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arramus

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Everything posted by arramus

  1. These are sensible comments with compatibility expansion options. Now they are posted here, players can consider them for themselves based on what additional food recipe mods they install as the discussion shares adding new recipes to the OaksCooker, switching OaksCooker back to campfire, having both options listed as the same time, and anything else players wish to do with it. In time these posts will get lost a little but anyone doing a search in this specific thread will find the hits they need. Overhauls such as the Wild West Mod, AOO, and Preppocalypse make use of Oak Mods and customise them in their own way. I believe the intention was to release the tools and let modders/players enhance them as they see fit since many of the xml files are pretty self explanatory, and trial and error can do the rest. Responses are always very forthcoming here as well for specific requests.
  2. Since download links have been provided directly in this thread, I am posting here to ensure other players/server admin, and the original creator, if they read this thread, are aware of the current progress and considerations. I won't be joining the Project through Discord, but will provide a little feedback and some pointers to consider directly here: 1. There are currently 41 load out errors. These are related to AssetBundle and just require updated pathing. I am sharing this here to save any pain for players that are downloading directly from the link provided because they will inevitably post here with bug reports. For example: <property name="Meshfile" value="#Other/Items?Weapons/Melee/Knives/machetePrefab.prefab"/> has been updated to: <property name="Meshfile" value="@:Other/Items/Weapons/Melee/Knives/machetePrefab.prefab"/> This appears to be something to assist Xbox users. This will change (bb code is not embedding appropriately): https://i.imgur.com/mwTcmVv.jpg To: https://i.imgur.com/pecEuO1.jpg Fortunately, the log will give some hints on this such as Items or Vehicles. However, it will require manually searching as well. 2. Quests containing ZombieUMA such as Amelia's Gyrocopter and Spirit of Vengence have unfortunately lost their main entities because ZombieUMA is no longer functional for A21. A replacement default entity is certainly very possible. 3. Consider updating ModInfo to A21 standard. For example, for A20: <?xml version="1.0" encoding="UTF-8" ?> <xml> <ModInfo> <Name value="White River Tools of Citizenship - Molino Bulletproof Glass(Rebuilded)" /> <Description value="Bring a supply of Bulletproof glass to the trader to receive a Clear Bulletproof Glass recipe or assets." /> <Author value="arramus, with full credit to those who laid template foundations (Requested by Fuzzy Pug)(Rebuilded by 7DaystoDie.JP)" /> <Version value="A21_1.0j" /> <Website value="https://community.7daystodie.com/topic/12269-white-river-tools-of-citizenship-quests-a20-with-df-multiple-languages/" /> </ModInfo> </xml> becomes for A21: <?xml version="1.0" encoding="UTF-8" ?> <xml> <Name value="7-WhiteRiverToC_Molino_Glass" /> <DisplayName value="White River Tools of Citizenship - Molino Bulletproof Glass (Rebuilt)" /> <Description value="Bring a supply of Bulletproof glass to the trader to receive a Clear Bulletproof Glass recipe or assets." /> <Author value="arramus, with full credit to those who laid template foundations (Requested by Fuzzy Pug)(Rebuilt by 7DaystoDie.JP)" /> <Version value="21.0.1.1" /> <Website value="https://community.7daystodie.com/topic/12269-white-river-tools-of-citizenship-quests-a20-with-df-multiple-languages/" /> 4. Change Rebuilded to Rebuilt or Restored. 5. Vehicle buffs are not currently functional for adding decorative attachments. I'm sure there will be others, and all the best to the Project Team.
  3. <xui> <append xpath="/xui/ruleset"> <window_group name="workstation_scholarDeskFap" controller="XUiC_WorkstationWindowGroup" open_backpack_on_open="true" close_compass_on_open="true"> <window name="windowCraftingList"/> <window name="craftingInfoPanel"/> <window name="windowCraftingQueue"/> <window name="windowToolsScholarDeskFap" /> <window name="windowOutput" /> <window name="windowNonPagingHeader" /> </window_group> </append> </xui> See if that is functional for the xui.xml As for the windows.xml, if you want to use that, it will need to be referenced in the xui.xml, right? In the same way <window name="windowToolsForge" /> is used with workstation_forge. This is not really an area of the game I am very familiar with but these are possibilities to amend.
  4. This is very acceptable. Giving permission to make any changes is based on two factors: - It a stand alone post loading feature that does not change the base files. This is your case and all good to share. - It is incorporated into an overhaul which makes the changes directly but the files are distributed as a package. In both cases, management of the changes is handled by the creator and causes no extra burden for Oakraven to update things should there be future changes in how 7 Days handles things.
  5. The Zeus is the closest there is to a high tech device with the 'electric' bolt particle for its shot. Since it needs fully charging for every shot it certainly has that requirement to ensure it has range and full hit damage. There is no intellect class for such weapons and since this is a simple xml Server Side Only mod, it was released with the smallest amount of invasive properties as possible so it doesn't infringe on other mods.
  6. It seems just updating to A21 is sufficient for now, as there is certainly demand for it. I wish teams who are working to fix and update to A21 success. ^^
  7. Here is a small update for Preppocalypse: 1. Preppo POI. This POI can appear in both the Old West and Downtown Tiling System. It is a T4 with Clear, Fetch, Restore Power, and Infested. It has potential to make a nice player base where permitted. It has a very random name of Eduho & Monik Safehouse, whoever they are. 2. Prepper Bob Trader was move from regular POI folder to Prepper POI folder for organised file management. 3. The RWG Mixer was given a slight update. Since 4 Old West Towns can appear with 'Many' in a Small World (5K and 6K), the number of Tiles was reduced was 6-16 to 6-12 since they can get pretty big. To offset that, Town and Countrytown were slightly increased from 6-8 to 10-12 Tiles across Small to Large Worlds with a similar increase in Many for Towns. This will allow a 5K+ World to receive more POIs within the same size World. This concept was tested in RWG Small World Filler Mod and worked out very well.
  8. There are no recipes that require an empty glass jar for A21 Server Side Weapons. The Crimson Hunter required an empty jar in A20, but that would be only used in 7 Days for A20 and wouldn't be an issue.
  9. Hi HoneyBee. Can you check to make sure the folder hierarchy is like this: Mods > A21-ServerSideWeapons > and then inside the next folder you will see Config folder and ModInfo file. It is important to have the ModInfo file at this level of folder depth. Sometimes this mod can be nested with: Mods > A21-ServerSideWeapons-main > A21-ServerSideWeapons. The first folder with -main is something the storage location sometimes adds automatically and this is not allowing the ModInfo file to be read.
  10. The opening post explains the situation of how limited the transition from A20 to A21 could be due to a multitude of assets finally being removed even though they hadn't been used by the game developers for 2-3 Alphas. There time had simply come. Remaking can be a long and arduous process and an invitation was offered for anyone who would like to get involved. As such, adding new weapons really depends on community input. As for your own disappointment in the lack of any Int-weapons (your primary stat). This is often a very subjective topic and the range across the spectrum of what is considered T0, T1, T2, T3, and T3+ weapon is guided by personal bias and game play preferences. How would you describe Int-weapons and how they match your primary stat? Is it linked to GS viability, game level 0 - 5, rate of fire, HP damage per hit, economics and maintenance, reload speed, close-mid-long distance range, and so on? Knowing this will allow any potential community creators to consider what kind of gaps there are in these Server Side Weapons alongside the regular default weapons.
  11. Here is a new POI for the Old West Migration Mod: 1. Preppo Safehouse This is a T4 Quest hooked up for Clear, Fetch, Restore Power, and Infested. It is the first T4 in the Mod, but due to the Infested hook up it can also be used in T5. An unlocked entrance is at the side after ascending the staircase. It's not quite an iceberg, but there's a nice chunk of bunker action to be had. ^^ 2. In addition, the link has been updated to here: https://github.com/arramus/A21-OldWestMigration It adds in the A21 reference to avoid any confusion. 3. The Old West Migration Tiling text document has also been updated because TFP pretty much overhauled the default Old West POIs and it has greatly expanded Old West Town opportunities. In summary, there are close to 100 Quest Variants with Clear, Fetch, Power Restore, and Infested paired or unique opportunities. Any POI with Infested doubles its Tier spread with the +1 opportunity, and TFP greatly expanded the regular POIs to include this. Additions on top can come for the algorithm that splits when POIs hooked up to all variants of C+F+RP+I will be split up into separates.
  12. ShoudenKalferas hasn't responded to messages or checked in for a long time. This was done out of courtesy and to check intention for the future. Since it is all Server Side Only xml assets, updating to work with A21 and sharing here doesn't seem unreasonable if you have already started. When ShodenKalferas is able to return, it's possible to continue from where things left off. It will allow discussion and collaboration until then.
  13. Hey Old Crow. A20 isn't really going to be touched from hereon unless there is a critical bug. Sorry about that. If this post is for A21, the link is here.
  14. Grondosos. Tonic, piglets, and fertile eggs are not part of Preppocalypse. Please post these questions and concerns in the mod area which supports them.
  15. Here is a search for Tonic, Drink, and Drug. If you can find the one being referenced as the Pepsi can as its texture, then we can continue to troubleshoot further. If not, maybe this is a discussion for another mod, if there are any others in the Mods folder at the same time.
  16. magejosh shared a workaround on the NPC Mod conflict a while back and I'll share the original post here. It was for A20 NPC Mod though and the NPC Mod may well have changed things since then as well. Basically.. NPC Mod uses its own ai package. This post suggests you change the utilityai.xml on line 3 in the A21-ServerSideOnly-Oaks-Pets-and-Guards/Config folder where it says: <insertBefore xpath="/utility_ai/ai_packages/ai_package[@name='Zombie_Dumb']" > to <insertBefore xpath="/utility_ai/ai_packages/ai_package[@name='Zombie Dumb']" > just that Zombie_Dumb to Zombie Dumb without the connecting underbar will match how the NPC Mod does it and have somewhere to add the Oak guards to. However, I'm not totally sure which version you are using and for A21, I don't believe that still exists. Try changing it to: <insertBefore xpath="/utility_ai/ai_packages"> instead. And if that doesn't work, you can try something very specific to the NPC Mod with: <insertBefore xpath="/utility_ai/ai_packages/ai_package[@name='NPCModCore']" > As for the turrets shooting the pets guards, it's just the way the two classes interact and is a TFP feature. For a Server Side Only mod, classes is very much a hard coding thing. We could stop the Turrets from shooting the NPC guards by changing the human guard class settings but not the animals as there was no real alternative. It would also be nice to be able to pick up the pet guards in the same way we can with vehicles, but their class does not appear to accept it under normal circumstances for such an xml mod. It may be possible, but without the input of an xml expert, it's not within my capabilities.
  17. Here's an update for Preppocalypse: 1. Added an additional Quest opportunity to the load out toolbelt for new players. For players on existing Worlds who plan to update, it is possible to find this Quest in creative mode under 'dev' mode. Search for quest and it'll show the I.V. Stand Icon. The note explains that we need to place a Prepper Screamer I.V. Stand on a surface and wait for Screamers to appear. Eliminating 100 Screamers brings a reward and lets the Quest loop back to the beginning. The Prepper Screamer I.V. Stand can be crafted on the Workbench but needs unlocking at 50/100 with Workstations Crafting Skill. Place and the Screamers will appear pretty quickly. The more you place, the more appear. This addition is for mid/late game stage. Preppocalypse aims to expand and enhance gameplay for mid/late stages and this additional feature will allow players an additional activity on top of the new high tier Infested Quests, and Preppocalypse Rad+ entities.
  18. The title is a touch odd, but it's simply a play on 'I scream for ice-cream', and the explanation should clarify the choice. ^^ This mod is simply a 'Screamer Beacon' which uses the new I.V. Stand for A21 to attract a Screamer and her Minions. This type of mod has been around ever since the 'heat' system became a thing, and this just fills that gap in a new way. It can be downloaded here: https://github.com/arramus/A21-ISqueamForIVScream It is a simple to use mod and is 'Server Side Only' since all of the assets are already contained within the game. As such, it doesn't need to be installed by clients joining the server. Here are a few images to show how it works: The Screamer I.V. Stand can be unlocked at Level 50 under Workstations. This is the same stage as the Chemistry Station. It cannot be looted or found at the Traders. The description explains how it is placed on a surface and will attract Screamers. The more that are placed, the more can be expected to visit. Crafting requirements. With a Level 50 unlock, it is designed for mid/latter stage game play. Place on a surface. Pick up when no longer required. Should it be damaged, it needs to be repaired before picking up. This just requires a little polymer. Arrival. Departure. Arrival. A fun little mod for: - Wasting some ammo with target practice - Testing a Horde Night base ahead of time - Adding some variety to gameplay
  19. Things are not quite resolved on what to do with the wells and things. This collection was primarily to complement the existing way 7 Days does things, and keeping them as they were for A20 would be overhauling how A21 does things. The Wild West Mod is still using them in A21 but a 'Water Collectors' using the same mechanism as the Dew Collectors. They are collecting ground water in the bottom of the well as it seeps in at the same regulated quantities as the Dew Collector. Oakraven is updating a few other bits here and there and then the wells will get some attention either way.
  20. After editing the prefabs.xml, and performing a chunk reset around the particular POI in question, or a region reset for the whole region it is contained within, the prefabs.xml edits can take effect since the cached data has been purged.
  21. Yes, that information should be posted on the 7daystodiemods.com website. Please let them know that. We have nothing to do with the information posted there. It is simply copied from here by the webmaster for that website. The did not copy that important information. Ask them to help you fix the problem because all we can recommend is to start a new World.
  22. It'll take time, but some have moved over to A21.
  23. (A21) RWG Small World Filler increases the POI fill ratio on an RWG 5K and 6K World. It can be downloaded here. https://github.com/arramus/A21-RWG-SmallWorldFiller It is provided based on feedback from Server Admin who are content with their 8GB RAM hosting packages but find 8K Worlds with a few mods pushing them over their limit after just a few hours in the A21 update. They appreciate that it is recommend to have regular restarts (6-12 hours) but this wasn't such an issue with A19 and A20 as things were moving in a more optimised direction. A21 came as a bit of a surprise. It is also of benefit for SP where an 8K may not be necessary due to the size but a greater density of POIs may be supportive. It has been designed to be used on a Client PC using the RWG creator before uploading to a server. Here are a couple of images to show what it does: This is the World Seed and Settings used for this example. The image on the left shows a default RWG World using the above World Seed and Settings. It provides 10 Traders for 2269 lines of prefabs.xml. This does not mean 2269 POIs. It simply means that everything that goes into making this 6K World (tiles, POIs, decorative fillers, etc) is governed by that many lines. The image on the right shows the Small World Filler change using the identical World Seed and Settings. It provides 12 Traders for 2863 lines of prefabs.xml. This offers a POI fill ratio increase of about 20-25% on a 6K World. When a small community of about 8 players is using a 6K World, even with POI enhancing mods, the additional hit has been reported as minimal if at all. It gives the POI benefits of a larger World but in a more compact setting. It does not try to be excessive, but more enhancing to give Server Admin greater stability and a little more RAM redundancy before the next server restart is due. What does it do? - It allows a gateway and trader to appear in the Old West - It slightly increases Old West tile size from 2-3 to 4-6 tiles - It slightly increases Country Town residential type areas from 6-8 tiles to 10-12 tiles - It allows an increase in Town areas from 2-3 for default and many to 3-4 - It slightly increases Town areas from 6-8 tiles to 10-12 tiles What doesn't it do? - It doesn't add any more cities as this can impede the above actions These values can be further edited in the rwg.xml file within the mod to match your own preferences. Just for good measure, here is an image for an 8K World Seed using the same Settings. It provides 16 Traders and 2980 Lines in the prefabs.xml One further 6K which pushes lakes down to 'Few' and enhances the surface area available to POIs even greater. With the RWG Small World Filler, this resulted in 15 Traders in total (3 of each kind) and plenty of looting opportunities with the emphasis on Pine Forest and Desert, but still some options in the Snow and Wasteland for those who want it.
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