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(V1) Server Side Zombies PLUS


arramus

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= TERMS OF USE =
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Using (V1) Server Side Zombies PLUS:

Permission is not given to redistribute this mod in overhauls, mod packs, or as a stand alone version.
This includes as a complete mod, or any of the assets contained within. Please ask first if you would like to discuss using this mod for your own purposes.

Redistributing increases the potential for a file mismatch. Issues relating to cloned copies in the community can end up back here and create misunderstandings.
For more information, read the TFP Guidelines on Modding Policy here: https://community.7daystodie.com/topic/4189-tfp-official-modding-forum-policy/

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(V1) Server Side Zombies PLUS mod can be downloaded here:

https://www.nexusmods.com/7daystodie/mods/5038

 

(V1) Server Side Zombies PLUS mod provides a variety of default zombies and animals with some pretty devastating customized upgrades. These upgrades make them more dangerous and hostile than radiated types. It is heavily influenced by Snufkin Zombies and still retains two of the originals. These hostiles appear in all biomes and during a Blood Moon Horde Night event. Since it is a Server Side Only Mod, only the server or client host is required to have it installed.

Features include:
- A variety of entities carrying ranged and melee weapons (courtesy of Preppocalypse Overhaul)
- Flying zombies with projectile weapons
- A greater chance for boss loot bag drops
- Higher HP and XP

 

Here are a few images to introduce the crew.

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Edited by arramus
Changing V1.0 to V1 for future compliance (see edit history)
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Hey, I know this was discussed last alpha. But is there a list of the zombies that are JUST melee? I would like to make myself a pack that isn't any ranged zombies. I forgot which they were now, it's been so long. 

 

zombieSMGArlenePLUS, .1

zombieTARifleSoldierPLUS, .1

zombiePistolBusinessManPLUS, .1
zombieNailgunUtilityWorkerPLUS, .

zombieSniperBoePLUS, .1

zombiePumpShotgunBikerPLUS, .1

zombieM60DemolitionPLUS, .05

 

Are there any others? Scorcher I can just place way down on the spawn list. 

 

Think I got it. I'm gonna copy the list you had put down from a21. 

 

EDIT: 

 

 

These are the ones I kept (changed spawn rates too)  

 

animalZombieBunnyPLUS, .05
        animalZombieSnakePLUS, .05
        animalZombieChickenPLUS, .05
        zombieSteelAxeLumberjackPLUS, .05
        zombieChainsawMoePLUS, .05
        zombieBatonFatCopPLUS, .05
        zombieSteelClubFemaleFatPLUS, .05
        zombieSteelSledgehammerFatHawaiianPLUS, .05
        animalZombieLargePlasmaVulturePLUS, .025        
        animalBossZombieGracePLUS, .025
        animalPaindeerPLUS, .025
        zombieWightRadiationShowerPLUS, .025
        zombieBogeymanPLUS, .025
        zombieCrispyPLUS, .025
        zombieScorcherPLUS, .025
        zombieRocketPLUS, 0.0125

 

Do I need to remove them from  BIOME_ZOMBIES_NIGHT_GROUP -->

 

or just removing them from BIOME_ALL_ZOMBIES_GROUP --> I should be good? 

 

 

EDIT 2: 

 

SORRY For the edits these are the spawn rates I'm gonna try, and the ones I left in. Thank you for the awesome mod as always! 

 

animalZombieBunnyPLUS, .025
        animalZombieSnakePLUS, .025
        zombieSteelAxeLumberjackPLUS, .025
        zombieChainsawMoePLUS, .025
        zombieBatonFatCopPLUS, .025
        zombieSteelClubFemaleFatPLUS, .025
        zombieSteelSledgehammerFatHawaiianPLUS, .025
        animalZombieLargePlasmaVulturePLUS, 0.0125        
        animalBossZombieGracePLUS, 0.0125
        animalPaindeerPLUS, 0.0125
        zombieWightRadiationShowerPLUS, 0.0125
        zombieBogeymanPLUS, 0.0125
        zombieCrispyPLUS, 0.0125
        zombieScorcherPLUS, 0.0125
        zombieRocketPLUS, 0.00625    

 

I want them to be in the game, but not super common and I think I'll try these out. What do you think about these spawn rates? I know they are much lower, but we'll see what happens. 

Edited by MrSamuelAdams (see edit history)
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Yes, a see what happens approach is a good idea, since the environment can change as more regions are opened up in a World. The initial few regions, especially on a smaller World can be quite populated with Server Side Zombies. However, that can really start to thin out as time and World opening continues.

 

As for a zombie list, it can be found in the Localizations.txt.

 

animalZombieBunnyPLUS,entityclasses,Entity,,,Bad Bunny,,,,,,,,,,,,,
animalZombieSnakePLUS,entityclasses,Entity,,,Slithering Mutant Snake,,,,,,,,,,,,,
animalZombieChickenPLUS,entityclasses,Entity,,,Battle Chicken,,,,,,,,,,,,,
animalBossZombieGracePLUS,entityclasses,Entity,,,Gory Grace,,,,,,,,,,,,,
animalZombieLargePlasmaVulturePLUS,entityclasses,Entity,,,Large Zombie Plasma Vulture,,,,,,,,,,,,,
animalPaindeerPLUS,entityclasses,Entity,,,Paindeer,,,,,,,,,,,,,
zombieSpiderFeralBomberPLUS,entityclasses,Entity,,,Spider Drone Pipe Bomber,,,,,,,,,,,,,
zombieSpiderFeralGliderPLUS,entityclasses,Entity,,,Spider Glider Fire Starter,,,,,,,,,,,,,
zombieM60DemolitionPLUS,entityclasses,Entity,,,M60 Demolition,,,,,,,,,,,,,
zombieSMGArlenePLUS,entityclasses,Entity,,,SMG Arlene,,,,,,,,,,,,,
zombieTARifleSoldierPLUS,entityclasses,Entity,,,Tactical Assault Rifle Soldier,,,,,,,,,,,,,
zombieBatonHazmatPLUS,entityclasses,Entity,,,Stun Baton Hazmat,,,,,,,,,,,,,
zombieSteelAxeLumberjackPLUS,entityclasses,Entity,,,Steel Axe Lumberjack,,,,,,,,,,,,,
zombieMachetePartyGirlPLUS,entityclasses,Entity,,,Machete Party Girl,,,,,,,,,,,,,
zombiePistolBusinessManPLUS,entityclasses,Entity,,,Pistol Business Man,,,,,,,,,,,,,
zombieNailgunUtilityWorkerPLUS,entityclasses,Entity,,,Nailgun Utility Worker,,,,,,,,,,,,,
zombieSniperBoePLUS,entityclasses,Entity,,,Sniper Boe,,,,,,,,,,,,,
zombieChainsawMoePLUS,entityclasses,Entity,,,Chainsaw Moe,,,,,,,,,,,,,
zombieDesertVultureTomClarkPLUS,entityclasses,Entity,,,Desert Vulture Tom Clark,,,,,,,,,,,,,
zombiePumpShotgunBikerPLUS,entityclasses,Entity,,,Pump Shotgun Biker,,,,,,,,,,,,,
zombieBatonFatCopPLUS,entityclasses,Entity,,,Baton Fat Cop,,,,,,,,,,,,,
zombieSteelClubFemaleFatPLUS,entityclasses,Entity,,,Steel Club Momma,,,,,,,,,,,,,
zombieBoltNursePLUS,entityclasses,Entity,,,Bolt Nurse,,,,,,,,,,,,,
zombieSteelSledgehammerFatHawaiianPLUS,entityclasses,Entity,,,Sledgehammer Tourist,,,,,,,,,,,,,
zombieWightRadiationShowerPLUS,entityclasses,Entity,,,Radiation Shower Wight,,,,,,,,,,,,,
zombieBogeymanPLUS,entityclasses,Entity,,,Radiation Shower Bogeyman,,,,,,,,,,,,,
zombieCrispyPLUS,entityclasses,Entity,,,Wood Stove Walker,,,,,,,,,,,,,
zombieRocketPLUS,entityclasses,Entity,,,Fragger,,,,,,,,,,,,,
zombieRocketRadiatedPLUS,entityclasses,Entity,,,Boss Fragger,,,,,,,,,,,,,
zombieScorcherPLUS,entityclasses,Entity,,,Scorcher,,,,,,,,,,,,,
zombieScorcherRadiatedPLUS,entityclasses,Entity,,,Boss Scorcher,,,,,,,,,,,,,

I see the ones you are going to try also remove some melee types such as Machete Party Girl and Stun Baton Hazmat, but sure thing. This list is a helpful reference point if needed.

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Thank you, yeah. I will probably put those melee ones back. I was trying to remove the flying (nonvulture) one's out too. Basically that and any "GUNS" not all projectile. 

 

Is there anyway to reduce early spawns and increase as gamestage/biome increases/you're in?

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The biome spawning entities have no hook up into game stage at the moment. It would require a Harmony Patch Mod to override the current default process, unless a well versed modder has another approach. Very unfortunate as it would offer a helpful solution for challenge and progression to slowly feed in more challenging zombies, which could ultimately include the flyers, but at a time they feel appropriate.

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5 minutes ago, arramus said:

The biome spawning entities have no hook up into game stage at the moment. It would require a Harmony Patch Mod to override the current default process, unless a well versed modder has another approach. Very unfortunate as it would offer a helpful solution for challenge and progression to slowly feed in more challenging zombies, which could ultimately include the flyers, but at a time they feel appropriate.

1000% !!! 

 

This is what I ended with currently, I hope the spawn rate isn't TOO TOO low. Have to find out

 

        animalZombieBunnyPLUS, .025
        animalZombieSnakePLUS, .025
        zombieSteelAxeLumberjackPLUS, .025
        zombieChainsawMoePLUS, .025
        zombieBatonFatCopPLUS, .025
        zombieBatonHazmatPLUS, .025
        zombieMachetePartyGirlPLUS, .025
        zombieSteelClubFemaleFatPLUS, .025
        zombieSteelSledgehammerFatHawaiianPLUS, .025
        animalZombieLargePlasmaVulturePLUS, 0.0125        
        animalBossZombieGracePLUS, 0.0125
        animalPaindeerPLUS, 0.0125
        zombieWightRadiationShowerPLUS, 0.0125
        zombieBogeymanPLUS, 0.0125
        zombieCrispyPLUS, 0.0125
        zombieScorcherPLUS, 0.0125
        zombieScorcherRadiatedPLUS, 0.0125
        zombieRocketRadiatedPLUS, 0.0125
        zombieRocketPLUS, 0.0125

Edited by MrSamuelAdams (see edit history)
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These are similar values used in an earlier 'light' version which was option in A19 and A20 and bundled into the mod. Feedback on these values was positive. With this post being in the forum thread, it will allows others who prefer to regulate spawning a little more to use this as a template. Some players would use a 'light' version first, and then switch back to the default version as their level and weaponry improved. It offered a progression feature when they felt it was appropriate.

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20 minutes ago, arramus said:

These are similar values used in an earlier 'light' version which was option in A19 and A20 and bundled into the mod. Feedback on these values was positive. With this post being in the forum thread, it will allows others who prefer to regulate spawning a little more to use this as a template. Some players would use a 'light' version first, and then switch back to the default version as their level and weaponry improved. It offered a progression feature when they felt it was appropriate.

Thank you and if I notice it's too low I'll just times each value by 2 and reassess 

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It was reported that the ranged zombies were no longer shooting with the update to V1.0 b312/3. The Server Side Zombies PLUS received an update to allow the ranged zombies to be compliant with a change for V1.0 b312/3 and the possible removal of some older legacy/remnant code. They have received an update to reflect the current format and are shooting like there's no tomorrow.

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I am getting this, not sure if it's something I did when I removed the ranged zombies. 

Not able to get it off, I tried redoing it a few times too . 😕 

 

2024-07-06T14:36:14 56.045 ERR XML loader: Loading XML patch file 'entitygroups.xml' from mod 'V1_ServerSideZombiesPLUS' failed:
2024-07-06T14:36:14 56.048 EXC The 'csv' start tag on line 222 position 3 does not match the end tag of 'configs'. Line 10246, position 3.

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Yes, this is a critical error which is causing the file not to load. The Line 222 message is a helpful and specific hint that something requires a revisit at that location.

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On 7/6/2024 at 3:40 PM, MrSamuelAdams said:

I am getting this, not sure if it's something I did when I removed the ranged zombies. 

Not able to get it off, I tried redoing it a few times too . 😕 

 

2024-07-06T14:36:14 56.045 ERR XML loader: Loading XML patch file 'entitygroups.xml' from mod 'V1_ServerSideZombiesPLUS' failed:
2024-07-06T14:36:14 56.048 EXC The 'csv' start tag on line 222 position 3 does not match the end tag of 'configs'. Line 10246, position 3.

 

When you get this message, it typically means you didn't close out a node properly.

 

So if you have something like this:

<config>

<append xpath="/items">

<code for new item>

</config>

 

In the above example, I didn't properly close the append statement so the first time it sees the close command is when I close all the new commands in my file.

 

Doing this, this would execute the code properly:

<config>

<append xpath="/items">

<code for new item>

</append>

</config>

 

So based on the line number that arramus pointed out, look at that portion of the code and look for when it closes out.  You probably erased the portion of the code that closed out that statement.

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  • 2 weeks later...

There is no hope for Siren, Banshee, Mantis, Geist, Scarecrow, Psycho, Undertaker, Bomber, Cowhead, Parasite, Wendigo, Wrestler, or Archon from the very early releases of Snufkin Zombies.

 

Their old skills such as screaming, announcing, knocking players down, and causing bleed can still be used, but not the zombies. This is because the game files which made them look like they do no longer functions for V1.0.

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  • 3 weeks later...
On 6/30/2024 at 2:36 AM, MrSamuelAdams said:

1000% !!! 

 

This is what I ended with currently, I hope the spawn rate isn't TOO TOO low. Have to find out

 

        animalZombieBunnyPLUS, .025
        animalZombieSnakePLUS, .025
        zombieSteelAxeLumberjackPLUS, .025
        zombieChainsawMoePLUS, .025
        zombieBatonFatCopPLUS, .025
        zombieBatonHazmatPLUS, .025
        zombieMachetePartyGirlPLUS, .025
        zombieSteelClubFemaleFatPLUS, .025
        zombieSteelSledgehammerFatHawaiianPLUS, .025
        animalZombieLargePlasmaVulturePLUS, 0.0125        
        animalBossZombieGracePLUS, 0.0125
        animalPaindeerPLUS, 0.0125
        zombieWightRadiationShowerPLUS, 0.0125
        zombieBogeymanPLUS, 0.0125
        zombieCrispyPLUS, 0.0125
        zombieScorcherPLUS, 0.0125
        zombieScorcherRadiatedPLUS, 0.0125
        zombieRocketRadiatedPLUS, 0.0125
        zombieRocketPLUS, 0.0125

Hey! Would you be willing to let us know how this went? In multiplayer games before we've got rid of this mod as it's just unplayable with larger groups of people - shame cause it's such an imaginatively brilliant work....did this make the spawns enough but not unbeatable?

Woudl you be willing to share your final .xml file?

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im tempted to give this mod a try, but im a little worried for balance issues and such. and a rocket wielding foe does sound so dam nasty, especily for horde night. anyone got any reviews and such on this fine looking mod? 

Edited by Colin248 (see edit history)
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This is a review from A21, but it is fundamentally the same for V1.0 with necessary updates.

 

They will appear in the biomes at a pretty regulated rate. Their appearance rate is purposely regulated to ensure players don't get constantly swamped. They are the exception since they appear less than regular zombies. It is certainly best to keep your distance until you're ready to interact with them though.

 

During Horde Night, they will appear more. This requires careful planning and a more enclosed base due to flying types that hurl projectiles from above. The rocket launcher is more bark than bite. While it does do some block damage, it is more of a fragger weapon than a destructive weapon. The intention was to be more incendiary type just as with player choice. Introducing this Mod when a player is up to AK47 type stage will ensure there is something worthy to fight back with.

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Here is an update for the Server Side Zombies PLUS.

 

Banshee Screamer

The Banshee Screamer is a combination of the Plasma Screamer from the Preppocalypse Overhaul with the traditional Snufkin Banshee buffs.

She can throw bolts of plasma and her screams will cause visual distortion and reduced physical attributes for a short time.

The Banshee is changed, but she is back. She will appear at a regulated rate comparable to the Scorcher since she can have a huge impact on the experience.

 

She has that crawling gait, but can project plasma bolts towards the player. Her ability to leap will also cause base builders some cause for concern.

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Her screams can be debilitating.

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Stun Baton Hazmat

This entity had a small update to the shock placement on the baton so that it emanates from the top rather than the hand.

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Here is an update for the Server Side Zombies PLUS.

 

Burnt Siren

This entity emulates the original Snufkin Zombies Siren, but without the UMA archetype because it no longer exists.

However, all vocalizations, audio, speed settings, and features follow the same concept. Its bark is worse than its bite, and it will be of very limited trouble in the biomes or Horde Night. The sounds can be pretty eerie though and add an extra layer of suspense. The image shows rather large speakers. They have scaled up proportionally with the size of the entity. This scaling became a thing in A21 and is something we have to accept for a server side mod.

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  • 2 weeks later...

I just discovered this thread... back in the A19 days I was play-testing the Snufkin's Server Side Zombies thread and loved it, even recorded a few videos for it. At the time I was wondering if it was possible to see if it would integrate with other overhaul mods (specifically Darkness Falls) and tried to test things on my own (didn't go well 😅). I was genuinely sad to hear a lot of the assets were removed for A21, and I was wondering how the project was looking for V1.0 now that the game is finally "out of beta". Glad to see the mod is still going strong amid all the changes!

Edited by The Frankman (see edit history)
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The Banshee scream feature was added to the Preppocalypse Screamer and shared in the Server Side Zombies. It is described in the third post above your post.
Its effect is identical to the original Banshee with blurring of vision and reduction in physical abilities. She has the extra ability of being able to throw plasma bolts.

 

The armed ranged and melee zombies began their lives in Preppocalypse towards the end of A20.

In A21, the Server Side Zombies were practically wiped out because assets were removed from the game.

To continue the Server Side Zombies, the opposite happened, and the Preppocalypse Zombies were added to the Server Side Zombies.
To benefit the overhaul, Scorcher and Fragger (a hybrid of the Juggernaut) were added to Preppocalypse.
In that respect, an abundance of them are already in Preppocalypse because that is where they started their lives, and those that weren't have found their way in.

 

Where ever possible there are some hybridized types returning, as with the Banshee Screamer, and the Burnt Siren. We'll see where else things can go in the future with the remaining possibilities.

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