arramus Posted June 29 Share Posted June 29 (V1.0) Server Side Zombies PLUS mod can be downloaded here: https://www.nexusmods.com/7daystodie/mods/5038 (V1.0) 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. Link to comment Share on other sites More sharing options...
MrSamuelAdams Posted June 29 Share Posted June 29 (edited) 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 June 29 by MrSamuelAdams (see edit history) Link to comment Share on other sites More sharing options...
arramus Posted June 30 Author Share Posted June 30 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. Link to comment Share on other sites More sharing options...
MrSamuelAdams Posted June 30 Share Posted June 30 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? Link to comment Share on other sites More sharing options...
arramus Posted June 30 Author Share Posted June 30 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. Link to comment Share on other sites More sharing options...
MrSamuelAdams Posted June 30 Share Posted June 30 (edited) 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 June 30 by MrSamuelAdams (see edit history) Link to comment Share on other sites More sharing options...
arramus Posted June 30 Author Share Posted June 30 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. Link to comment Share on other sites More sharing options...
MrSamuelAdams Posted June 30 Share Posted June 30 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 Link to comment Share on other sites More sharing options...
arramus Posted Friday at 12:05 PM Author Share Posted Friday at 12:05 PM 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. Link to comment Share on other sites More sharing options...
MrSamuelAdams Posted Saturday at 07:40 PM Share Posted Saturday at 07:40 PM 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. Link to comment Share on other sites More sharing options...
arramus Posted yesterday at 01:15 AM Author Share Posted yesterday at 01:15 AM 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. 1 Link to comment Share on other sites More sharing options...
BFT2020 Posted 4 hours ago Share Posted 4 hours ago 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. Link to comment Share on other sites More sharing options...
MrSamuelAdams Posted 24 minutes ago Share Posted 24 minutes ago Strange cause if you can see line 222 I don't see anything missing on my end? Link to comment Share on other sites More sharing options...
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