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arramus

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Everything posted by arramus

  1. These mods are designed for default game play, and there is nothing to fix. The first post shows a link to an SMX patch made by a player who wanted to use both SMX and the Cooking Stations at the same time. The community is welcome to create additional patches for the same purpose for other mods in the collection.
  2. G-Portal allows us to upload with a zip file, or directly through FTP with an application like FileZilla. If you're not familiar with FTP, then just a zip file version is best. A21 Preppocalypse can be downloaded from here as a zip file. https://github.com/arramus/A21-Preppocalypse/archive/refs/heads/main.zip You can also download it manually by visiting the main page first here. If the G-Portal tech team are helping, then they may wish to download manually so they can verify where it comes from. https://github.com/arramus/A21-Preppocalypse On that page, click on the green Code tab and select Download ZIP. However, the folder you need for G-Portal requires going down a couple of folder layers as follows: A21-Preppocalypse-main.zip (This is the name of the zipped folder that is downloaded) Inside there is A21-Preppocalypse-main folder. And inside there is a Mods folder. The folder you want for the G-Portal Mods folder is inside this Mods folder. It is called A21-Preppocalypse. Copy and paste that into your G-Portal tech help communication and they can simply follow the instructions.
  3. (A21) Wild West Mod can be downloaded and played directly through the 7D2D Mod Launcher here. Alternatively, it can be manually downloaded and kept up to date through Github here. Questions about the Wild West Mod can be answered in the Tallman Brad Gaming Community Discord here or through Guppy's Modding Discord here. Introducing the Wild West Mod - 7 Days in the Wild West The Wild West Mod rolls back time to around the Mid 19th Century Wild West America (+/- 20 years). It attempts to remove features which are not time appropriate, and introduce additional features to expand and complement the overall experience. A few examples include: - A hand made custom World called New Frontier with only the 'Old West' type tiling system with age appropriate POIs and features. - Custom wagons replace modern automobiles for salvaging. - Weapons have been rolled back with access to Tomahawks, Revolvers, Winchester Rifles, and an early day Gatling. - Age appropriate food items. - Custom lighting, traps, vending machines, and age appropriate switches of existing assets. - Tiered horses as rewards for Quest Tier Completion. Each Tier sees a progressive increase in speed, greater inventory space, and more decorative appeal. - Custom hostiles that may or may not be carrying projectile weapons. Without giving away too many spoilers, here are a few images to demonstrate. There are over 100 custom POIs with split into those being placed within the Old West type tileset for Towns, and hand placed POIs out of Town and in the Wilderness. Here is Medusa's Paddle Steamer which offers T4 and T5 Infested Quests. Wild West Towns are pretty expansive and offer the full range of T1 to T6 Questing opportunities. Without giving too much away, hand crafted topographic features throughout the bundled New Frontier World by Tallman Brad. It is possible to also make a World in RWG by following the instructions in the Guide contained within the Mod. Expect to meet all manner of adversary from both the known... to unknown... And one tip. Don't shoot the Bison, unless they attack you first. Grab a horse from the Oakraven stables, and the World is yours for the taking. Rumor has it that there are many treasures out there to be had in New Frontier, with the biggest ones being found in the Wasteland Crater, although nobody has returned to tell the tale...
  4. Ya, this all checks out as a dedicated server issue and something in the netcoding which isn't quite allowing things to work as intended. The same applies for certain types of Quests as well. SP is just fine, but dedi servers are not working out. I'm just using the 8 plots surrounding 1 water block for now as it's working out satisfactorily. In fact, after a few harvests, the water level/volume is not depleting and may never. If so, a trade off for not having full access to the farming features.
  5. I'm guessing dedicated server because I can't see the green tinged 'fog' in the background even though this is the Wasteland Biome.
  6. Can you just confirm if this is in SP or on a dedicated server?
  7. Briston introduced the content and gave his thumbs up, so all good there. This vid from about 14:00 gives a nice overview of what players can expect.
  8. Summary: sawmill_01 has a floating barbed wire sheet Game Version: A21.2 Exp (b14) OS/Version: Windows CPU Model: Intel i7 10400 System Memory: 32GB GPU Model and VRAM: AMD RX 5600 XT 6 GB Screen Resolution: Width and Height such as 1920x1080 Video Settings: Ultra Game mode: SP Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? No EAC on or off? On Status: NEW Bug Description: Summary: sawmill_01 has an unexpected floating barbed wire sheet on its outer fencing perimeter on the right hand side when looking up from the lorry side at the entrance. Since this is shown from within the Prefab Editor, I haven't uploaded an active game play log.
  9. Your options: 1. Update the older types with no Trader Teleports from the World. That will require assistance if you are not familiar with the process. There is a requests and discussion channel in this forum. 2. Start a new World with them removed from the appropriate POI Prefabs folder. Either way, it will help to test that the new versions allow the kick out feature to work when it's restored. As for the Rad Cats POI... that's a special case since it has the NPCs. Using the Rad Cats POI during a Horde Night will effectively kill off all of those NPCs and trash it rendering it toothless. Using it as a one off place for the night or extended nights, is what it is and some Server Admin allow it while others do not. They are pretty rare and luck plays a part but it really depends on your own rule set.
  10. The challenge here is to check up on each and every 'The Wasteland' trader and see which ones are hooked up for the A21 Kick Out time. Once that's established and if tests show it works if added, it will require discussion with bdubyah to see if it is acceptable to change any over. I shall share a couple of images to show how it works in a moment after I launch the Wasteland. This is 'The Wasteland Trader Bob' from A20 and converted for A21. You'll see in the menu on the right that 'Show Trader Teleports' is checked. The POI shows no volume surrounding it. As such, even on closing, the doors may be locked but there'll be no kick out. This is 'The Wasteland Trader Bob 2' from A21. [img]https://i.imgur.com/xnL2n54.jpg[/img]It shows that big blue box around it and smaller ones in other areas. They are the ones that will kick you away if you attempt to breach within.
  11. That post was directed at the post before it for Minerva BOS. I don't know if you are gaming buddies or separate posters. However, A20 Traders and A21 Traders perform the kickout feature in different ways. A20 sets a kickout zone around the POI and A21 specifically adds some Teleport Volumes to Trader POIs. It is possible they do not have Teleport Volumes in all of the Wasteland Trader Compounds since they are customised or repurposed from A20.
  12. It will help to share what 0-Score is partnering with in your Mods load out, and by its nature, powering. By default, extended Trader features are turned off and it should just be regular game play as far as that is concerned. However, when paired with something that is adding toggle code to switch things from 'false' to 'true' state in 0-Score, additional game play dynamics can appear.
  13. One additional thing The Wasteland does, is turn off that 0-Score 'one block crouch' feature that allows players to crawl through those one block holes. It is set to 'true' by default but not well publicised. If you really want that feature to remain on as is default, it's another Wasteland blocks.xml toggle. I check from time to time to see if it gets set to false by default but it still remains in that true state.
  14. Here is a small update for Preppocalypse with a recipe that was planned a while back but missed out. ^^ 1. Blueberry Bread Pudding A simple Tier 2 type recipe that makes use of the Bee Hive Honeycomb and Sham Sandwich as part of the ingredients. 2. Additional deco POIs There are a couple more deco POIs that will appears in the Pine Forest and Snow Biomes. These will just add a little more variety to these biomes and appear randomly as players open up these regions. 3. Rebalancing - A few small rebalancing changes were added to increase the deco POIs appearing in the Desert Biome as they became rarer in A21. The addition of new Desert 'driftwood' may be competing for space. - The Honey Pie recipe was also placed under cooking skills as intended. - Red Tea and Mineral Water reduces stamina drain by -15% per level by default, and this has been changed to -20% to slightly increase their effectiveness. All other benefits remain the same. - Special quest book bundles have increased from 3 to 5 since many items still appear in loot at a higher level than players can craft them even when they are specialising in that perk. The aim of the crafting skills was inferred to allow players to be one step ahead of loot, but potentially one step behind trader stock, with the high cost trade off. This small change does bring some rebalance. - Preppo Trader Trio was given a forge as that had been neglected. - All vehicles were given a slightly increased hop to assist dedicated server dynamics where things don't always synchronise appropriately. This brings greater allowances in early/late timing for players from different regions and will reduce getting stuck in dips, fencing, etc. - The Queen Bee has a small chance of being found in stumps. - The Dew Collector will return to the player inventory in full when broken, just as with the initial release of A21. It will also reduce its heat allowance to give player the option to place a few without constant visits from a screamer horde. These updates were tested on an existing World on a dedicated server and player saves were safe.
  15. A good suggestion, and one that is often added to overhauls, and adds to the growing selection of tips and suggestions in this thread that others can incorporate. This can certainly ensure that custom mods with their own recipes are well differentiated.
  16. For the A21-ServerSideZombiesPLUS Mod, go to Config/entitygroups.xml file For the first 10 lists, which are for biomes, you will see things like: zombieRocketPLUS, .025 Change that to just zombieRocketPLUS It removes that .025 probability chance and they will appear a lot more frequently. If you want even more change to zombieRocketPLUS, 1.5 The next 300+ lists are specifically for Horde Night.
  17. Dev Version B26 links. Hardly surprising since the current Dev Version is B28. Search back a few posts to the B28 release and no need to quote my username in posts.
  18. The mauling from all 3 zombies was instant and real. No worries there at all, and highly recommended for anyone looking to add additional variety to their zombie collection.
  19. That's correct. It can set its own wandering horde list but needs to be done manually since it requires configuration. The entitygroups.xml in the Server Side Zombies will show the names to be added.
  20. This mod began life in the A20-Preppocalypse Mod, which continues as A21-Preppocalypse. It is specifically noted for the armed default zombies. A21-Preppocalypse integrates these entities into: - Biomes - Sleeper Volumes in the POIs and added to Game Stage so they appear more frequently as we progress just like regular radiated appear - Horde Night - Screamer Hordes It does not integrate them into: - Wandering Hordes (because numbers are increased a lot compared to default) They were released a this stand alone Server Side Zombies PLUS for A21 because the previous type in A20 were no longer possible. The feature to make them fully functional was removed from the game. This Server Side Zombies PLUS Mod will remain just in the Biomes and Horde Night, since Preppocalypse already performs the requested feature (beyond Wandering Hordes). Consider trying A21-Preppocalypse as it offers much of what is being requested. You'll understand that I prefer not to carry over any more features directly out of Preppocalypse into Server Side Zombies PLUS. A21-Preppocalypse can be found here: As for the Wandering Horde request, it is possible to enfuse them into that group using the Improved Wandering Hordes Mod by FilUnderscore which is found here. https://community.7daystodie.com/topic/26781-improved-hordes-a211/
  21. Here is a small update for both the Coops and Hives based on a request by @lordneg. This update is already used in overhauls such as The Wild West Mod and Preppocalypse. It has shown to be appropriate, and comparable to A21 Dew Collector dynamics. Coops and Hives can drop back to the player inventory when fully broken. This matches how A21 allows the Dew Collector to be broken down to a Dew Collector in the early A21 release and then parts with a possible filter in updates. Here is how it works. After selecting and placing the Coop or Hive of your choice, you still have a chance to pick it up again before placing Chicks or a Queen Bee. However, once populated this is not possible. Once the Coop reaches laying stage and the hive reaches production stage you can break the Coop or Hive and it will drop back into the player inventory as a helper type which can be placed again. Since it is the helper type you can replace it with another type. The trade off is loss of Chicks and Queen Bee. Picture examples to demonstrate. Break the Coop in the Laying/Nesting Stage. Do the same for the Hive in Production Stage. Your Coop or Hive will drop back into inventory to be used again. This can first be seen with the small icon on the bottom right showing +1 for Coop being placed into Inventory.
  22. It is possible to remove or disable zombies which are not appropriate for your friends' game styles. Here is the way TFP do it for disabling, and it is done in the Config folder for the entitygroups.xml file. The number 0 tells the zombie not to appear. It is placed just after the comma and space. An example we can see in the main game is: zombieMarleneRadiated, 0 This tells her not to appear in the Hospital POI for low Game Stage players and helps balance the experience. By changing the zombies with guns in the same way, it can disable them. For example, zombieTARifleSoldierPLUS, .1 can change to zombieTARifleSoldierPLUS, 0 The alternative is to delete the whole entry line. The top areas of that file control how these zombies appear in the biomes. The bottom long section controls how they appear in Horde Night.
  23. Entity mods like this work just fine with current World saves. And if it doesn't quite match the server dynamics, it can be removed as well. Entities can disappear into nothingness unlike items and blocks which can break Worlds and player inventories.
  24. It was not possible in this A20 version and isn't in the A21 version. However, both the Coops and Hives are being used in Preppocalypse and Wild West Mod and they allow them to be broken at laying stage and they drop back into the player inventory to be placed again. This is similar to how the Dew Collector used to drop back into the player inventory, but now only drops a Water Filter with a 50% chance. I shall discuss this with Oakraven for A21. The A20 version is kind of in the archives now and not being touched. This is how it will potentially work for A21 and is how Preppocalypse and Wild West Mod do it. 1. Place a coop or hive. In that empty stage it can be picked up and moved. 2. Add Queen Bee or Chicks. 3. At this stage, once added, the player can break the hive and it drops back to player inventory but the Queen Bee is lost. For the Coop, it has to go one more step to laying stage. As with the hive, the coop can be broken and drops back into the player inventory. This shouldn't be an issue to add this feature since the player will lose their Bee or Chicks and it can't be exploited in any way. Server Admin can accept that.
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