7 Days to Die

7 Days to Die

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algame Dec 23, 2024 @ 10:56pm
Wilderness spawns
For a long time I have played this game with reduced or no spawns outside of towns/cities and massively increased spawns inside the towns and cities. There used to be a "wilderness" setting in the spawning.xml that allowed this to be done very simply. Unfortunately it appears TFP recently edited the spawning.xml and removed this option.

Has anyone found a workaround for this to get 'dangerous' cities and more peaceful wilderness? Its my preferred way to play and really disappointing they made that change for seemingly no reason at all.
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seven Dec 24, 2024 @ 6:39am 
Spawning.xml hasn't changed significantly since alpha 20, and even in 19 there was no wilderness setting. A20 added a tag system where you could set spawns based on what type of tile it was (downtown, commercial, etc). Maybe you were using a mod using a "wilderness" tag? Khaine does this in his Dangerous Cities mod. You could check that out and see what he does. Perhaps you could use notags="wilderness" to get what you want.

https://community.7daystodie.com/topic/35797-khaines-v10-modlets-bigger-backpacks-lockable-slots-behemoths-random-wandering-hordes-etc/
James Dec 25, 2024 @ 4:27pm 
Not sure what you mean. There was never a way to have a "peaceful" wilderness, and there was certainly not a way to do this using ONLY the spawning.xml.

They didn't take anything away from spawning.xml either. They only added to it when they added zoning to the game by including spawn tags for each one, but they never removed anything.

The spawning.xml always been used to only change zombie spawn; biome, time, rate and class and that's it...and this hasn't changed since atleast A17.

The 'wilderness' lines has never changed the amount of zombies in the wild either. It has always been used to ONLY change the animal spawn rate and time and this hasn't changed either. The only change they made here was the reference name from 'wilderness' to 'wildgame' since they made 'wilderness' it's own zone. But it still works the same way.

What has changed alot are the entitygroup, class, gamestage and gameevents xml's and how they work with the spawning.xml-- which are the 4 files you're going to have to edit the most if you want less zombies spawning in the wilderness.

The only changes you need to make in spawning.xml is increasing the max count (and lowering delay is optional) for downtown and cities.

The changes you will need to make to have less zombies in the wild are commenting out "scout" (screamers) and "wandering" (hordes) in the other XMls I mentioned above.
Tyrasia Feb 17 @ 9:04am 
Originally posted by James:
Not sure what you mean. There was never a way to have a "peaceful" wilderness, and there was certainly not a way to do this using ONLY the spawning.xml.

They didn't take anything away from spawning.xml either. They only added to it when they added zoning to the game by including spawn tags for each one, but they never removed anything.

The spawning.xml always been used to only change zombie spawn; biome, time, rate and class and that's it...and this hasn't changed since atleast A17.

The 'wilderness' lines has never changed the amount of zombies in the wild either. It has always been used to ONLY change the animal spawn rate and time and this hasn't changed either. The only change they made here was the reference name from 'wilderness' to 'wildgame' since they made 'wilderness' it's own zone. But it still works the same way.

If you are not sure what exactly algame meant, then dont say "no you are wrong". There was a way to reduce wilderness zombies to 0. I played like that too. The spawning.xml changed from " tags="wilderness" " to " notags="commercial,industrial,downtown,residential,rural,gateway,countryresidential,countrytown" " ... so algame, if you read this (or anyone who has the same problem). You have to change the Number in the line of the "notag" line to 0, to have no wilderness spawns. as seven told you before. Just wanted to clarify that james was wrong to answer like that. :)
Last edited by Tyrasia; Feb 17 @ 9:04am
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