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arramus

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Posts posted by arramus

  1. Outback Roadies is always going to be primarily about the animals, but the Wasteland and Burnt will still have some of the remnant humanoid types in the form of the Head Hunters in greater abundance, with a token gesture elsewhere.

     

    They are made up of 3 nurses and 5 war boy entities. Nurse Barbie has a fire melee chance, and Nurse Jazlyn is surrounded by a radiation field. All the rest will just try to rip your head off, as usual without any special powers. They are considered Rad types and will be in all biomes. The Pine Forest will see a very low amount of them scattered here and there. The Wasteland and Burnt will be more populated. In all cases, they are seem more at night.

     

    The War Boy Head Hunters are Bazza, Lazza, Dazza, Tezza, and Jezza. The nurses are Barbie (fire feature), Kylie (keeps coming back to melee), and Jazlyn (dazzling view with rad effect).

     

    Thank you to Oakraven for kindly sharing these with the community.

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  2. Here is a Zombie Pack for the NPC Mod.

     

    Oakraven's Head Hunters as 1-OaksZombieHeadHunters Add On Pack.

    Click on the 3 dots ... and select Download.

    https://github.com/arramus/A21-NPCMod/blob/main/1-OaksZombieHeadHunters.zip

     

    About:

    These entities will appear in the Wasteland for day and night. The will only appear in other biomes at night at a regulated rate. Nurse Barbie can set players on fire with her melee attack. Nurse Jazlyn will cause radiation sickness with her proximity. All the rest, will just attempt to rip you apart at the first opportunity.

     

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  3. I'm pretty thick skinned so no worries there. Not as thick skinned as a Frill Necked lizard, but who is...

     

    Here is a small update for the cooks, and this will benefit SpecBytes for cooking, while Cemblack will benefit from the farming update, for our play throughs.

    SpecBytes, Cemblack, and I do a weekly Roadies stream for the SpecBytes community members. It gives me a heap of hands on dev checking opportunities, and SpecBytes asked for something with hostile Kangaroos in it and this is what came from it.

     

    1. Wood Burning Roadies Stove

    This stove is a working stove and matches the features of a campfire. It can accept placing things on top, and has a small burning effect when it's turned on.

    The Chicken is purely warming its feet as it can get cold out there. The doggo appreciates it as well.

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    SpecBytes last stream is here. It was a great chance to check on the recent updates for stability and have some fun while at it.

    [img]https://i.imgur.com/go00V1p.jpeg[/img]

  4. This is actually the second time this has been raised today, and it was raised by a player who takes on the role of 'Cook/Farmer'. It has just been addressed and please download the update to benefit.

     

    Here is the update, with a description of how it has been addressed:

     

    1. Living Off The Land Skill for Wild Wheat yield

    For players who invest in the Living Off The Land Skill Perk, the Wild Wheat has been added as a wild crop. This puts it on part with other wild crops and keeps to how the game balances these things. This means that there will be a double and triple harvest depending on Skill Perk Level. Wild Wheat has a 15% chance to be harvested with every hit. Each harvest can yield between 2 - 5 Wild Wheat. With this Living Off The Land update there is a much greater chance to see a huge increase in yield on those lucky higher amounts. This has the potential to bring in half of the required amount of Wild Wheat for a bag of Wheat in a single lucky hit. Less time spent harvesting until you're good to make your Sangas, Damper, and so on.

     

    As for speed side of things:

    The fastest way to harvest Wild Wheat is with a bone knife or knife. Players who level up their knife speed and stamina, and invest in Living Off The Land Skill will never be wanting for Wild Wheat ever again... unless they strip the fields absolutely bare of grasses. This is not a realistic prospect since there is high and low level grass practically everywhere in the Pine Forest. Even if you did strip the area around your base, we can continue to collect Wild Wheat from renewable sources such as quest POIs.

     

    Here is the most effective and efficient combination for max yield in the least amount of time.

    Knife or Bone Knife + Agility Attribute + Deep Cuts (for stamina) + Whirlwind Skill (for speed) + Living Off The Land

    Default for a Knife or Bone Knife is 120 attacks per minute, but if you invest skill into the Agility Attribute with Whirlwind Skill and Deep Cuts, you'll effectively become a human harvester.

     

    Whirlwind Skill has the potential to increase that 120 attacks per minute to 150 attacks per minute for that +25% gain. And if you invest in Deep Cuts, your stamina will not fail you when hydrated and fed. It is a strong combination. Living Off The Land can trip those Wild Crop yields.

    Here is an example with all of those Mad Maxed out:

    This was strictly timed to 60 seconds. I could yield 131 Wild Wheat for a potential 4 bags of Wheat Flour. It could have been more, but I stopped for an egg nest and got an eggie, which supports some of the wild wheat recipes. That combination will put combined harvesters out of business. Based on having 196 Grass Fibre, at 2 per hit, that was 98 hits in total. I may have totally missed on some occasions and took time out for that nest, and the potential is certainly high enough to put combine harvesters out of business. Thank you to all the party cooks and farmers who take care of our sustenance needs. ^^

     

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  5. The first play through for Trader Tales was a lot of fun, and surprisingly organised. Here are a few responses to some of the questions in chat.
     

    1. Yes GeeBee. Everything in this play through is exactly the same as everything that is found in the Wild West Mod. The only differences are we are using a new customised RWG world made in the game editor, but with these added paths and extra hand placed POIs. We also added in that little starter pack with bicycle and wrench, but nothing too special.
     

    2. For the next play through, we are turning off the electrocution feature for player vending machines because it's more of a PvP thing.
     

    3. The rules are to sell things where possible, although bartering and gifting is appropriate where needed.
     

    4. Michelle Austin (Nanny). The roles are Doctor Cem for Chemicals and Meds, Farmstead Cook for SpecBytes, Miner Tabby, and Crafty Blacksmith for arramus. There will be overlap for sure.
     

    5. We'll follow the Homestead Challenge, and other Quest Challenges from the toolbelt, but have additional customised play through quest challenges such as 'Spend the night in the Wasteland', 'Hunt for treasure chests', etc

  6. Ah yes. Queen Fred. That one needs to be hit on the spider's head, as the body on top is just a passive attachment and takes no damage. However, it is a pretty tough spider and has very high Hit Points. Best to stay away from it until you have stronger weapons or ammo to waste. You can set up a spike trap for it which will also take it down. It is like a Soldier Spider. It can't recuperate its health like a radiated entity, but it has hit damage resistance. If the chance arrives, burn it so soften it up.

  7. SpecBytes will be doing a 4 player live stream in a few hours for the Wild West Mod. The party will be using a custom RWG with some hand placed POIs that don't usually get added to provide an almost full experience. This play through is called Trader Tales. The background is that 4 New Frontier Settlers get such down a pothole in the river bed and spat back out in a lake on a new World.

    BASIC BACKGROUND RULES

    • Quest Host takes all loot and helpers protect.
    • Each player has their specialty of Chemist Physician, Miner, Farmhouse Cook, and Crafty Blacksmith. Each has a player vending machine for selling their wares (or bartering if appropriate).
    • Players divide an 80 x 80 type Fort into 4 plots on a custom POI.

    The rest is regular game play with some custom Quests which typically get selected by the viewers from a selection on a notice board.

    https://www.youtube.com/watch?v=hLJ8b_lV2KI

  8. Here's a small update for Roadies:

     

    1. The Cooking Pot has received a new icon and is renamed to Billy Can Bush Pot to localising.

    2. Billy Tea and Billy Tea Leaves are added as a drink and recipe item. The leaves can be purchased from the trader or found in quest loot. The drink can be made on the camp fire or bought from the vender machine. The drink provides a similar benefit to Red Tea and Mineral Water. It fits just in between the middle for benefits.

     

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  9. This issue shows a failing for something connected to animalSpider01. Unfortunately, it provides no other information.

    At a guess, I'd say the 2-Spider Pack Expansion is installed but not the 1-Spider Pack.

     

    Please check none of the folders are nested, and 2-Spider is not added without 1-Spider Add On Pack, because 1-Spider pack is necessary and it won't run without it.

    Share you log following the instructions in the regular bug post if needed.

    https://community.7daystodie.com/a21-bugs-main/bug-pool/how-to-report-bugs-found-in-a21-r4/

  10. In such situations, it's helpful to share the log, since it will show exactly what is happening when loading the mod. It can show version, possible conflicts, and other information.

    Since this occurs when have attempted to load manually and through the Mod Launcher, it is also worth verifying 7 Days in Steam to ensure nothing has corrupted. It sounds like you have already cleared the main game Mods folder and AppData Mods folder of any other mods.

  11. Here is a small update for Outback Roadies.

     

    1. Adding Quest Notes to quest loot and safes for Elimination Challenges.

    There are 4 elimination quests for Spiders, Hostile Aussie Animals, Rabbits, and Mini Radiated Burnt zombies. The counts are 100, 100, 25, and 25 respectively with 2 Skill Points for 100 and 1 Skill Point for 25. These are not automatically repeatable and are found in end quest loot or safes at a rate of about 1 in 5.

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  12. I just pushed a new update for Preppocalypse that will allow more Preppocalypse POIs to appear. They have a higher chance that default POIs.

     

    If you want even more follow these instructions:

     

    1. Open the Config / rwgmixer.xml file in the A21-Preppocalypse folder.

    2. At the bottom you will see:

     

        <prefab_spawn_adjust partial_name="carlot_02_prepper" min_count="5" max_count="10" bias="5"/>
        <prefab_spawn_adjust partial_name="evildeadcabin01_prepper" min_count="8" max_count="12" bias="5"/>
        <prefab_spawn_adjust partial_name="prepper_bunker80_01" min_count="8" max_count="12" bias="5"/>
        <prefab_spawn_adjust partial_name="prepper_countryresidentialbunker01" min_count="5" max_count="10" bias="5"/>
        <prefab_spawn_adjust partial_name="prepper_Floppy_Games_Workshop_Medusa" min_count="5" max_count="10" bias="5"/>
        <prefab_spawn_adjust partial_name="prepper_mine80_01" min_count="8" max_count="12" bias="5"/>
        <prefab_spawn_adjust partial_name="prepper_preppo_bunker42_01" min_count="5" max_count="10" bias="5"/>
        <prefab_spawn_adjust partial_name="prepper_stonecave_01_arramus" min_count="5" max_count="10" bias="5"/>
        <prefab_spawn_adjust partial_name="prepper_wildernesscabin01" min_count="8" max_count="12" bias="5"/>
        <prefab_spawn_adjust partial_name="preppo_gas_station_09" min_count="5" max_count="10" bias="5"/>    
        <prefab_spawn_adjust partial_name="preppo_gas_station_10" min_count="5" max_count="10" bias="5"/>
        <prefab_spawn_adjust partial_name="preppo_skyscraper_04" min_count="5" max_count="10" bias="5"/>
        <prefab_spawn_adjust partial_name="preppo_TheCompound" min_count="8" max_count="12" bias="5"/>
        <prefab_spawn_adjust partial_name="preppo_store_hardware_02" min_count="5" max_count="10" bias="5"/>
        <prefab_spawn_adjust partial_name="store_book_01_prepper" min_count="5" max_count="10" bias="5"/>
        <prefab_spawn_adjust partial_name="store_clothing_02_prepper" min_count="5" max_count="10" bias="5"/>    
        <prefab_spawn_adjust partial_name="store_clothing_02_prepper" min_count="5" max_count="10" bias="5"/>
        <prefab_spawn_adjust partial_name="trader_jen_hugh_joel_tech" min_count="3" bias="15"/>

    These are all of the specific Preppocalypse POIs being given a minimum and maximum weighting along with a bias. In a test World, many of those maximum counts were applied. This is particularly in the Wilderness area. In some locations, it doesn't reach the Maximum but does exceed the Minimum. One example is the Stone Cave POI. The Preppocalypse Trio Trader allowed 2 to appear. However, I was expected that to occur sometimes because there is so much competition with other traders and these are just weighting recommendations based on available space and balance.

     

    To increase these further, simply increase the min_count and max_count to your own preferences. Each regular POI has a bias of 1. Adding 5 gives it more probability, but within reason. Increasing that higher will also give it more chance to reach its Maximum.

     

    I did not change the Old West towns. They have a huge amount of custom POIs but only 1 is a Preppocalypse type. It already appears enough since the Old West towns are much larger than usual. See how you get on with this update when making Worlds, and toggle the settings as needed.

  13. Hello Nattylight.

     

    There is a way of using a weighting feature for the random world generator file, but I need to spend more time experimenting with it for A21.2. I tested it in A21.0 but it wasn't really making an difference. It may have changed with updates.

    Have you tried the Preppo8K02 World linked in the very first post?

     

    It has been updated over the months by manually placing additional Preppocalypse POIs at strategic places to let them have more coverage around the World.

    For example:

     

    - Hell Hole x 7 and placed just outside many of the towns. (T5/T6 Boss)

    - Civic Bunker 0233 x 6 and placed just outside many of the towns (T5/T6 Boss)

    - Floppy Games Workshop x 4 and in the city locations (T5/T6 Boss)

    - Preppo Bunkerlands x 2 and in commercial areas (T5/T6)

    - Edes Lets Plays Toy Store x 2 and in commercial areas (T4/T5)

    - The Compound x 4 and placed just outside towns (T4/T5)

    - Good Neighbor x 7 in country town

    - Misha Bunny Clothing x 2

    and a converted book store, hardware store, gas station, and others here and there.

     

    I'm sure you've seen that the Prepper POIs come in two types with those that allow regular zombies + Prepper zombies at the same time, and those which only allow the Prepper boss types at the high Tier levels.

  14. Here is a small update for Preppocalypse:

     

    1. Steel Spear

    The Steel Spear has been hooked into the repulsor mod settings for late Game Stage ragdoll antics. Since it appears quite late, based on its Tier appearance, it will better coincide with the more challenging entities and maintain balance. Here is a short video of SpecBytes demonstrating functionality.

    https://www.youtube.com/watch?v=5wdBUKMMBaI

     

    2. There have also been some small and incremental updates in the background for further Twitch Integration. That will continue with a new 'spawn group' on top of the existing individual spawns. These will be more challenging but can be toggled on and off at the streamers leisure.

  15. Congratulations on finding a storage container setting specific to your needs. A custom setting was used in the A18 version of this mod and is in the archives for reference if it is ever needed. Keeping it at default maintains compatibility with other mods that sometimes perform broad spectrum overwrites, and it'll stay as that for the time being.

  16. The Vanilla vehicles remain untouched. Only the Server Side Vehicles are given buffed features and decoratives.

     

    For compatibility, the Magic Bus uses the 4x4 default storage container size at 9x9.

    Using Sparrow's Vehicle Storage Mod can increase it to 10x10.
    https://7daystodiemods.com/sparrows-vehicle-storage-mod/

    There is a limit on how large they can be expanded within the default interface.


    Alternatively go to your Data/Config/loot.xml on the server files or client host files. Search for vehicle4x4Truck storage and change the current size="9,9" to something larger that the interface can accept within its boundaries.

  17. I can also confirm connecting from the solar arrays to the regular and timed relays.

    All of these checks were performed on a new start in Navezgane with only the power mod loading.

  18. Just confirming functionality for (b37).

     

    The solar array connects to the industrial battery which is connected to a spotlight. The cable is showing from the solar array and about to be hooked up to the battery bank.

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    This image shows the connection from the turret array to a battery bank and then the spotlight. All have appropriate cells and shows as functional. I was unable to replicate a direct issue with the solar array to battery bank.

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  19. Here is an update for the Wild West Mod.

     

    - Horses return with their animation and apple feeding feature.
    - The Mutated Entity has received an overhaul.

    - Multiple blocks are updated for collision and aesthetic.

    - Re-balancing for loot and spawn probability where appropriate.

     

    Horse Known Features:

    • Jumping from a moving horse can spook them and keep them in a 'flight' state. Stop before getting off where possible.
    • Brushing/colliding with a stationery horse can spook them and put them in a 'flight' stage. Give each other a little breathing room.
    • Feeding horses from beyond a distance of 1.5 blocks will not initiate the apple vitality feature where they receive 1000 HP. It is set to this distance to ensure you are not feeding another horse close by.

     

    https://www.youtube.com/watch?v=3kgPo2YqRcI

  20. You will have other chances to claim it with the same 20 meat count. They will appear in the biomes from time to time, and you can eventually have your own pack if you desire.

    If you want one now, here are some instructions to make one appear if you are playing in single player or have Admin Rights.

     

    1. Press the F1 key and it will show the game console.

    2. Type 'dm' and press enter. It will activate debugmenu.

    3. Press the F6 key and highlight the small 'biome spawner' choice.

    4. Type Fox. It will show the NPC Fox choice.

    5. Click on the NPC Fox choice and it will appear on your cross hairs area.

    6. Approach and hire with your 20 meat.

    7. F1 and type 'dm' and press enter. It will deactivate debugmenu.

  21. It is not normal. It generally occurs when a player has gone into God mode. God mode puts the players in a 'protected' state and this disables the 'heat' buff that allows the animations to function.

  22. Please try again. It is an A21 way. There will be some lowering and increasing of sound during change of speed, but that's how all vehicles are.

  23. The NPC Mod requires A21.2. It contains the Baker, Nurse, Fox (friendly helpers), and Harley (Bandit). They will appear at a reduced rate out in the biomes.

     

    As for the accompanying Add On Packs or Overhauls which use the NPC Mod to power their own creations, it is very much up to the creators to detail how their packs will work.

     

    One thing you can do though is look at the entitygroups.xml file within the Config folder for any pack you opt to download. The places they are added to, plus their names, will be in the lists. It will use their xml code names but is pretty self explanatory.

     

    As for the NPC Mod specifically,

     

    The Baker, Nurse, Fox, Harley, and a few NPC Mod zombies appear in a group called ZombiesAll. That is practically everywhere in the biomes.

    The Baker, Nurse, Fox, and Harley appear in a group called ZombiesNight. This is the night version of ZombiesAll from that '22:00' time slot until morning.

     

    There are others for SnowZombies, ZombiesWasteland, and ZombiesWastelandNight.

     

    These default NPCs and zombies have been set to appear at a pretty low rate. This is so they don't overly compete with those added in the Add On Packs. They will still appear readily enough though as is being seen in the Outback Roadies Mod. Just having the Baker and Nurse as NPC human type helpers is in context with the theme and working out well.

     

    As a guide:

    1. Get 7D2D fully up to date on A21.2 (b37)
    2. Add the NPC Mod of 0-Score and 0-XNPCCore as the primary dependencies to power the NPC Mod.

    3. Look at just the first post on the front page for a list of all the Add On Packs available. Since each Add On Pack does thing differently, it requires individual guides on each one to how they are doing things. The NPC Mod offers guidance inside it specifically for the Add On Pack creators. It sets a suggested location and spawning rate. This helps them keep parity so they share the biomes, instead of having one Add On Pack overwhelm it. However, it is optional and testing them really is the only way to see how they perform.

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