Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by arramus

  1. Here are the steps I would take in your position. 1. Remove all mods except this vehicle mod. Check that it functions on its own in a new World without any NRE warnings. 2. Add in your server management mods and test again. 3. Continue this process one by one until you hit the NRE and report back with the details.
  2. I hear ya, and some actions are governed by different processes like the crafting. I'd go with adding one by one in a new World until you hit issues.
  3. @AndrewDeMethill Looks like a Linux setup which is something I cannot emulate to match the exact conditions. I could however join you in a server on a separate map and go through a process of addition and elimination until we spot any conflicting pairings. If we get to that stage, it may be possible to manually change any IDs/attributes which are not working well together. The vehicles use a container ID 950, 951, 952 I believe and that has caused conflict issues in the past.
  4. @AndrewDeMethill Hello, and this is unfortunate because getting to the source of these issues can require a little detective work. Could you share know more about which version of 7D2D you are running and any mods that are installed on your server? This will help consider if there are any mismatches or conflicts.
  5. See what you make of this server side version. Doughs-RabbitOfCaerbannog-A19-ServerSideTest.zip Doughphunghus is very generous with the license arrangement and basically allows us to do anything we like with this mod. Naturally, Doughphunghus is credited throughout as the XML is full of Doughphunghus tweaks. This modder clearly loved working on this. It can be released as a public server side version if it passes your tests. 3.5 scale. I am about 6 meters up and it sure can jump. Snow ball replacement with molotov audio as it shares this feature. All is the same beyond scale and replacements away from the custom content.
  6. I see, just the serversides is understandable. In that case, the settings with just the default rabbit model and changing the grenade icon/model to something else may circumvent the custom bits. Such a cool rabbit for sure; nibbles one toe off at a time, lol.
  7. The entitygroups.xml continues to undergo a few tweaks while in test phase to find the best balance. In summary: The base probability for most Snufkin Plus entities is 0.5. The base entities are easy to avoid for low level players. However, aggressive flyers like the Shark and Drones (Hell Flyer and Hell Scorcher) which actively target you have been reduced to 0.2. A few individual entities like the Wrestler and Wendigo have also been reduced to 0.2 outside of their own biomes. However, Wrestler probability goes up again in the Desert and Wendigo increases in the snow biome. This will give new players a fighting chance as avoidance will keep them alive while developed players can actively engage. I shall have nightmares tonight......... Doughs-RabbitOfCaerbannog-2.0.1 is probably a great Mod to customise the scale to dog size and also increase speed. I'm not sure about the scale morphing code capabilities but possible a buff action when being attacked. Cool Werewolf type concept for sure.
  8. Oh yes, that's correct! Your banshee/screamer tag team combination. I forgot about that and how you'll need to update that with each new build.
  9. I've updated the original post with some images to show 'MaxPower' in action, and a formula taken from an old Wiki page. I can't find the formula in the XML files anymore that described these attributes in detail. In general. MaxPower appears to be total capacity output allowed at peak. InputPerTick appears to be amount of energy created over time. ChargePerInput appears to be the conversion of Input to stored energy for later release. OutputPerStack is the peak output allowed for a solar cell, battery, or engine. However, there does not appear to be conformity for the engine values. OutputPerCharge appears to be potential usage over time. I use appears very broadly because I cannot be sure without official documentation on calculations. In summary, these buffs will let you power more traps and electrical items for longer. And they will allow you to recharge quicker. I doubt this answered all of your questions but it may shed light on some of them. I read in some older posts that too many individual solar panels seemed to cause server performance issues and allowing these increases may help ease that as players will need less solar arrays. I'm not sure if those posts are still valid. If server performance issues are not valid, a server host may wish to reduce these values to increase the challenge and force different strategies.
  10. This modlet allows you to increase or decrease selective electrical power attributes to match your own specifications. Download: https://github.com/arramus/Electric-Buffs-A19 The current settings provide 400% of default values across multiple settings for generators, batteries, and solar. You can manually change this to decrease or increase default settings to provide a greater or more leisurely challenge. @Ti2xGr was manually editing these values for his Geek Gaming server and this just formalises those actions into a modlet. What do they all mean? Some are clear and others are more complex. Here are some images to show the clearer ones. This is the impact of changing OutputPerStack for the battery bank. A level 6 battery changes from 50w to 200w giving a total of 1200w output. MaxPower appears to impact the total capacity. Default was 400w even though Tier 6 x 6 maxed out at 300w. Maybe this prepared for a future buff or mod? A single Tier 6 battery shows 200w output potential. And this reduces to reflect the lower Tier battery with a Tier 5 providing 183w. Solar power for a Tier 6 solar panel shows a proportional increase from 30w to 120w. Here is the solar bank loaded with 4 x Tier 6 and 2 x Tier 5 solar panels to give 698w out of a potential of 720w 'MaxPower' setting if they were all Tier 6. The generator has 'MaxFuel' of 4000 as the image shows. Each engine 'OutputPerStack' is set to 400 but we can calculate this provides 200w per engine. This does not match the format for batteries and solar panels. Generator: As for 'OutputPerFuel'. This is probably linked to a formula of usage over time. As for 'MaxPower'. This may well also be linked to total overall output capacity over time. Battery Bank: As for 'InputPerTick', 'ChargePerInput', and 'OutputPerCharge', in game these allow the batteries to recharge faster and hold their charge longer. I do not know the calculations for this. An old Wiki post offers the following calculation for default values. BATTERY USAGE While turned on the battery bank will consume durability from batteries in its slots starting with the top left. These batteries will lose durability at a rate of 4 points per minute per watt. So if your battery bank was producing 45W of power it would use 4*45 = 180 durability per minute. minutes_of_charge = durability_of_battery / (4*power_usage) CHARGING While charging it will consume 5w from the alternate power source (so to charge a battery bank you need system_power_cost+5w). While powered, it will regenerate durability in the battery inside, independent of quality, at a rate of 6 points per second. Batteries are charged in the sequence right to left, bottom to top. A 600 quality battery has 6000 durability so it would take about 16 minutes and 40 seconds to charge making the maximum time taken to fully recharge a battery bank 100 minutes. If the above values are still relevant, this mod increases these 4 fold. I saw these calculations in the XML files some time ago but couldn't find them after scanning again and can offer no further clarification. If any other community users can offer further clarification, it would be helpful. blocks.xml <Config> <!--Generator--> <set xpath="/blocks/block[@name='generatorbank']/property[@name='MaxFuel']/@value">4000</set> <!-- X4 of default - Total amount of fuel the generator can hold --> <set xpath="/blocks/block[@name='generatorbank']/property[@name='OutputPerFuel']/@value">45000</set> <!-- X4 of default--> <set xpath="/blocks/block[@name='generatorbank']/property[@name='MaxPower']/@value">49000</set> <!-- X4 of default--> <set xpath="/blocks/block[@name='generatorbank']/property[@name='OutputPerStack']/@value">400</set> <!-- X4 of default - Maximum power output of a single engine --> <!--Solar Bank--> <set xpath="/blocks/block[@name='solarbank']/property[@name='OutputPerStack']/@value">120</set> <!-- X4 of default - Maximum power output of a Lvl 6 solar cell --> <set xpath="/blocks/block[@name='solarbank']/property[@name='MaxPower']/@value">720</set> <!-- X4 of default - Maximum combined output of all solar cells --> <!--Battery Bank--> <set xpath="/blocks/block[@name='batterybank']/property[@name='MaxPower']/@value">1600</set> <!-- X4 of default - Maximum combined output of all batteries --> <set xpath="/blocks/block[@name='batterybank']/property[@name='InputPerTick']/@value">20</set> <!-- X4 of default--> <set xpath="/blocks/block[@name='batterybank']/property[@name='ChargePerInput']/@value">4</set> <!-- X4 of default--> <set xpath="/blocks/block[@name='batterybank']/property[@name='OutputPerStack']/@value">200</set> <!-- X4 of default - Maximum power output of a Lvl 6 battery --> <set xpath="/blocks/block[@name='batterybank']/property[@name='OutputPerCharge']/@value">360</set> <!-- X4 of default--> </Config>
  11. This is a 'quality of life' mod that allows you to decrease, increase, or simply shift the period of time a trader remains open. Download: https://github.com/arramus/Change-Trader-Open-And-Close-Time-A19 A19 saw the traders receive their own specialisations and with this came unique IDs for each. You can set the trading time of each Trader on an individual basis as per your own specifications. This can make your server trading experience easier, more challenging, or more varied. The current settings allow traders to open at 04:05 and close at 21:55. For server hosts using the Compo Pack, please note that the 4 in 1 and 5 in 1 traders will restrict variation of individual traders and setting common trading hours is advisable. Credits: Based on 'BloodiestCODY's: Always Open Traders Mod' traders.xml <config> <!--Set your own opening time--> <set xpath="/traders/trader_info[@id='1']/@open_time">04:05</set> <!--Trader Joel--> <set xpath="/traders/trader_info[@id='2']/@open_time">04:05</set> <!--Trader Jen--> <set xpath="/traders/trader_info[@id='6']/@open_time">04:05</set> <!--Trader Bob--> <set xpath="/traders/trader_info[@id='7']/@open_time">04:05</set> <!--Trader Hugh--> <set xpath="/traders/trader_info[@id='8']/@open_time">04:05</set> <!--Trader Rekt--> <!--Set your own closing time--> <set xpath="/traders/trader_info[@id='1']/@close_time">21:55</set> <!--Trader Joel--> <set xpath="/traders/trader_info[@id='2']/@close_time">21:55</set> <!--Trader Jen--> <set xpath="/traders/trader_info[@id='6']/@close_time">21:55</set> <!--Trader Bob--> <set xpath="/traders/trader_info[@id='7']/@close_time">21:55</set> <!--Trader Hugh--> <set xpath="/traders/trader_info[@id='8']/@close_time">21:55</set> <!--Trader Rekt--> </config>
  12. @magejosh This had been removed from the Plus mod, hadn’t it? I just checked Github and couldn’t see it in the items.xml anymore if you were to replace what you have with that one.
  13. The initial release had the majority of Zombies in all group with a 0.8 probability and less for a few that are too demanding. This was far too much for a new player and dropped to 0.5 which is still challenging but OK if you play carefully. Even with this lower rate I still see many of them and have to play stealth by moving between buildings and avoiding. I also tried in SP Navezgane and it was busy with them.
  14. I’m currently running the Plus version of Snufkin’s Zombies which has exactly the same Pumpkin character and settings. I wasn’t able to replicate this issue in that build. This was a recent update and I wasn’t able to replicate it in this original version either and have seen the Pumpkin man many times since the Nov 3 release. I wonder what other mods are in your Mods folder. This will help us consider potential conflicts/duplication/overlap.
  15. Peace is restored to Snufkin Land. @Rafael81 could upload the PLUS version with all of the original favorites along with the 10 extra new ones by adding a newly zipped folder with only 1 layer instead of Github's double layer.
  16. Hi Rafael81, This is the 'Plus' version which has all of Snufkin's Zombies plus 10 new ones. Is that the version you wanted or do you prefer just the regular Snufkin versions? Github adds folders to its own 'Repository' folder which gives that double layer. Instead of unpacking which makes an additional folder, can you extract which will should allow you to take only the inner folder and place it inside your Mods folder? Does your server give your 'Desktop' access where you can perform the extract or is it just a server management control panel? If you get lost with this, send me a PM and we can get this task completed together.
  17. @magejosh Reference to pettest has been removed. It looks like it was to be a quest that never quiet made it. @PeNa1979 It is safe to download now and use F6 as the NRE entries have been removed. Here is a small update for the Party Plus mod. A small starter kit as this mod is certainly more of a challenge with the elevated group spawns. https://github.com/arramus/Snufkin-Party-Plus-Starter-Kit-A19 A bit of lore. And some simple goodies.
  18. Yes, thank you magejosh. This is an antiquated reference that hangs over from Snufkin's original mod and can be removed from the next update if there are no connections to it. In fact, reference to the old shark entry was also removed as that would also cause NRE if it was opened in F6. Thanks for bringing it to everyone's attention. I hope you were playing in SP and it didn't cause too much damage.
  19. For the life of me, I don’t recall any references to pettest in this mod. I agree. I don’t know what pettest relates to and I hope mage josh can shed some light on it.
  20. Snufkin's Custom Server Side Zombies - PLUS can be downloaded here: https://github.com/arramus/Snufkin-CustomZombies-Plus-A19-2020Nov26Test And a Snufkin Party Plus Starter Kit can be downloaded here should you feel it necessary: https://github.com/arramus/Snufkin-Party-Plus-Starter-Kit-A19 Snufkin's Custom Server Side Zombies Plus is a combination of Snufkin's Server Side Custom Zombies and additional community made zombies as an integrated 'Plus Add On'. As such, please remove the base mod from your Mods folder if you wish to run this PLUS mod to avoid conflicts. We attempted to run the PLUS zombies as a stand alone mod but spawning was unstable and it was better to compile them together. The Snufkin Custom Zombies Plus contains the following entities: 1. All of the well known Snufkin's Server Side Custom Zombies (In alphabetical order) - Archon - Banshee - Bomber - Cowhead - Geist - Juggernaut - Mantis - Parasite - Psycho - Scarecrow - Scorcher - Siren - Undertaker - Wendigo - Wrestler 2. Plus Add On Server Side Custom Zombies (In alphabetical order) - Hell Bear (oakraven) - Hell Boar (oakraven) - Hell Flyer (oakraven - Inspired by @Robeloto) - Hell Lion (oakraven) - Hell Shocker (oakraven) - Hell Wolf (oakraven) - Mittens (arramus - @Lonestarcanuck request) - Motorhead (arramus) - Paindeer (arramus - based on @kdthehun's Rudolph suggestion - Sorry about the nose and light color and lack of Santa hat. Advice needed on those) - Shark WFLB (arramus) In addition, a new entitygroups.xml has been added to expand the Snufkin group list and also increase the probability. If you would like a challenge, the Snufkin's Custom Server Side Zombies - PLUS is for you. If you prefer a more relaxed environment, then stick with the original or amend the entitygroups.xml to suit your needs. Thank you, as always, to @Snufkin for the base, and @Slawa for continual support from the beginning. In addition, @Dre , @BubbaJoe , @Catman and @Ti2xGr have been adding their very own unique modifications to create an environment that suits their players; some of which we have gratefully incorporated to this Plus version. The new PLUS entities @oakraven is incredibly active in the background and specializes in both stabilising existing mods and creating new mods. Here are oakraven's land based 'Hell group' zombies with Archon standing among them. These new characters ustilise their wings for additional jump height and will add to the demands of defending your base. Hell Lion, Hell Boar, Hell Wolf, and Hell Bear make a formidable team and will certainly come out in force during a Blood Moon event. This is one which arramus always wanted to bring into game play as an entity ever since he spied the concept within Snufkin's base mod. The Shark WFLB is a play on a 'James Bond' type evil villain over dramatic weapon. It flies, homes in, and then unleashes its lasers. It is not an overly powerful threat while on foot but will pick up the pace while in a vehicle as it is based on the vulture game code. oakraven's Hell Flyer and Hell Shocker swarming and inflicting damage. This pair shoot darts or shock bolts and have their own unique audible narration as they come into closer proximity. These will add to the airborne threats and give this PLUS version a wider balance of ground, mid level leaping, and airborne threats. Mittens guarding her territory. She spits acid and is something that @Lonestarcanuck requested. Paindeer taking care of its friends. The Paindeer has a flashlight attachment built into its nose which is covered by a snowball. Defintely easy to spot at night. One warning about the Paindeer; her axe also gives her protection from frontal melee attack. Motorhead, the mechanical marvel teaming up with his biker brethren. Don't let him come knocking at your door for too long as his block damage will make him an unwelcome guest. Snufkin was keen for other modders to take advantage of the game assets to create unique server side characters with their own special skill sets. By emulating Snufkin's approach and expanding with further features, we hope you will enjoy these additional zombies in addition to the Snufkin regulars.
  21. Here is a link to the updated version which contains some additional vehicles in addition to Snufkin's Base Vehicles. https://github.com/arramus/Snufkin-Community-Pack-Server-Side-Vehicles-A19-Stable-2020Nov21 Since the Nov 2nd release, there have been some additions and stability fixes and the above version offers a better experience.
  22. Testing Grace's big sister, Mittens. Set to 5K which was more than enough on my own. Mittens uses the radiated cop's settings for the most part for the acid projectile and hit features. After testing, this will be released as a stand alone mod that will be set up to be integrated into the Snufkin Mod. It currently contains 3 entities: Mittens, Paindeer Motorhead Lacking the depth and sophistication of a Snufkin entity as they are simply modified versions of existing zombies but will add to the variety.
  23. Oh you sweet little timid animal. What have people done to you? Take this tasty morsel. It has potential. The Paindeer.
  24. A small update with 2 more Hat/Clothing Mods from oakraven. Download: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-2020Nov23 This hat mod gives the user +2 harvest capability.
  25. Interesting and from other animal mods and attachment capability, very possible. The drop bag could always be switched with a simple sack which I have seen taking a color.
  • Create New...