380265f392dfda2cc.jpg

 

The Shark was given a bit of a cosmetic overhaul to bring in some more of that cyborg feature and context for its ability to remain airbourne. This was the intention from the beginning. Some communities love it and others hate it. These extra cosmetic features may help move the spectrum along if it provides an appropriate context.

20220816232754_1.thumb.jpg.fb27b25f4e39e3154adc2ccd7aede09c.jpg

 

20220816232828_1.thumb.jpg.b198e1e8c3acdfb9b884c5935b4be404.jpg

 

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Where do we access this new Derby zombie, looks brilliant.

500 block damage, I mean with steel blocks with thousands of hit points etc its not that much a deal really, actually on BM I've even had to increase the settings to 150% block damage because the demolisher wasn't doing anything of note.  Is on the list to edit this somewhat.

I noticed there was an update the other day, I saw the 2 new zombies but was there more?

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3 hours ago, RAGE PVE said:

Where do we access this new Derby zombie, looks brilliant.

500 block damage, I mean with steel blocks with thousands of hit points etc its not that much a deal really, actually on BM I've even had to increase the settings to 150% block damage because the demolisher wasn't doing anything of note.  Is on the list to edit this somewhat.

I noticed there was an update the other day, I saw the 2 new zombies but was there more?

The link for the most updated version is in the very first post. It is currently showing the stable build version A20.6(b9).

 

Demolisher offers 500 block damage per single melee strike + 5000 explosion damage if detonated (7500 for Demolition Derby).
If you need more than that, feel free to customise further.
 

3 hours ago, DefiantDucky said:

image.thumb.png.c12e0c0b3389eadcbbdf4968210a255a.png                                    @arramus sorry to bother you, having this issue after updating to the new stable version of the game, no version currently fixes this issue both A20.5 and 20.6 versions cause this error. 

I am unable to replicate this issue with the stable version of 7D2D A20.6(b9) and the most updated version of the Snufkins which was first updated for this issue in A20.6(b8) and remains compatible. Check your versions or other mods which may need updating.

20220817095631_1.thumb.jpg.ca89e1dbefcdb78bb5b19d27c539f7d8.jpg

 

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