7 Days To Die
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vbnet3d

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33 comments

  1. User863
    User863
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    Looks like a must have mod.
    As far as I understand, SpawnRadius is the distance to the sleepers volume upon reaching which that volume begins to spawn sleepers, and not the distance to an individual sleeper? In other words, if the SpawnRadius is 10 and I approach a 40x40 volume at this distance, the sleepers can spawn at the other end of this volume at the actual distance of 50.
    I tested the mod a bit and it looks like UseSplitSpawnRadii= true does not work when Only Spawn In Current POI= false, the sleepers start to spawn in the volume of a remote POI ignoring SpawnRadius (even if SpawnRadius=1 and VerticalSpawnRadius=1).
    1. vbnet3d
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      SpawnRadius is the distance to the sleepers volume

      Correct. Individual sleeper locations would involve a lot more loop iterations and more substantial changes to the spawn system

       it looks like UseSplitSpawnRadii= true does not work when Only Spawn In Current POI= false

      I think this is true, but don't quote me on it as I haven't touched this code or had time to playtest for a while. The point of using the split radii is in multi-floor POIs to avoid the zombies spawning in on higher floors. The flag for current POI is to prevent lagging in cities for similar reasons. My recommendation is to have that one set to true.

      I run with SpawnRadius set to 15 and VerticalSpawnRadius set to 5. This has worked well for me with a GTX 1080 ti/i5-4460/16 GB RAM + SSD, which I believe is probably a mid- to low-range set of specs for most players.

      I included the source code in the package. If you've got some programming familiarity, feel free to look through it. I made it public domain, so you're free to modify and/or redistribute as desire.
    2. User863
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      Just noticed: SleeperVolumeTick.cs - line 90 - Vector2.Distance doesn't make sense. It should be Vector3.Distance because Vector2 compares the X and Y axes of objects where Y is the vertical axis. And point.y, player.position.y must first be set to zero to compare the horizontal distance with Vector3.
      By the way, I noticed that sleepers volume is activated 8 blocks away from the player even without the mod.
    3. vbnet3d
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      Thanks for the comment. I'll look into these items.
  2. NIck5200
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    Great mod, tho had to tinker with spawn radius cuz of my toaster PC cant handle the unoptimised game.
    For low end rigs I recommend horizontal spawning at 10 and vertical at 5.
    1. TroublesomeP
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      thank you for sharing, im also apart with low end rigs and those config helped with lag. :)
  3. Katethegreat111
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    So this seems incompatible with the new DF using version 21.1. Is it possible to update this mod or get a compatch? No problem either way, let me know if you need more info :)
    1. vbnet3d
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      Any info you have would be helpful. I'll download DF this weekend and see if I can identify the issue as well
    2. vbnet3d
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      I've been doing some testing and poking around, and I think this is due to DF using a completely different approach to spawning than vanilla, and I think it's actually not very different than the method I'm using. Unfortunately I think this means a DF version of this mod would be completely different, and I'm not quite sure where to start on that yet
    3. Katethegreat111
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      Gotcha, I appreciate your quick answer anyway! 
  4. mdesanta777
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    Thank you so much for making this! I was looking for something like this. You call it experimental, but have you encountered any issues other than lower frame rates when zombies spawn?
    1. vbnet3d
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      I did early on, but I haven't seen any bugs in the latest version. Has been stable.
  5. Katethegreat111
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    Is this A20/Darkness Falls compatible? I've been using it for A21, and it's an absolute MUST have. My favourite mod by FAR and works great on my Mac too lol
    1. vbnet3d
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      Hmm. DF for A21 should be compatible. I thought Khaine had released DF for A21 already, but not sure. I have only tested on A21, and I think some of the method names are different in A20. You could try, but I'm not sure if it will work completely
    2. Katethegreat111
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      DF was released as a beta/experimental. With Alpha 20 this mod doesn't work, unfortunately, but there's no harm in waiting! Again, this is such a great mod for me (a baby who's scared of jumpscares)
  6. Futurityau
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    Small request. Please don't use the version number in naming the folder inside the download archive. This allows for updating with a simple overwrite, rather than needing to manually delete the previous version.
    1. vbnet3d
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      Good point. I'll try to keep that in mind for the next one. I usually pull my latest release from my Github, which automatically appends the release number. Looks like I just need to zip it manually.
  7. JonDillinger
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    i like running improved hordes Beta bye Filunderscore  is this compatible with it or do you even know i may just test it and see for my self any how you guys are awesome for getting nitty and gritty with these mods and overhaul mechanics its new level of modding aside from adding cosmetics and such keep up the great work 
    1. vbnet3d
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      Probably, as long as that mod is just roaming hordes. This only touches sleeper volumes, so I wouldn't anticipate any overlaps or conflicts. That being said I haven't tested that mod myself.
  8. ddraggy
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    Looks interesting! I tried an earlier version of this mod, but an unusual number of zombies spawned stuck in blocks. I'll give it another go. Is there a changelog?

    How do proximity and triggers work together?

    Example 1: Let's say you turn triggers on. Does that mean they'll proximity spawn *and* magically know where you are?

    Example 2: Let's say you turn triggers off. Does that mean the zombie indicator won't show anything unless you get within proximity range even if you step on the magic block?

    Example 3: Let's say you turn triggers off and proximity is low. The room is big and zombies are outside the range. In a regular game they would spawn in once you're in the room. Would they still be able to spawn in though outside proximity range?

    Thanks!
    1. vbnet3d
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      1) Yes, but you won't have the issue of walking into an empty room, then suddenly having magic *poof* zombies

      2) Right now it means that POI triggers are simply bypassed altogether. I believe this has the side effect of the indicator not showing. I play with a mod that displays HUD icons for zombies because I play with the sounds lower, so I still see them this way. I might also need to update the NavObjects override to make the SleeperVolume still show on the HUD when the zombies are spawned.

      3) They would spawn as you entered the radius, as sleepers. This would happen most often in huge warehouse-type rooms. That being said, you likely wouldn't have much of an issue with them not spawning decently unless you had basically set the range down to melee range.

      I definitely recommend using the most recent version, as there are several key bug fixes.
    2. ddraggy
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      Thanks for the info! Everything looks to be working good in my game. I also took a look at your thread on the 7daystodie.com forum, there's a couple of technical questions from the folks there too! Again, cool mod :)
    3. vbnet3d
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      Thanks for the heads-up! I wasn't getting the notifications.
  9. harlecerule
    harlecerule
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    THANK you. I prefer stealth gameplay and the triggers that would spawn zombies that magically knew where I was, no matter how stealthy I'd been, made me so grumpy. This mod has worked like a charm. It makes the early game stealth more challenging due to sleepers on lower/higher floors being more likely to be spawned in and to hear me, which is fine and adds a *good* layer of challenge, but turning off triggers and spawning aggressive means I ONLY get attacked if my stealth is insufficient/I screw up, which is how I like it.

    I also used the config to reduce the range to 15 for performance in cities, and that seems like a pretty good range. High enough not to make the mod useless bc you have to be on top of them to spawn, low enough that you aren't spawning multiple POIs worth of sleepers unless you're in REALLY tight quarters and hugging the exteriors.
  10. thetaprime
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    Getting this on my dedicated server log:

    2023-07-30T10:35:04 2.892 ERR Failed to load config for SpawnSleepersInRange. Falling back to defaults.Could not find a part of the path "F:\SteamLibrary\steamapps\common\7 Days to Die Dedicated Server\Mods\SpawnSleepersInRange\Config.xml"
    1. vbnet3d
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      Is it missing Config.xml at that path? Also, I would strongly recommend testing solo before using on a server, as I suspect the spawn rate might decrease FPS.

      EDIT: I have downgraded that message to a standard console message in the newest version.
    2. GoldDragon1997
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      I found a solution to that Error , since i wanted to reduce the Radius from 30 to like 15 or 5 ( due to performance fps and such )

      and the problem was, that the MODS FOLDER is named "SpawnSleepersInRange-21.0.0.7" , but the configs cant be found , since the CORRECT PATH mentions the folder "SpawnSleepersInRange" .

      If you change the Folder name to the correct Path name , the changes from the Config.xml gets accepted :3 
    3. vbnet3d
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      Ah, this is really good to know. I'll need to see if I can update the relative path to use whatever folder the mod happens to be in
    4. GoldDragon1997
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      hope it helped :3
      i personaly reduced the radius to 10 now , since 5 is MUCH TO SMALL x,D and everything above 15 or 20 gets laggy ( since you need to remember POIs can be in close proximity or imagine the large buildings with many rooms and Stages )

      but thats me personaly :3 , besides it works perfectly no errors
    5. vbnet3d
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      Great! Yes it did help. I just uploaded an updated version to fix the path. Thanks so much for the feedback!