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Setup Event Nights
For worlds that should feel calm most of the time, with a big, announced zombie night every few days. Days have no custom waves, ordinary nights only bring a few stragglers, and every 3rd night is a guaranteed horde. Random blood moons hit just as hard.
Read Before You Start if this is your first guide.
Run these in order:
/za preset standard
/za spawn daytime off
/za spawn chance 0.05
/za events interval 3
/za events chance 1
/za events multiplier 10
/za bloodmoon multiplier 10
/za spawn nightmax 40-
spawn daytime offremoves custom waves in daylight. -
spawn chance 0.05makes ordinary nights quiet. - Hordes and blood moons multiply the normal chance, so with a low base chance they need a high multiplier:
10turns the quiet 7.5% night chance into 75% every second. -
spawn nightmax 40is the ceiling for every night, events included.
Edit with the server stopped:
# [dayspawning]
enableDaytimeSpawning = false
daySpawnChance = 0.05
# [nightspawning]
maxNightZombiesPerPlayer = 40
# [horde]
hordeIntervalDays = 3
hordeStartChance = 1.0
hordeSpawnMultiplier = 10.0
# [bloodmoon]
bloodMoonSpawnMultiplier = 10.0These go on top of the Standard values (/za preset standard, or the table on Home).
- Days: no custom waves.
- Ordinary nights: every 6 seconds each player has a 7.5% chance (5% times the 1.5 night boost) of 2 zombies, about one wave every 80 seconds.
- Horde nights: days 3, 6, 9, and so on. A title announces the horde at dusk. Waves are checked every second at 75% with 5 zombies each until 40 zombie-class mobs surround each player, and new ones keep coming as you kill them. It lasts about the whole night (10 minutes).
- Blood moons: 15% of nights, any night. Same 75% every second, with 4 zombies per wave. A blood moon on a horde night reaches 100%.
- Difficulty: scaling still runs from day 3 to day 50, so horde nights get harder.
| To make it... | Run |
|---|---|
| Even quieter between events |
/za spawn chance 0.02 and /za events multiplier 20 (one wave every 200 seconds or so, 60% per second during hordes) |
| Event nights less intense |
/za events multiplier 5 and /za bloodmoon multiplier 5
|
| Bigger event crowds | /za spawn nightmax 80 |
| Bigger blood moon crowds only | /za spawn bloodmoonmax 100 |
| Larger event waves |
/za events amount 8 and /za bloodmoon amount 6
|
| Events further apart | /za events interval 7 |
| Only scheduled events, no random blood moons | /za bloodmoon off |
| No blood moons for the first two weeks | /za bloodmoon startday 14 |
| Zombies burn at dawn after the event | /za burn on |
| Siege nights where zombies break in | add the commands from Siege and Base Defense |
| Stronger after each event |
/za scaling steps 3 (strength rises the morning after every horde from the second one on, because Standard scaling starts on day 3) |
Horde multipliers go up to 20 and blood moon multipliers up to 50. Once the base chance times 1.5 times the multiplier reaches 1.0, every check is already a wave, so higher values change nothing.
/za preset standard brings back the normal balance, daytime waves, and the normal night cap.
Zombie Apocalypse Addon by Rique | Repository | Issues
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Setup guides
- Casual Co-op
- Hardcore Apocalypse
- Night-Only Zombies
- Event Nights
- Siege and Base Defense
- Slow-Burn World
- Big Server Performance
- Modpacks
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