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arramus

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Everything posted by arramus

  1. 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.
  2. 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.
  3. Exception: Incorrect region file header! 7dtdsaves\Preppo8K01\Preppo\Region/r.5.-5.7rg at RegionFile.Get (System.String dir, System.Int32 rX, System.Int32 rZ) [0x00060] in <d8d4a14a146d4161bb4e999258a30073>:0 at RegionFileAccessMultipleChunks.GetRFC (System.Int32 regionX, System.Int32 regionZ, System.String _dir) [0x0005c] in <d8d4a14a146d4161bb4e999258a30073>:0 at RegionFileAccessMultipleChunks.ReadDirectory (System.String _dir, System.Action`2[T1,T2] _chunkAndTimeStampHandler) [0x00075] in <d8d4a14a146d4161bb4e999258a30073>:0 at RegionFileManager..ctor (System.String _loadDirectory, System.String _saveDirectory, System.Int32 _maxChunksInCache, System.Boolean _bSaveOnChunkDrop) [0x001f4] in <d8d4a14a146d4161bb4e999258a30073>:0 at ChunkProviderGenerateWorldFromRaw+<Init>d__16.MoveNext () [0x00998] in <d8d4a14a146d4161bb4e999258a30073>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <4bba812690714c578170328b4ec178d0>:0 Just confirming steps. Ah, yes. Requires the presence of an LCB. It was used to attempt to clear a POI taken over which shouldn't have been based on community rules.
  4. Thank you for sharing. This also corrupts the whole region where the chunkreset f is performed on a dedicated server, and requires deleting the region in World Saves. Tested this twice on two different dedicated servers with the first in A21.1 Stable and the latest in A21.2 Exp.
  5. SMX compatibility for the cooking stations was kindly shared by Battousai124. If anyone is willing to assist with creating a compatibility mod in the Discussions and Requests area, it can be added as a link in the opening post.
  6. This question was answered directly in the thread for this Mod and a viable method is for admin to use the console command 'killall all' while close to the Turret Guards. It will wipe out any pets and Animal Guards close by as well and that is something to consider before using it.
  7. @Bigmatt76 Ah yes. This is a biggie for A21. We weren't going to release this Mod for A21 at all due to how much of an issue it would cause, but the requests remained and it was released with a warning. The chunk reset feature is quite bugged on dedi servers and corrupts the whole region. I learned that the hard way. We knew Admin would know about that way to purge the area and guards but that is doing more damage than helping. Here is an alternative for Admin in debugmenu mode. It will be shared in the opening post. 1. Visit the area you'd like the purge guards. 2. In debugmenu mode use the F1 console command 'killall all'. 'killall' purges only zombies. 'killall all' will purge these guards. Testing 'killall' alone. It is insufficient. Testing 'killall all'. It is appropriate for Admin to clear recalcitrant guards.
  8. I tried the Ravager. Great little hop feature and perfectly fits in with the suspension upgrades. I went to a Monster Truck show and saw some jumps and hops that lifted them clean and far. This feature is working out well for those low collision items, low walls and fences, and raised sidewalk blocks. I could even clear a late deco spawning shopping cart while at full speed. A lovely addition to community vehicle options, and so rare to see that hop feature in 4 wheelers, but it is true to life so why not.
  9. Oakraven tries to fill gaps and bring new innovations for the community and we were kind of hoping this one would be released and it just has.
  10. The Deathclaw Gauntlet? Maybe time to go hunting for a Deathclaw to harvest a Deathclaw hand to repair it, if it drops one.
  11. Change the values in the biomes.xml (inside the Config folder) that look similar to this prob=".0007" Increase the number for more and decrease for less.
  12. Things are a little bit shuffled up in there but it all balances out quite nicely with how it's all done after checking it for multiple playthroughs. Go to your Perception Attribute, and add some Skill to your Rifleman. That kind of acts as a replacement for the specific Shotgun Perk. Saying that, you'll also have the Laser Shotgun governed elsewhere. The Strength attribute governs the dismemberment side of Shotguns though based on the Attribute description. Ya, once you find yourself Le Fusil Terribles none of that matters too much anyways. lol The shotguns are also hooked up to the Kill Streak bonus +10% - 50% based on Skill and that really works out well for Horde Night and clearing an Infested POI.
  13. The logs spawn in just the Forest biome and the invalid layer warnings is caused by a snake turning into a log block on an unacceptable surface since it is looking for ground and not asphalt road, etc. It happens with a few Vanilla game blocks as well and can be seen when travelling over a town in Q when debugging and generally references 'childs'. It is a Unity reporting feature that remains in the main game. Removing the log feature entirely and using trees or stumps to drop Queen Bees instead has been a workaround for some overhauls who prefer not to see these warnings. As soon as the overhaul is in a release condition, feel free to request permission to use whichever collection mods are being considered as per the opening post and I'll let Oakraven know. This ensures any use of the paid for content is kept up to date with the original modeller where applicable. They have a pretty open license, but like to be kept in the loop.
  14. The intention is certainly to update each mod, with those being used in overhauls first (the electrics for AOO, hives/coops for Wild West Mod, etc) and then the whole collection where appropriate.
  15. Only in the server Mods folder. It is a 'Server Side Only' Mod that shares configuration settings.
  16. I have been unable to verify that 404 for the main download link and both alternative links. All have initiated a download.
  17. I can see you have joined and can now tag your username directly for sharing the zipped folder. When next visiting Guppy's, it will be possible to find.
  18. I'm willing to share it on the Guppy's Modding Discord as a zipped file if I see you join there. It's a small file and can be added directly into the chat feature. https://discord.gg/krftD5Ap
  19. Here is an 8K World with custom biome and 16 Traders, of which there are instances of the 'Trader Preppo-Tech Trio' consisting of Jen, Hugh, and Joel. https://www.moddb.com/games/7-days-to-die/addons/preppo8k01
  20. I just tested the download from the Github storage location and was able to download it when clicking on the Green 'Code' icon and selecting 'Download ZIP'.
  21. Pushed a last update for Preppocalypse for now since it appears to have reached an A21 balance, and planned additions were realised. Additional updates for the future will be: - More custom POIs. - Rebalancing or bug fixing where necessary. 1. Trader Preppo-Tech Trio This trader supports 3 traders at once and can appear in the commercial tiles or gateway tiles at the 'entrance' to a town type tiling system. The traders are Jen, Hugh, and Joel. Bob already has his own Trader area in the Old West and Rekt is supported by the A19 type farming. The trade off is reduced appearance opportunity. Where a regular Trader has a distance of 1000 between similar types, this one is increased to 1200 to reduce the chances of appearing, but to still ensure it is a feature. The front is a simple looking compound with surrounding car parking area. The teleport for closing time covers the whole internal compound, a truck and container, as well as a rear ranger tower to ensure they aren't exploited. There is an entrance to the rear as well and that also shows the two Helipad landing areas.
  22. Here is a small update for Preppocalypse: 1. Archery Reload Mod This mod further expands the ability of Bow weapons to be used in higher Game Stage. When attached to a Bow or Crossbow as a Mod, it increases reload speed by 15% in a similar way the Bandolier Mod increases reload speed for rifles, handguns, etc. Four very specific Mods for the Bow provide reload speed, additional entity damage, accuracy, and velocity.
  23. Here is a small A21 update balance. 1. Increase Quest Magazine rewards box from 3 to 5 A number of players have commented that crafting books are becoming redundant for certain skills since they are finding better tiered weapons in loot way before reaching the same crafting level. They also tend to skip purchasing from traders since the pricing is not favorable for the minimal gain they'll receive. From T2 quest rewards, the crafting book quest reward becomes common place and this update makes it more worthwhile with the potential to receive 5 types of magazine (2 each), instead of 3. The A21 blocks for construction and additional items opened up in the recipes for Preppocalypse appear to be keeping that side of things comfortable, and this small tester will see if it puts a little more weighting on the crafting side of things for weapons and tools as well, since Preppocalypse is a little more weighted on self reliance.
  24. Oakraven Collection Mods are not made to be compatible with SMX or custom recipes. However: 1. The very first post has a link to a compatibility modlet made by a community member which will integrate the Stoves into how SMX handles them. 2. It is possible to add custom recipes to the Stoves and it has been discussed in some of the posts in this thread by community members who kindly shared their workarounds. The Oakraven Collection Mods were released to work with basic 7D2D features. They have been integrated into certain overhauls and expanded to match their recipes, progression, and custom features. It is not possible for the creator of these mods to ensure they are compatible with other mods and overhauls because updating and maintaining compatibility would require constant collaboration patching. The time required would make that a project in itself.
  25. Here is a small update for Preppocalyse. 1. Snow Biome Deco POIs. Here are a couple of deco POIs which appear randomly in the snow biome. They are small additions to complement the new A21 POIs that were added to perform a similar feature but through the regular RWG POI placement. The difference with these ones is they are random and can appear multiple times but placed far apart. These have also been added to the Old West Migration Mod which is integrated into Preppocalypse. 2. Other deco POIs for the desert and pine forest were given a small update, and spawning chance, since A21 new items are competing for space and deco POIs were very rarely appearing.
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