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7 changed files with 115 additions and 73 deletions

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@@ -30,10 +30,10 @@
tags: [jellyfin] tags: [jellyfin]
- role: wazuh - role: wazuh
tags: [wazuh] tags: [wazuh]
- role: minecraft # - role: minecraft
tags: [minecraft] # tags: [minecraft]
- role: 7dtd # - role: 7dtd
tags: [7dtd] # tags: [7dtd]
# - role: zomboid # - role: zomboid
# tags: [zomboid] # tags: [zomboid]

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@@ -0,0 +1,33 @@
<configs>
<!--
More Animals per Area - v3.x spawn-density patch for the dedicated server.
Written for the v3.0+ spawning.xml schema (validated against the v3.0 shipped file):
- maxcount is now per 80x80m "biome chunk" (vanilla = 1 for every animal group).
Friendly groups: WildGameForest (day/Any, all biomes), WildGameForestNight
(pine/burnt), WildGameStagNight (snow/wasteland). Predators: EnemyAnimalsForest,
EnemyAnimalsBurntForestAny/Night, EnemyAnimalsDesert/Night, EnemyAnimalsSnow/Night,
EnemyAnimalsWasteland/Night. The starts-with() selectors cover ALL current and future
variants and cannot hit non-animal spawns (EnemyVulture*, ZombiesAll do not match).
- respawndelay is SIX comma-separated game-day values, one per sandbox Respawn speed:
Default,VerySlow,Slow,Normal,Fast,VeryFast (multipliers 1.75,1.35,1,0.65,0.35).
A single scalar corrupts the entry on v3.x. Base values: 0.25 for friendly game
(~6x faster than the 1.5 vanilla), 0.6 for night/predator groups.
- GATE: XML mods are only honored while the sandbox "Density" options (Day/Night Animal
+ Enemy) are set to Default. If a SandboxCode sets any density != Default, THIS PATCH
IS IGNORED and the sandbox value wins - use SandboxCode density in that case.
- EnemyAnimalsSnowNight / EnemyAnimalsWasteland* are zombie animals (undead), included
by the selector but worth knowing about.
Effect vs vanilla (pine forest): WildGameForest 1->4 alive per 80x80m chunk, respawn
1.5d->0.25d; predators 1->3, respawn 2.9d->0.6d - roughly a 3-4x wildlife increase.
-->
<!-- Friendly animals (day + night, all biomes): 4 alive per chunk, base respawn 0.25d -->
<set xpath="/spawning/biome/spawn[starts-with(@entitygroup,'WildGame')]/@maxcount">4</set>
<set xpath="/spawning/biome/spawn[starts-with(@entitygroup,'WildGame')]/@respawndelay">0.25,0.438,0.338,0.25,0.163,0.088</set>
<!-- Hostile animals (all biome variants incl. zombie-animal night groups): 3 alive per chunk, base respawn 0.6d -->
<set xpath="/spawning/biome/spawn[starts-with(@entitygroup,'EnemyAnimals')]/@maxcount">3</set>
<set xpath="/spawning/biome/spawn[starts-with(@entitygroup,'EnemyAnimals')]/@respawndelay">0.6,1.05,0.81,0.6,0.39,0.21</set>
</configs>

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@@ -0,0 +1,7 @@
<xml>
<Name value="MoreAnimals"/>
<DisplayName value="More Animals per Area"/>
<Version value="1.1"/>
<Description value="Raises wild-game and predator spawn density (maxcount) and respawn rate in every biome. Pure XML data patch - no DLLs, no client install, EAC-safe."/>
<Author value="boxswapper"/>
</xml>

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@@ -36,33 +36,39 @@
# Mods live in the bind-mounted serverfiles; the container loads them on its next start # Mods live in the bind-mounted serverfiles; the container loads them on its next start
# (recreate on every deploy re-reads them). zips come from roles/7dtd/files/mods (sdtd_mods # (recreate on every deploy re-reads them). zips come from roles/7dtd/files/mods (sdtd_mods
# in vars.yml), extracted one level deep (each zip carries its own mod subfolder; prefix # in vars.yml), extracted one level deep (each zip carries its own mod subfolder; prefix
# folders with z- if they must sort LAST for load order). unarchive only ADDS — it never # folders with z- if they must sort LAST for load order).
# removes, so a mod dropped from sdtd_mods would keep loading: with an empty list we wipe # Deployed now: MoreAnimals — a PURE XML data patch (no DLL/Harmony) raising wild-game/predator
# the whole dir and the create-task below rebuilds it empty. Partial mod swaps are not # spawn density (v3.x schema: maxcount per 80x80m chunk + 6-value respawndelay tuples). Works
# auto-cleaned (the role only knows zip names, not the folders zips unpack into) — remove # with EAC ON, needs NO client install (spawning is server-authoritative; the server pushes its
# those retired folders from the box by hand. # XML state to clients on connect). GATE: XML values apply only while the sandbox Density options
# are Default — once sdtd_sandbox_code sets any density != Default, the sandbox value wins and
# this patch is inert; use SandboxCode Day/Night Animal Density + Respawn instead.
# unarchive only ADDS — it never removes, so a mod dropped from sdtd_mods would keep loading:
# with an empty list we wipe the whole dir and the create-task below rebuilds it empty.
# Partial mod swaps are not auto-cleaned (the role only knows zip names, not the folders zips
# unpack into) — remove those retired folders from the box by hand.
- name: Remove 7 Days to Die Mods directory when no mods are deployed - name: Remove 7 Days to Die Mods directory when no mods are deployed
ansible.builtin.file: ansible.builtin.file:
path: /opt/apps/7dtd/serverfiles/Mods path: /opt/apps/7dtd/serverfiles/Mods
state: absent state: absent
when: sdtd_mods | length == 0 when: sdtd_mods | length == 0
# - name: Create 7 Days to Die Mods directory (container user) - name: Create 7 Days to Die Mods directory (container user)
# ansible.builtin.file: ansible.builtin.file:
# path: /opt/apps/7dtd/serverfiles/Mods path: /opt/apps/7dtd/serverfiles/Mods
# state: directory state: directory
# owner: '1000' owner: '1000'
# group: '1000' group: '1000'
# mode: '0755' mode: '0755'
# - name: Deploy 7 Days to Die mods from vendored zips - name: Deploy 7 Days to Die mods from vendored zips
# ansible.builtin.unarchive: ansible.builtin.unarchive:
# src: "mods/{{ item }}" src: "mods/{{ item }}"
# dest: /opt/apps/7dtd/serverfiles/Mods dest: /opt/apps/7dtd/serverfiles/Mods
# owner: '1000' owner: '1000'
# group: '1000' group: '1000'
# mode: '0755' mode: '0755'
# loop: "{{ sdtd_mods }}" loop: "{{ sdtd_mods }}"
- name: Template 7 Days to Die serverconfig from vars.yml - name: Template 7 Days to Die serverconfig from vars.yml
ansible.builtin.template: ansible.builtin.template:

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@@ -62,52 +62,35 @@
<property name="GameName" value="{{ sdtd_game_name }}" /> <property name="GameName" value="{{ sdtd_game_name }}" />
<property name="GameMode" value="{{ sdtd_game_mode }}" /> <property name="GameMode" value="{{ sdtd_game_mode }}" />
<!-- Difficulty: 0 = Scavenger, 1 = Adventurer, 2 = Nomad, 3 = Warrior, 4 = Survivalist, 5 = Insane --> <!-- v3.x GAMEPLAY TUNING MOVED TO SANDBOXCODE: GameDifficulty, XPMultiplier, DayNightLength,
<property name="GameDifficulty" value="{{ sdtd_difficulty }}" /> DayLightLength, DeathPenalty, DropOnDeath/DropOnQuit, zombie speeds (ZombieMove etc.),
<property name="BlockDamagePlayer" value="100" /> BloodMoon*, LootAbundance, LootRespawnDays, AirDropFrequency, BlockDamage*, EnemySpawnMode
<property name="BlockDamageAI" value="100" /> were REMOVED from serverconfig.xml in v3.0 and are silently IGNORED - the game reads only
<property name="BlockDamageAIBM" value="100" /> the SandboxCode. Empty code = Adventurer defaults. To restore the server's intended tuning:
<property name="XPMultiplier" value="{{ sdtd_xp_multiplier }}" /> client -> New Game -> Sandbox Options -> mirror the sdtd_* reference vars in vars.yml ->
copy code -> set sdtd_sandbox_code in vars.yml. MaxSpawnedZombies/MaxSpawnedAnimals remain
live serverconfig properties (see below). -->
{% if sdtd_sandbox_code %}
<property name="SandboxCode" value="{{ sdtd_sandbox_code }}" />
{% endif %}
<!-- Still-live v3.x gameplay properties (not moved to sandbox) -->
<property name="PlayerSafeZoneLevel" value="5" /> <property name="PlayerSafeZoneLevel" value="5" />
<property name="PlayerSafeZoneHours" value="5" /> <property name="PlayerSafeZoneHours" value="5" />
<!-- Day/night: DayNightLength = real minutes per in-game day, DayLightLength = in-game hours of daylight -->
<property name="BuildCreate" value="false" /> <property name="BuildCreate" value="false" />
<property name="DayNightLength" value="{{ sdtd_day_night_length }}" />
<property name="DayLightLength" value="{{ sdtd_day_light_length }}" />
<property name="DeathPenalty" value="1" />
<!-- DropOnDeath: 0 = nothing, 1 = everything, 2 = toolbelt only, 3 = backpack only, 4 = delete all -->
<property name="DropOnDeath" value="{{ sdtd_drop_on_death }}" />
<property name="DropOnQuit" value="0" />
<property name="BedrollDeadZoneSize" value="15" /> <property name="BedrollDeadZoneSize" value="15" />
<property name="BedrollExpiryTime" value="45" /> <property name="BedrollExpiryTime" value="45" />
<!-- Performance related --> <!-- Performance / spawn caps (live properties; animal density itself is patched by the
MoreAnimals modlet on Data/Config/spawning.xml - XML values apply only while the sandbox
Density options are Default) -->
<property name="MaxSpawnedZombies" value="{{ sdtd_max_spawned_zombies }}" /> <property name="MaxSpawnedZombies" value="{{ sdtd_max_spawned_zombies }}" />
<property name="MaxSpawnedAnimals" value="{{ sdtd_max_spawn_animals }}" /> <property name="MaxSpawnedAnimals" value="{{ sdtd_max_spawn_animals }}" />
<property name="ServerMaxAllowedViewDistance" value="12" /> <property name="ServerMaxAllowedViewDistance" value="12" />
<property name="MaxQueuedMeshLayers" value="1000" /> <property name="MaxQueuedMeshLayers" value="1000" />
<!-- Zombie settings. ZombieMove: 0 = walk, 1 = jog, 2 = run, 3 = sprint, 4 = nightmare -->
<property name="EnemySpawnMode" value="true" />
<property name="EnemyDifficulty" value="0" />
<property name="ZombieFeralSense" value="0" />
<property name="ZombieMove" value="{{ sdtd_zombie_move }}" />
<property name="ZombieMoveNight" value="{{ sdtd_zombie_move_night }}" />
<property name="ZombieFeralMove" value="3" />
<property name="ZombieBMMove" value="3" />
<property name="BloodMoonFrequency" value="{{ sdtd_bloodmoon_frequency }}" />
<property name="BloodMoonRange" value="0" />
<property name="BloodMoonWarning" value="8" />
<property name="BloodMoonEnemyCount" value="{{ sdtd_bloodmoon_enemy_count }}" />
<!-- Loot -->
<property name="LootAbundance" value="{{ sdtd_loot_abundance }}" />
<property name="LootRespawnDays" value="7" />
<property name="AirDropFrequency" value="{{ sdtd_airdrop_frequency }}" />
<property name="AirDropMarker" value="true" />
<!-- Multiplayer. PlayerKillingMode: 0 = no killing, 1 = kill allies only, 2 = kill strangers only, 3 = kill everyone --> <!-- Multiplayer. PlayerKillingMode: 0 = no killing, 1 = kill allies only, 2 = kill strangers only, 3 = kill everyone -->
<property name="AirDropMarker" value="true" />
<property name="PartySharedKillRange" value="100" /> <property name="PartySharedKillRange" value="100" />
<property name="PlayerKillingMode" value="{{ sdtd_player_killing_mode }}" /> <property name="PlayerKillingMode" value="{{ sdtd_player_killing_mode }}" />

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@@ -178,14 +178,25 @@ sdtd_visibility: "1"
## leave empty ("" ) to allow the Steam relay fallback if port forwards break. ## leave empty ("" ) to allow the Steam relay fallback if port forwards break.
sdtd_disabled_network_protocols: SteamNetworking sdtd_disabled_network_protocols: SteamNetworking
sdtd_port: 26900 sdtd_port: 26900
sdtd_max_players: 8 sdtd_max_players: 10
sdtd_game_mode: GameModeSurvival sdtd_game_mode: GameModeSurvival
sdtd_game_world: RWG sdtd_game_world: RWG
sdtd_worldgen_seed: boxswapper sdtd_worldgen_seed: boxswapper
sdtd_worldgen_size: 10240 sdtd_worldgen_size: 10240
sdtd_game_name: Boxswapper sdtd_game_name: Boxswapper
## v3.0+ SandboxCode — the ONLY gameplay tuning v3.x reads. The vars below this block
## (sdtd_difficulty .. sdtd_airdrop_frequency) are REFERENCE-ONLY: v3.0 removed them from
## serverconfig.xml, the template no longer renders them, and the game IGNORES them. Empty
## code = Adventurer defaults. To restore the server's intended tuning generate a code:
## client -> New Game -> Sandbox Options -> match the vars below — Difficulty Nomad, XP 200
## (2x), DayNight 60, DayLight 18, Blood Moon every 7 days, DropOnDeath Everything, Loot 150,
## AirDrop 24h — with BOTH Day/Night Animal Density and Respawn = Default (so the MoreAnimals
## modlet stays in charge of wildlife; XML applies only while density is Default) ->
## copy -> paste here.
sdtd_sandbox_code: ""
## ── REFERENCE VARS FOR SANDBOXCODE GENERATION (not rendered to serverconfig.xml on v3.x) ──
## Difficulty: 0 = Scavenger, 1 = Adventurer, 2 = Nomad, 3 = Warrior, 4 = Survivalist, 5 = Insane ## Difficulty: 0 = Scavenger, 1 = Adventurer, 2 = Nomad, 3 = Warrior, 4 = Survivalist, 5 = Insane
sdtd_difficulty: "2" sdtd_difficulty: "1"
sdtd_day_night_length: 60 sdtd_day_night_length: 60
sdtd_day_light_length: 18 sdtd_day_light_length: 18
## DropOnDeath: 0 = nothing, 1 = everything, 2 = toolbelt only, 3 = backpack only, 4 = delete all ## DropOnDeath: 0 = nothing, 1 = everything, 2 = toolbelt only, 3 = backpack only, 4 = delete all
@@ -193,23 +204,25 @@ sdtd_drop_on_death: "1"
## ZombieMove: 0 = walk, 1 = jog, 2 = run, 3 = sprint, 4 = nightmare ## ZombieMove: 0 = walk, 1 = jog, 2 = run, 3 = sprint, 4 = nightmare
sdtd_zombie_move: "0" sdtd_zombie_move: "0"
sdtd_zombie_move_night: "3" sdtd_zombie_move_night: "3"
sdtd_bloodmoon_frequency: 7 sdtd_bloodmoon_frequency: 2
sdtd_bloodmoon_enemy_count: 8 sdtd_bloodmoon_enemy_count: 16
sdtd_loot_abundance: 150 sdtd_loot_abundance: 150
sdtd_airdrop_frequency: 24 sdtd_airdrop_frequency: 24
## PlayerKillingMode: 0 = no killing, 1 = kill allies only, 2 = kill strangers only, 3 = kill everyone ## PlayerKillingMode: 0 = no killing, 1 = kill allies only, 2 = kill strangers only, 3 = kill everyone
sdtd_player_killing_mode: "3" sdtd_player_killing_mode: "3"
sdtd_max_spawned_zombies: 64 sdtd_max_spawned_zombies: 100
## EAC is ON (default protection). It was OFF while code mods were deployed — EAC blocks sdtd_max_spawn_animals: "200"
## their Harmony hooks, so keep "false" if mods are ever reinstalled. ## EAC is ON (default protection). EAC blocks CODE mods (Harmony DLL hooks) — that is why it was
## OFF while code mods were deployed. PURE XML data modlets (like MoreAnimals below) carry no DLL
## and work fine with EAC ON; keep "false" only if code mods are ever reinstalled.
sdtd_eac_enabled: "true" sdtd_eac_enabled: "true"
## Game mods: NONE deployed (Singularity 4.1.3 + No Respawn Near Backpack 2.0.0.0 were ## Game mods deployed: MoreAnimals.zip — pure XML spawn-density patch (roles/7dtd/files/mods).
## removed; EAC was flipped back on as part of that change). To re-add a mod: drop the zip ## Server-side only: clients join vanilla with EAC ON, nothing to install. To re-add/swap a mod:
## into roles/7dtd/files/mods/ and list its name here. NOTE: the role's unarchive task only ## drop the zip into roles/7dtd/files/mods/ and list its name here. unarchive only ADDS — it
## ADDS mods — retiring to an EMPTY list wipes the whole server Mods dir; swapping one mod ## never removes, so a mod dropped from this list would keep loading: with an EMPTY list we wipe
## for another (non-empty list) requires removing the retired folder from the box by hand. ## the whole server Mods dir; swapping one mod for another (non-empty list) requires removing the
sdtd_mods: [] ## retired folder from the box by hand.
sdtd_xp_multiplier: 250 sdtd_mods: [MoreAnimals.zip]
sdtd_xp_multiplier: 200
sdtd_telnet_enabled: "true" sdtd_telnet_enabled: "true"
sdtd_max_spawn_animals: "80"