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arramus

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Posts posted by arramus

  1. @Purple Yam Jam
    I explored the District Zero files, and since it is an overhaul, it is rewriting all of the spawning group activity and removing all of them for the NPC Mod.

    This is because it loads after the NPC Mod and wipes over the top of parts of it.

     

    Rename District Zero to 0-District Zero. This will allow it to load before 0-Score and 0-XNPCCore since they load in alphabetical order.

    This should allow the soldiers and bandits to begin spawning again.

     

    However, there may be additional unintended changes since the NPC Mod will now be overwriting things in District Zero.

  2. It really depends on how the Better Vanilla Pack is changing things. NPC Mod things generally load before other mods because of the 'alphabetical' loading order. If a mod loading after the NPC Mod and Add On packs makes some fundamental resets, it will wipe out all of the NPC Mod actions.

  3. 4 hours ago, Purple Yam Jam said:

    Thank you for all the hard work on this! This is, by far, a mod I simply cannot play without.

    Does anyone know how to make this work with the District Zero mod?

    For me, the perfect combination would be to have all the robots from that mod, plus the soldiers and raiders from this NPCMod spawning together in the same world. It would feel much more like a human war against the invaders.

    I just double checked with Zilox that he doesn't mind me sharing that the NPC Mod and the Soldiers Add On Pack (I didn't test any Bandits/Raiders) showed functionality for the NPC Mod fundamentals even though some features may not be totally compatible. This is because it may not be his intention for District Zero Mod to be played this way. He is OK about that but reported that someone mentioned it was not working for them. This limited test was more successful to this stage, but any feedback you can share for long term play throughs will help to verify if they can be a good pairing.

  4. There was never a mini mosquito in the predecessor to this pack, and there isn't one in this pack. I believe you are referring to Robeloto's Custom Zombies. It contained an Electric Fly, Firefly, and Fly. I believe it may have been the fly which could cause irritation due to its speed and size.

  5. District Zero replaces all the zombies with bots, and from preliminary testing with the NPC Mod and the Soldiers Add On Pack added in the Mods folder, there are no console errors with loading and the UI for the soldiers remains functional.

     

    It's going to need a lot more testing for sure, but the signs look pretty good on that.

    9ZwHjz5.jpg

     

    4YSUdZx.jpg

    Soldiers hired wasn't showing with the custom interface and there are certainly other things to check, but the Soldiers team up readily enough and carry out their commands.

  6. Oak's Pet Animals and Guards have been updated to A21...

    https://github.com/arramus/ServerSideOnly-Oaks-Pets-and-Guards

     

    However, and this could be a game changer for some servers.

     

    Human Guard Mesh Collision

    The Human Guards do not have a surrounding mesh collision. This means they are impervious to attack and are pretty much immortal.
    A21 removed a number of features related to how the guards are made and this is one of them.

    If this is a problem for your server or play through, the Human Guards can be removed from the loot.xml to allow only the Animal Guards to be accessible.
    Unfortunate, but this is a TFP asset and one that keeps it Server Side Only.

     

    BdJiLmG.jpg

  7. 16 minutes ago, khzmusik said:

     

    With all due respect, I raised all of these concerns numerous times when I was on the team, and they were completely ignored. I had even created probabilities that didn't have these problems, after a couple years of work and testing, and immediately after I left you just discarded all of that work and went with what you had (which is IMHO objectively inferior).

    This image relates to a post on April 19, 2022. It was actually addressed directly to you in order for us to discuss the probabilities that were shared. However, I was informed you had 'left the building'. As such, any attempt for discussion, amending things slightly, and moving forward ended there.

     

    It shows entering a sleeper volume and being faced with 4 fall back entities for Harley, as well as a single instance of a Gypsy entity tucked behind a screen. Since there were 2 other Bandit Add on Packs being tested with the probabilities that were shared, there was clearly something not working out as these fall back entities were taking precedent and the Add on Pack entities were hardly getting a showing. I was very willing to discuss this issue at that time and even made an approach. Please don't start raising things again now when I was unable to approach at that very time and left to go with a solution that resolve this.

    rfLeq0y.jpg

    Feel free to continue in the Guppy's Discord where this kind of discussion best serves the creative side of things. Discussing it here will simply cause confusion for others.

  8. 7 hours ago, Fox said:

    For example, after trying most of them out, I noticed that the raiders spawn in way too frequently and right when you start off with nothing too... giving you no chance against them (especially since some spawn in with rockets or AKs). I've already died 3 times to them and have yet to even encounter a single zombie. It's only day 2. Raiders should be an addition to the zombie based game, not a main focus.

    I shall share 3 new entitygroups.xml files with you in private for the 1-DarksRaiderz, 1-DarksSoldierz, and 1-DarksCleanerz.

    Simply replace the existing ones with the mod Config folder with the ones I provide.

    The goal is very simple, to ensure you don't die without good and fair reason, see the Add On Pack characters as the exception rather than the rule, and to only see the rocket dude very rarely. This will ensure the zombie based feature remains prevalent and the Add On Pack is complementary and game enhancing.

  9. 1 hour ago, khzmusik said:

     

    That standard did not work in A20.

     

    That standard requires each entity to spawn with an equal probability, regardless of weapon type (e.g. prob="0.1" for the Pine Forest biome spawns). This causes a whole bunch of issues:

    • There is always the same chance of spawning an NPC with an M60 as an NPC with a club.
    • There is no difficulty scaling by gamestage or by biome. You meet the same entities in the pine forest as the wasteland; you meet the same entities in NPC POIs regardless of whether you are at gamestage 1 or gamestage 200.
    • Packs with many entities (or that wield more weapons) overpower packs with fewer entities (or that wield fewer weapons).
    • Installing more than a couple NPC packs means NPCs overspawn relative to vanilla entities in biomes.

    That's why my own NPC packs never followed the Core standards, and why I wrote my own "progression" modlets for other peoples' NPC packs.

     

    I sincerely hope you do not consider using the same standards for A21. I certainly will never use it for my own packs.

     

    With all due respect, please raise this discussion in a separate thread just for now and invite people to join it. At this time the key goals are:

     

    - Add On Pack parity

    - Some kind of balance for existing zombies since the Bandits, NPC Helpers, and Survivors occupy the same groups.

     

    I appreciate what you are saying, and you have explained how it all works on a code level numerous times.
    However, we also have to consider individual packs on a case by case basis since some users may only add one.

     

    The previous poster has an issue where the Add On Packs are spawning at the same rate as zombies because they appear with identical probability. That is the issue at hand for the moment. The remainder can come later, and I will certainly read your own thread and the way you intend to assign values depending on weapon type and spawning balance.

  10. 9 minutes ago, BigheadRR said:

    The unlock is at workshop level 50, but it is not unlocked.
    I checked and it requires workshop level 50 and vehicle level 60.

    Thank you for reporting. It is worth at least 60 Zombie cookies.

     

    I have just pushed an update to fix that. The progression.xml had a reference to craftingVehicles and it has been changed to craftingWorkstations for the unlock. And from level 60 to 50 to match the Chemistry Workstation. It was an oversight due to copy/paste from another reference.

     

    To manually update, simply changing those to craftingWorkstations and 50,100 will be appropriate.

  11. 3 hours ago, Fox said:

    I don't know much about modding so I haven't figured out how to lower their spawn rate yet. I might just uninstall that mod until I get set up, and then reinstall it later (or not at all as they are kind of annoying with how often they show up).

    This is something we were starting to build a compliance setting for in A20, and can be further developed for A21. For example:

     

    - Add On Pack creators were encouraged to set spawn rates to 0.025 to 0.1 for biomes to reflect the regular zombie spawns. For example, in the Pine Forest the lowest rate for Zombies is 0.2 for the stronger types. As such, 0.1 was the recommendation for Add On Packs to ensure they will spawn at a regulated rate to complement the biomes rather than take over. At present it is:

     

    Zombies All for most Biomes: Zombie Janitor .2 and we recommended .1

    Zombies Night for most Biomes: .05 for Zombie Dog and we recommended .025

    This ensure the Add On Pack entities that carry weapons are the exception and not the rule.
    This is something we can start enforcing to ensure there is greater parity across the board for Zombie to Add On Pack interactions, as well as Add On Pack to Add On Pack interactions to keep the 'pond life' balanced and stable. A uniform set of rates can ensure compliance across the board and let the Zombies do their thing without getting pushed out.

     

    A descriptive sentence for each Add On Pack will assist with letting down loaders know exactly what is to be expected without taking up to much space. Things are just getting to that stage where these can be addressed again, as just getting things out there was a priority and now it can be more about polishing the experience.

     

     

  12. 2 hours ago, Speef said:

    Can this be installed dedicated server side only??? Or does it require both client and server side?

    Yes, that is a good point and something to add to the description to make it clear.
    It is a Server Side Only Modlet. I added this comment underneath the download link to provide that additional clarity.

    (This Modlet is Server Side Only safe. This means it does not need to be installed on the client machines because it has no custom assets.)

  13. 1 hour ago, ktrain said:

    OK just downloaded and same errors...I placed the files in the spider pack expansion prefabs folder, does that location not work anymore?

     

     

    Based on your placements, I attempted to duplicate it.

    All A21 NPC Mod POIs are placed in the same folder in their single folder instances.

    NhwsN2p.jpg

     

    Bringing up all NPC POIs show they have been placed in the World. The console showed no errors.

    NS4Ogz8.jpg

     

    Visiting a couple of POIs, one which shows as not loading in your output.

    I54mQe8.jpg

     

    xJLaGlI.jpg

     

    I have been unable to duplicate the issue you are facing under similar loading circumstances.

    I was using:

     

    1-DarksCleanerz

    1-DarksRaiderz

    1-DarksSoldierz

    1-NPCXSpiderPack

    2-NPCXSpiderPack-ColonyExpansion (Contained the NPC POIs)

  14. Automated Mining and Ammunition Making Robotic Workstations can be downloaded here:

    https://github.com/arramus/A21-AutoBots

    (This Modlet is Server Side Only safe. This means it does not need to be installed on the client machines because it has no custom assets.)

     

    A few images and instructions.

     

    The green bot is for Automated Mining and the red bot is for Automated Ammunition.

    9IECeDg.jpg

     

    Unlock both on the Workbench under Workstations at Skill 50. This is the same as the Chemistry Station.

    b2NHHDG.jpg

     

    Check under the Science Tab to find both bots on the Workbench.

    u8lg5xu.jpg

     

    These Automated Bots require tools to function. They are cumulative and based on default settings for each one. Simple ammo and mining resources requires the anvil, more complex ammo and mining resources requires the advanced bellows, and the most penetrative ammo and 'supportive' resources requires the crucible.

    YYVvXk0.jpg

     

    The economics of it all is quite simple.

     

    Ammo provides about a 20% better return than making bundles with cost based on player vending machines sales cross referenced with gunpowder production requirements.

     

    Mining uses gas and has no specific economics about it. As such, it can be flexibly adjusted to your needs.

  15. Here is a small optional mod that has been added into the Server Side Zombies PLUS Mod as an standalone extra.

     

    The Server Side Zombies PLUS Starter Kit.

    It offers a selection of basic tools and weapons limited to Q1 - Q3. The main highlight is the mini bike.

    This will help players who are joining a Server Side Zombies PLUS Mod World through their first few days as it can get quite extreme in there.

     

    https://github.com/arramus/A21-ServerSideZombiesPLUS/blob/main/A21-ServerSideZombiesPLUS-StarterKit.zip

     

    A couple of images to demonstrate.

     

    Come into the World with your Server Side Zombies PLUS Starter Kit.

    91Pcurg.jpg

     

    Open the Kit and find some useful goodies to support the challenges of a Zombies PLUS World. On this occasion, the knife and pipe pistol were at level 2 out of the possible 3.

    It wasn't so lucky for the wrench and double barrel shotgun but it's still something.

    33hm9DJ.jpg

     

     

     

  16. Here is a small update:

     

    1. Timid Animals Spawning

    Forest Rabbits and Chickens by day and Does by night, have been updated to 'Rabbits, Chickens, Does, Stags, and (while not timid but passive) Boars' for day and night since they are required for quests... and that is their natural environment.

     

    2. Hostile Animals Spawning

    Forest snakes have been expanded to accept 'Bears, Wolves, and Dire Wolves' at low rates so they will be the exception but will appear.

  17. On 7/5/2023 at 8:56 PM, dayquill said:

    is there anyway to increase the amount of npcs or raiders in the towns/cities?

    There is a way to do that. In fact it is encouraged to make extension/expansion packs for the existing core or add on packs.

     

    7 Days has 4 specific spawning groups for the cities:

     

    ZombiesForestDowntown

    ZombiesForestDowntownNight

    ZombiesDowntown

    ZombiesWastelandDowntown

     

    These allow the higher rates of spawning than out in the biomes. These groups are connected up to places like commercial, industrial, and downtown areas to make them more hostile and populated.

     

    There are some drawbacks however...

     

    - Adding NPCs or Bandits/Raiders into the more populated areas will either see them quickly wiped out by zombies, or gradually wipe out the zombie populations depending on how spawn rates are set.

    - The towns/cities are quite render heavy and having firefights continually blaring is a lot of fun, but in practice causes FPS to drop significantly.

     

    As such the best possibilities are:

     

    1. Have a specific NPC or Bandit POI that is placed in the Downtown, Industrial, or Commercial area. The Wasteland Mod by bdubyah does this to fine effect and it is well balanced. It helps to contain them but still make Questing them in these populated areas possible.

    2. Allow the zombies Add On packs to be added to these City spawning type areas. Since they are allies to regular zombies, it will mix up the variety a lot.

    3. Make a whole new tile set called Bandit Town or NPC Town for hostile or friendlies only. It could remove any zombie spawning. A Bandit Town could be quite something and is simply an extension to a POI in the small NPCMod POI Pack which has 2 large (about 100 x 100) Bandit POIs that spawn in the Wilderness and is only them.

     

    Your idea is sound and very possible. The end result is pretty laggy. We have actually attempted such a feature and found it was best to keep them out of the cities beyond specific POIs.

     

    21 minutes ago, Pantstain said:

    yeah...if you open my mods folder there is a 0-SCore folder...and inside that is the readme and the rest of the files. 

    It would help a lot to see the full log in addition to the console errors for the load out. It just helps to check if there is something prior to those yellow warnings.

  18. 4 hours ago, ktrain said:

    Some prefabs are not loading:

     

    Possibly others I am not using as well

    Did you use the A21 updated versions from here:

    https://github.com/arramus/A21-NPCMod-Prefabs

     

    I imagine not as they were just released for A21 today since things have gone to stable build.

     

    They are loading into an A21 World without error since they got their new replacement blocks and features. A few things may look different or strange but they are functional.

     

    5mDOx29.jpg

     

    yWOJR6I.jpg

     

    ImIvNYt.jpg

     

    bw49W7R.jpg

     

    3OADn8G.jpg

     

  19. A full nest sitting on the ground will remain on the ground once looted, and continually move from full to empty based on a timer after it is looted.
    There are occasions for half blocks in POIs we can see the nest 'floating' since it doesn't recognise that half air gap and drop to the surface. I shall report that as it was a new feature from TFP where loot can lock in place on such blocks and terrain. It shouldn't be occuring on the ground though and is not something I've seen in play throughs or heard reported over the past couple of years.

  20. 9 hours ago, MandyCMoore said:

    Was there a version of this for A19? Maybe this one would work?

    There was an A19 version. In fact, since A19 still holds a place for many people in the community, this new post shares the updated A21, along with A20, and A19 versions in one since it is such a small modlet. A19 could certainly get rough and gritty but at least the 'homestead' feature was more prominent for players in a party who liked to take that role as a support player. That is not really the case with the direction A20 began and A21 has pushed further. All out for ourselves...

     

     

  21. Here is a small 'Quality of Life Server Side Only' combined Modlet for Clear Bulletproof Glass Blocks for A21, A20, and A19.

     

    Download here: https://github.com/arramus/Clear_Bulletproof_Glass

    (This Modlet is Server Side Only safe. This means it does not need to be installed on the client machines because it has no custom assets.)

     

    A few images for A21.

     

    Craft in the forge in exactly the same way as regular bulletproof glass.

    xb9J4lO.jpg

     

    Place

    CRtUUA2.jpg

     

    Ensure you place connecting panes at the same time so they are not rotated. Rotated blocks show seams.

    KJd9SzJ.jpg

     

    Damage the glass

    iwG0FkZ.jpg

     

    And repair with glass

    yvlOgNy.jpg

     

    The left side is regular weak clear glass and breaks instantly.

    ftNWkZ9.jpg

     

    The right side is the clear bulletproof glass with all that extra strength and repair-ability, but at a cost.

    RKVRfZU.jpg

     

    While this is clear glass, it is not as clear as it was for earlier Alpha versions. Possibly the lead... ^^

    fCiilb9.jpg

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