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Posts posted by arramus
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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.
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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.
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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.
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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.
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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.
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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.2 -
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.
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7 minutes ago, Grondosos said:
Also how do you use the piglet and fertile egg. do they need to be placed on farm plots that are 9x9 or something?
Grondosos. Tonic, piglets, and fertile eggs are not part of Preppocalypse. Please post these questions and concerns in the mod area which supports them.
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2 hours ago, Grondosos said:
The one that uses the Pepsi can as its texture. Drinking it doesn't seem to do anything. Its just listed as "Tonic".
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.
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4 hours ago, MandyCMoore said:
I have discovered a couple of issues I was wondering if you could help me sort out. The first, with the NPC Mod & the Guards there must me some sort of conflict because the animal guards still work fine, but the human guards will not work. They still look great & all, but they don't fire at any zombies. Been pulling my hair out trying to figure out what the conflict may be, but I am at a loss. The second, vanilla turrets target the animal guards. Damn thing almost killed my babies! Lol. Is there a way to stop this or a way to heal the animal guards? Thanks so much!
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.
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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.
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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-ISqueamForIVScreamIt 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
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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.
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Correct. What is done is done until undone.
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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.
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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.
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It'll take time, but some have moved over to A21.
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(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.xmlOne 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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Pushed a small update:
1. Recipe Crafting Times
- A21 handles crafting times for recipes differently. In some cases the custom craft time is respected. In other cases it needs to be 20% of hoped for value. It is rather chaotic in there and is a reason something like Mushroom Rice was taking over 15 minutes. Things should be more appropriate now.
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Here is Bushcraft Bites updated to A21, but also bundled with A20 since they are such small folders.
https://github.com/arramus/A21-BushcraftBites
This is a simple 'Server Side Only' modlet. It means it only needs to be installed in the Mods folder on the server or host. Clients joining the server or host do not need to install it at all.
About
Bushcraft Bites provides some simple recipes from basic ingredients that come from trees, stumps, farms, and general loot.
None of these recipes are locked to ensure compatibility with others mods of this type, since some A21 mods change progression and will remove any hook ups.
The crafting ingredients and cooking time are similar to regular recipes although some will be a little shorter.
These recipes provide:
- General sustenance for hunger and thirst
- Recovery of stamina
- Speed boost
- XP boost
- Disease/Infection support
and things you expect from regular campfire/player recipes.
There are 10 food recipes, 3 drink recipes, and 2 crafting item recipes as follows.
Food
- Bushcraft Tin Can Tucker- Bushcraft Stew
- Bushcraft Feral Stew
- Bushcraft Super Vegetable Stew
- Bushcraft Bacon and Egg on Grits
- Bushcraft Hide and Seek
- Bushcraft Acorn Bread
- Bushcraft Pine Cone Jam
- Bushcraft Leatherface
- Bushcraft Blueberry Rolls
Drink
- Bushcraft Pine Cone Tea
- Bushcraft Acorn Coffee
- Bushcraft Sweet Mead
Crafting Items
- Bushcraft Bone Broth
- Bushcraft Acorn Meal
A few images to demonstrate.
Collect some Oak Seeds as part of the recipe for Acorn Flour.
Make some Acorn Bread. Benefit from its curative properties.
The Super Vegetable Stew requires 3 Super Corn which can be a little more demanding these days.
The reward is 20% XP comparable to an Elixir.
Get your stamina boost and curative properties from freshly ground acorns.
A simple play on something familiar.
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The starter kit requires a player to just be joining the World for the very first time as a brand new player. You haven't done anything wrong in that regard.
Accessing the Creative Menu, and giving one to any players who may have missed the opportunity, but prefer not to have their player save deleted and join again, sounds like a fair compromise if the Server Admin accept it.
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Testing the Oakraven Cooking Stoves in the most updated version of the Wild West Mod on A21.1 (b15).
This mod makes a few custom changes to the output area and recipe area.
However, it remains viable to cook from the recipe list without causing the inability to interact.
Consider the following:
1. The Oakraven Cooking Stations are made for a Vanilla environment where they are added directly to the base game files.
2. The Oakraven Cooking Stations can be added to mods that conform to the base game environment such as the Wild West Mod.
3. If the Oakraven Cooking Stations are being used with a mod that changes base game files for Workstation area, they will conflict since they also need to be changed to match that environment. That is not within the scope of how they are released and it is necessary to contact such creators directly.
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Testing the Cooking Stoves for A21.1 (b15)
This test is performed in Navezgane on a fresh World with no other Mods which may cause a potential conflict.
Selecting the Oakraven Stoves on the Workbench.
Initiating a craft for 4 instances.
Placing 4 completed Oakraven Stoves.
Performing a recipe crafting on the Oakraven Stone Stove.
Under those test parameters, the Oakraven Stoves are working as intended.
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The best we can ask anyone to do at the moment is to close their eyes and imagine leaping over a row of Navezgane school buses on a Hell Beast with burning spears alongside the frame and a cow skull handlebar guard shimmering throughout the jump...
That's as good as it gets for now.And maybe also take a look at the icon I use under my username.
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White River - Tools of Citizenship Quests A20, with DF & Multiple Languages
in Mods
Posted
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. ^^