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arramus

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Posts posted by arramus

  1. The Wild West Mod brings in all of the Old West Migration Mod POIs with a little customisation to further age them, a heap of Old West POIs from Chaz (30+), and some very high quality POIs from POI creators as custom POIs. There are over 100 regular kinds and another 30 or so hand placed ones. It's quite an experience in there these days since the World is also hand crafted with paths and tracks instead of roads.

  2. Here is an update from A20 that could be brought back to A21 thanks to direction from Bdubyah.

     

    1. Quest Note Eliminations

    Special entities carry weapons. Finding a Quest Note specific to one of the entities requires a player to complete 25 eliminations.

    For example, eliminate 25 Hazmat Entities carrying the Nail Gun. However, there is a catch. The entity can be killed with any weapons, but eliminations are only registered if the player is using a required weapon. The description of each Quest and the Quest requirements show what weapon should be used for each entity.

     

    The Quest instructions show the need to eliminate 25 Stun Baton Hazmat Entities.
    The requirement is to only use a Stun Baton.

    n1LXcRu.jpg

     

    Completion shows the count has gone to 1 of 25.

    febhpcO.jpg

  3. I just did a check up on TFP Old West POIs and there has actually been a lot of updating both visually and for the Infested game mode.
    The Old West in general will be a lot more stimulating, and with the Old West Migration expansion, will make it pretty viable for Tier 1 to Tier 4 completion with a token gesture for T5(+). The additional deco includes things like the Old West hanging lantern at Fine Swines, the Old West Piano, Horse Shoes, and context specific pallets for flour, fertiliser, etc.

     

    Whichever TFP/Partner member(s) took the time to do this, much appreciation here as it really adds to the immersion and game play value.

  4. Pushed a small update:

     

    1. Infested

    - 3 more POI (T1 x 2 and T2 x1) were given Infested Mod just to bring a few more low Tier versions into play for players willing to take the risk for an Infested Loot Box.

     

    2. Vehicle Parts

    - Added a few more Pass 'n' Gas or Vehicle Parts Boxes to offset the reduction of vehicles in the Old West Tiling System.

  5. It seems the NPCCore just received an update for A21.1 but will push an additional update due to dedicated server bug fixes as things further improve. Not sure how switching from b6 to b12 will impact things either. For the Server Side Zombies though, Scorcher was bottom of the list and should start appearing now that a parsing issue for last entity in a list has been added to the list of fixes for b12. Thanks to the Guppy's for observing it, digging through the code to find it, and then suggesting a fix to resolve it.

  6. Here is a small update for Preppocalypse.

     

    1. Old West Migration Mod POIs were updated to include 'Infested' Quest Mode and has been update in Preppocalypse since they are bundled together. This update was tested on a dedicated server on an existing World and caused no conflicts or apparent issues when started and could be completed appropriately. Saying that, any changes to an existing World do have risk and a back up is advisable for anyone testing this update.


    School Stop is a T3 with T4 list potential due to being hooked up to Infested. Zombie count increased from a potential of 30-45 to an actual 56 on a test.

    Y0qcqnE.jpg

  7. Here are a few 'small' updates for the Old West Migration Mod:

     

    1. Infested Quest Mode

    Of the 51 Old West Questable POIs (custom and default), 6 have been hooked up to 'Infested' Quest Mode.

    This is a very nice new Quest Mode from TFP and serves POIs in a few ways:

    - Allows them to add +1 to their Tier level. If the POI is a T3, hooking up for 'Infested' allows them to appear in T4 due to the extra challenge.

    - Provides a fun and novel experience for POIs we may know well.

    - Expands the Old West Migration Mod with T4 Quests which none of the POIs are made for.

    - Simply expands the options available.

     

    Here is an example:

     

    Sunny Side School is a T3 with the potential for Clear, Fetch, and Restore Power.
    With A21, this now expands to a T4 Infested that will be listed with T4 Quest opportunities  possibly from Old West Trader Bob.

    kCSoslu.jpg

     

    It usually has a max capacity of between 30 to 45 spawning hostiles. With the Infested Mode, a count of what spawned brought it up to 54. That is a fair chunk of zombies in a high density environment.

    QL0I0nW.jpg

     

    For these Infested Quests, the trade off for the extra challenge is a Tier specific Infested Loot Box on top of the regular Loot Box.

    Y0qcqnE.jpg

     

    2. Decorative Update

    A few POIs have been given a little decorative update since some of the new A21 additions are very specific to the type of POI.

    There are still more to do, but this start will be noticable. For example, Nitrary could receive its fertiliser bags. It is also a T5 hooked up for the T6 Infested. ^^

    gpNsEsN.jpg

     

    Liberty Bank also received an ATM out front as well as it's Infested status. That's going to be an interesting one...

    nGW8haj.jpg

  8. Did you recently add or remove a mod? The answer is almost certainly, yes.
    Adding or removing mods changed ID numbers of items and blocks.

    meleeHandZombieTARifleSolderPLUS is an item. It replaces something else that used to have this ID number.

     

    Don't add or remove mods once a World has started unless you can accept this kind of risk.
    Things that can help reduce this risk:

    - Make a backup just in case.
    - Test on a test server.

    - Empty player inventory before restarting the server with new mods or removed mods.

  9. 2 hours ago, Ti2xGr said:

    My son and I made a new rally point in Blender/Unity that we want to drop in, but can't find any code on XML's to use to point to the replacement marker. 

    <set xpath="/blocks/block[@name='questRallyMarker']/property[@name='Model']/@value">#@modfolder:Resources/ggquestmarker.unity3d?ggnewquestrallymarker</set>

     

    Ya, mod load order can be quite troublesome at times, especially when both bring something preferable but can wipe each other out on that one single requirement.

  10. 14 hours ago, Ti2xGr said:

    We are having the exact same issue with 1887, M1897 trench, M31Hunter, and the pump shotgun. Fresh world, have the magazines. Others will craft. 

    Hi Ti2xGr. When just testing the shotguns in Navezgane on a fresh load out, I've been good to unlock and craft. I tested the 1887 as that was first in the list.

    I wonder if you have any other weapon mods conflicting. Hearing the pump shotgun is not craftable sounds like something else is removing it, replacing it, or resetting it in some way.

    Y0fBint.jpg

     

    Feel free to DM on Discord for this one as these are a most worthy bundle to get working.

  11. Bdubs Vehicles are complete models that are imported into the game to provide their custom cosmetics.
    Since 7 Days to Die cannot send these assets directly to players, everybody must have them added to their Mods folder.

     

    Server Side Vehicles do not contain any custom resources. All assets are already existing in 7 Days to Die.
    Only the host/Server needs to have them installed because players already have the assets in the 7 Days to Die game files.

     

    As for the cosmetic modification:

    - Bdubs Vehicles are imported vehicle models with no need to attach anything else.

    - Server Side Vehicles are existing game vehicle models + additional existing game models that are attached to the vehicle models.

     

    The reason they cannot currently be seen is because the 'buff' which allows them to be attached is not functional in A21.

     

    Custom Assets vs Existing Assets applied to Existing Assets, is the primary difference.

  12. Yep. Good spot. Too much toying with overhauls. This will allow them to play nicely together with a specific vanilla node for the icon display and its unique entry for unlock.

     

        <append xpath="//crafting_skill[@name='craftingVehicles']/display_entry[@icon='vehicleMotorcyclePlaceable']/unlock_entry/@item">,vehicleMonoChassis,vehicleMonoHandlebars,vehicleMonoWheel</append>
        <append xpath="//crafting_skill[@name='craftingVehicles']/effect_group">
            <passive_effect name="RecipeTagUnlocked" operation="base_set" level="45,100" value="1" tags=",vehicleMonoChassis,vehicleMonoHandlebars,vehicleMonoWheel"/>
        </append>

     

    Hx6H5YJ.jpg

  13. There shouldn't be any extra recipes, but there is a chance that Oakraven made something more economical to give extra benefit to using the Cooking Stations. At least this was the case in A20.

     

    Yes, after glancing over the recipes:
    Blueberry pie only requires 3 blueberries once it is unlocked and remains that way. Low Skill players start at 5 and then reduce down to 3 as their Skill increases.
    Crafting time is also greatly reduced. A21 increased crafting time by quite a lot in some cases and these Cooking Stations are very efficient in that regard.
    But yes, switching over their crafting area from OaksCooker to campfire will restore their values and open up modded recipes... unless of course you want to add those modded recipes into the Cooking Stations recipe list and just switch that craft area to OaksCooker with a possible extra benefit. ^^

     

    It really just depends on what your community both prefers and accepts.

  14. There are two important areas in the rwgmixer inside the A21-OldWestMigration\Config\ folder.

     

    These two important areas govern:

     

    1. Amount of possible times the Old West will appear in a World depending on the World size.

    Case scenario: If you made a 6K World using 'Many' for Towns, but feel there are too many Old West Towns, change:

    <set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='many']/@value">4</set>

    4 to 3 or 2 to reduce it by 1 or 2 and allow another type of Town to appear instead. The same applies for few and default. This is on the premise that you aren't changing anything below as it will reduce the amount of Old West Towns and not the size of Old West Towns.

     

    2. Minimum and Maximum amount of tiles the Old West will cover depending on the World size. This is the size of Old West Towns.
    Case scenario: If you made a 6K World and feel that the Wild West Towns are simply too big and cover too much surface area, change:

        <set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='mintiles']/@value">6</set>
        <set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='maxtiles']/@value">16</set>

    the number following 'mintiles' or 'maxtiles' to something more appropriate. 6 is set for 'mintiles' and that is actually very reasonable. It creates a High Street with possibly a single intersection branch. 16 set for 'maxtiles' can make a pretty large Old West Town. Setting 'maxtiles' to 10 will allow a High Street and a possible intersection branching off in a few places. 16 allows for a 'square' type Town whereas anything less with retain the long stretches of street. It is set to 16 to allow the chance of a 'square' type full Town and some branching Street Towns as it is based on random selection.

     

    It is very subjective but that 'maxtiles' value is the biggest factor for players who would like to tone things down a little and bring in more appearance potential for Country Town, Town, and other areas like that.

  15. A small update for the (A21) Oakraven Cooking Stations.

     

    Categories are now visible in the top left area just as with the Campfire categories icons. Apologies to those who prefer the long list instead of toggling, but it has been requested repeatedly for a couple of years and it's easier to remove than add. This adds a new file in the Config folder called ui_display. For anyone who likes the single list, simply delete that.

     

    fDt9ai2.jpg

  16. A small update for some of the basic items in Localisation for the German interface. Corrections are most welcome as this was just fed through a translator with the only checks on compliance.

     

    d2xd9IU.jpg

     

    dGRbgUP.jpg

  17. Hirnsturz has been kindly streaming a play through of Preppocalypse in German although his English appears to be very strong as well.

    https://www.youtube.com/@Hirnsturz

     

    A number of messages in the comments following the stream ask if Preppocalypse is localised into German.

    The answer is, it can be, if a kind soul would assist in double checking the end result of an online translation tool to catch any errors or lack of nuance against the original.

  18. The Railgun has been added to the Server Side Weapons download area as a stand alone option modlet.

     

    In the days of the Juggernaut, it was viable. Since the entity mod it was made for has brought the HP down to levels just above default, it is a touch too much.

    It is there and optional for those who want that.

     

    Railgun

    This weapon can be made from Level 75 of the Rifles Crafting Track. It can be made to Quality 6 at Level 100 in increments from 75, 80, 85, 90, 95, and 100. It cannot be found in loot, and is not available from the Loot Box Machine. It remains as close to the A20 version as possible, and apart from re-calibrating aiming sights, it stay true to form.

     

    It can take a scope, if you really need one.

     

    One shotting a Demolisher.

    9mcNKAw.jpg

     

    XZxlolf.jpg

  19. Slots for input crafting area, amount of 'refining' slots, and output area have been expanded in a number of mods. Adding a 4th for the actual refining area would be similar to how adding a third is placed in some mods. It's require some compromises though on layout. Existing mods that add in 3 slots would assist as a template to show how it's done.

  20. Check up on the EntityPenetrationCount in items.xml and progression.xml and how it is added to certain ammo and weapons as an effect type buff.

    I believe that is the multiple target hook up based on how it links to ammo and the progression settings for perkPenetrator and some unique individual cases.

    Possibly appending the bolts with the requirements taken from other ammo will get the result you want.

  21. A21 appears to have removed things like:

     

            <objective type="ZombieKill" id="zombieMaleBatonHazmat" value="50" phase="1"/>
            <requirement type="Holding" id="meleeWpnBatonT2StunBaton" phase="1"/>

     

    ZombieKill is now EntityKill.

    Holding and some other variants tested did not function in A21 quests. It was rejected when loading.

     

    In your case, something like

    <requirement name="HoldingItemHasTags" tags="Magbow"/>

    grabbed from buffs did not transfer over to quests.

     

    There may be something out there, but I have not looked or tested too deeply.

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