About this mod
This mod Spawns wandering packs of animals across the 7 Days to Die world, bringing chaotic life to the wasteland.
These critters roam naturally until provoked—whether by a zombie, a player, or a punch—then they unleash hell.
- Permissions and credits
- Changelogs
- Donations
These critters roam naturally until provoked—whether by a zombie, a player, or a punch—then they unleash hell.
Latest Changelog:
V7 (2.3)
Added minSpawnDistance and maxSpawnDistance to Config json with defaults 20f and 30f radiuses.
"minSpawnDistance": 20.0,
"maxSpawnDistance": 30.0
Added distance to the spawn log for debugging.
Fits both modes and manual spawns
Key Features:
spawnMode: Picks the mode—"fixed" or "random".
initialSpawnDelayMinutes: First horde waits this long after player spawns (e.g., 10 min = 170 ticks).
initialSpawnCount: First horde has this many animals (e.g., 3).
regularSpawnCount: Later hordes have this many (e.g., 6).
startAfterDay: No spawns until this day passes (e.g., 1 = after 24000 ticks).
Fixed Mode:
After the initial delay, hordes spawn every spawnIntervalHours (e.g., 3 hours = 3000 ticks).
Example: Day 1, 10 min in: 3 animals. Then every 3 hours: 6 animals.
Random Mode:
After the initial delay, each day rolls spawnChancePerDay (e.g., 10%). If it hits, spawn 6 animals at a random time that day.
Example: Day 1, 10 min in: 3 animals. Day 2, 10% chance—maybe 6 animals at 2 PM, maybe nothing.
What’s "fixed" vs. "random"?
fixed Mode:
Hordes spawn on a predictable schedule.
After an initial delay (e.g., 10 minutes), they spawn every X hours (e.g., 3 hours).
Think clockwork chaos—reliable, steady waves of animals.
Uses: initialSpawnDelayMinutes, spawnIntervalHours, initialSpawnCount, regularSpawnCount, startAfterDay.
random Mode:
Hordes spawn unpredictably based on a daily chance.
Each day (24000 ticks), there’s a % chance (e.g., 10%) for a horde to spawn at a random time that day.
Think wild, sporadic ambushes—keeps you guessing.
Uses: initialSpawnDelayMinutes, spawnChancePerDay, initialSpawnCount, regularSpawnCount, startAfterDay.
Shared Stuff: Both modes use initialSpawnDelayMinutes for the first spawn, initialSpawnCount for the first horde size, regularSpawnCount for later horde sizes, and startAfterDay to delay the whole system until a specific day.
Overall Vibe:
A dynamic, unpredictable twist on 7DTD—packs of wolves eyeing zombies, deer bolting at your approach, or a dire wolf turning your day sour. It’s raw, it’s wild, it’s TechFreq’s wasteland remix!
A way to somewhat mimic the wandering zombie horde i felt as though the animals could use some touch love too approaching the player at random moments creating even more of a challenge in the wasteland! good for needing food aswell if necessary in game if you can stomach the challenge lol if not that games default spawning and what not could do justice aswell without the mod.
Disclaimer:
By using this mod, you acknowledge that TechFreq is not responsible for any issues, crashes, or conflicts caused by its use.
Use at your own risk. Please backup your game files before installing any type of mod.
Thanks for downloading and enjoy!
Installation:
Make sure harmony mod exist in the mod directory as it's required.
Download the mod files, Extract Mod files.
Please backup your world, save, and or game files.
Place them in your Mods directory of your 7 Days to Die Game.
EAC must be disabled, although i hope in the future that can be changed, as for now DLLS are not EAC supported however XML has no issue, unfortunately this is a dll modification.
THIS IS CLIENT SIDE ONLY but maybe perhaps this is also, server side and client side compatibility?
No further setup needed. Enjoy!
CREDITS:
Thanks to TechFreq & A.I, ChatGPT or Microsoft CoPilot A.I or Grok AI from Twitter or X, for helping me create the modlet, aswell as with very little modding knowledge for the game and learning as i go i couldn't do this without it and overall brainstorming and or the modding community.
I’d very much appreciate it and or any feedback for the mod(s) aswell
Support Notice:
This mod may or may not be crossposted onto, 7DaystoDieMods. For those who’d like to support 'TechFreqs' work, downloading via ModsFire on their website is (ad-powered, which earns per download) helps me a ton! There is also a direct MEGA mirror that's also available on their website, besides NexusMods which also features direct links which those aren't earned per click or download and run off Donation Points or via 'TechFreqs' Donation Links through paypal or kofi.
Also the following links below and in bio, are (ad-powered, which earns per click) and helps me a bunch!
once an ad has been seen and going through the prompts for clicking the continue button on OUO shortened links, will grant you the destination to 'TechFreqs' social media or tip pages.
However, Donations aren't expected, every little bit of support helps along the way & fuels more mods, music, and bug fixes in the future ,so thanks again for being awesome in general and checking out the mod post.
Social Media:
If you appreciate 'TechFreqs' work and want to show support, use this donation link, although not necessary.
Kofi Page: https://ouo.io/KHl59h
I appreciate it in general for just checking out the mod posts, sharing and enjoying any of the mods in itself. Thank you again! and Happy gaming!
Love this mod? Got feedback or ideas or need to troubleshoot?
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Chill with us on Discord for game chat, memes, and even more mod updates!
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Source music files are available feel free to ask away, available in the discord! or for more content!
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Checkout the behind-the-scenes vibes today! Thank you again for checking out the mod post.
Previous Changelog:
V2.2
{
// General settings (apply to both modes)
"general": {
"spawnMode": "random", // "fixed" = regular intervals, "random" = daily chance
"initialSpawnDelayMinutes": 10.0, // Minutes before first spawn (both modes)
"initialSpawnCount": 3, // Number of animals in first spawn (both modes)
"regularSpawnCount": 6, // Number of animals in later spawns (both modes)
"startAfterDay": 1 // Day to start spawning (e.g., 1 = after day 1, both modes)
},
// Fixed mode settings (only used if spawnMode is "fixed")
"fixed": {
"spawnIntervalHours": 3.0 // Hours between spawns after initial delay
},
// Random mode settings (only used if spawnMode is "random")
"random": {
"spawnChancePerDay": 0.1 // Daily chance (0.1 = 10%) for a random spawn
}
}
V2.1
How It Works
Day 0: No spawns (startAfterDay: 1 = 24000 ticks). Player’s safe to assign points, punch trees, whatever.
First Horde: After 10 minutes on day 1 (170 ticks past 24000), 3 animals spawn (initialSpawnCount).
Later Hordes: Every 3 hours (3000 ticks), 6 animals spawn (regularSpawnCount).
Manual Spawn: spawnah uses initialSpawnCount (3) for consistency—keeps it light.
initialSpawnDelayMinutes: Time before first horde (10 min default).
spawnIntervalHours: Time between later hordes (3 hours default).
initialSpawnCount: First horde size (3 animals default—gentle start).
regularSpawnCount: Later horde size (6 animals default—ramps up).
startAfterDay: No spawns until this day is passed (day 1 default—skips day 0).
V2.0
Key Features:
Spawn System:
Built with Harmony patches on AIDirectorWanderingHordeComponent.Tick,which is used to mimic the Wandering Horde Zombie AI to an extent.
Hordes of 5-9 animals spawn every 3 hours (3000 ticks) after a 10-minute initial delayed spawn entering your save (170 ticks), also configurable via config.json.
Random mix from 14 animals: wolves, bears, chickens, rabbits, deer, snakes, boars, zombie dogs, mountain lions, coyotes, small bears, zombie vultures, and dire wolves.
Spawns 20-30m from the player, falling back to a safe spot if the game’s AI can’t pick a target or player location.
DLL System:
No need for xmls, as i had used it previously but now i'm not necesarilly needing to do so as the DLL manually spawns individual entities from the array
bypassing the group system entirely—pure, Just raw spawning.
And this mod is not defining or modifying entities anymore. The DLL uses vanilla entity IDs and their behavior comes from whatever entityclasses.xml is loaded like vanilla’s or another mod’s sake.
The last version ditched the whole hostility toggles for passive animals and overcomplicated things, so the mod is not overriding AI with SetRevengeTarget or anything else.
Picks entities from a hardcoded list.
Spawns them via EntityFactory.
Lets their vanilla (or modded) AI run wild.
Behavior:
Animals wander using default AI until triggered, vanilla like system intact.
Aggro triggers: zombies within 15m, players within 20m, or when attacked (animals are in revenge or vengeance mode).
Console Command:
Entering F1 for ingame logs and using command spawnah —manually spawns a horde on demand, avoiding tick time reset, given if values are unchanged from the config json.
Configurable JSON:
adjustable initial animal spawn delay defaulted to 10.0 for 30 ingame ticks from time of spawn or minutes and 3 hour intervals defaulted to 3.0 through ingame ticks non realtime gameplay.
{
"initialSpawnDelayMinutes": 10.0,
"spawnIntervalHours": 3.0,
}
Logging:
Detailed debug logs track spawns, aggro, and timing—tick noise minimized to a ±10-tick window before spawning the animal horde near the player and after for confirmation.