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arramus

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Everything posted by arramus

  1. There is no specific mod map at the moment because the changes from each experimental build have the potential to break Worlds. The recent update caused a lot of player saves to reset and using an 'old' World with outdated assets can cause that as we saw in the Wild West Mod. Once A21 goes stable, a custom World won't be anything too special. It'll be a carefully chosen RWG with some custom Biome repainting. RWG is doing well for Preppocalypse.
  2. The glow from the Demolition Derby was created using the spear pulsing texture when it had been thrown. It appears to still exist as it has been commented out of items.xml but not totally removed. <property name="StickyMaterial" value="@:Other/Items/Weapons/Melee/Spear/Materials/spearIron_sticky.mat"/> He wasn't added to the pack because the M60 Demolition served that role as it has a projectile attack, large block damage, and retains the explosive feature. The code should carry over to your own build quite nicely.
  3. The yellow warnings are from the Unity game engine being a little over zealous with reporting, and have appeared in this mod from its initial release. Some of these types of warnings also appear with regular non modded game play as well. The main difference is you suggest this keeps appearing. By that, I assume the console window is opening automatically and displaying these messages. This is something I've never seen this mod do or be reported before. I shall test more as I didn't experience it when testing and we haven't had this reported either. Update: I tested in Navezgane on a new World just to ensure there were no other contributing factors and it was a close to default gameplay as possible. I played from joining the World to reaching the first Trader. I was unable to see the console pop up or receive an NRE when ultimately leaving. Here is a video of one attempt. The only time the console appears is when I requested it. I came across at least 5 logs in that time. You are welcome to share your log when this issue happened because that NRE is triggered for a reason and the log should show the reason why.
  4. The folder hierarchy to allow the game to see the Mod (based on being placed in Appdata/Roaming/7DaysToDie/Mods folder) is shown in this image. Directly inside the A21-Preppocalypse folder there must be a ModInfo file. This instructs the game there is a mod to be read and loaded. Reduce the content in your own Mods folder from: 7D2D - Mods - A21 Preppocalypse Main - Mods - A21 Preppocalypse To: Mods - A21 Preppocalypse The other folders were made by Github and are causing unnecessary nesting. The three layers for any mod are 1. 'Mods' folder 2. 'A21-Preppocalype' folder (or any mod you want to install from the community) 3. 'ModInfo.xml' file with all the other folders and files which the game reads and loads. The A21-Preppocalyse-main type folder is out of our hands and created by the mod hosting company Github. It is a trade off for having a dynamic storage location which can work with the 7D2D Mod Launcher.
  5. The left side shows finding chicks in nest. The right side shows adding 2 chicks to a Coop using the right mouse button (secondary action). Sometimes you get a Domestic Chicken when it's ready for harvest, sometimes feathers, and sometimes eggies. Put the Domestic Chicken in a recipe for Chicken Ration or place it on the ground and harvest with a knife.
  6. We have started to check on how things have changed for A21. A lot has been removed, updated, or overhauled. It is going to be quite a lengthy process and some things may never be the same again simply because the assets no longer exist. We shall see what can be patched together.
  7. The Bee Logs (Bee Stump) can ONLY be found in the Pine Forest. There is a 50% chance for it to 'drop' a Queen Bee and a 30% chance to 'drop' Honey. These values can be manipulated in the blocks.xml
  8. The (21) Oakraven Bee Hives have been updated are can be downloaded here. https://www.moddb.com/mods/oakraven-forest-collection/downloads/a21-oakraven-bee-hives#downloadsform A few updates are as follows: 1. Recipes are consistent with A21 items. 2. File naming allows the mod to load after many other mods since it begins with the letter 'Z' and they are loaded in alphabetical order. The majority of issues with this mod was when a mod loading after it would overwrite the Bee Logs and not allow them to appear in the Pine Forest. This name change will almost guarantee they appear unless another mod loads after it with overwriting features. As a pre-warning, if you are not finding any Bee Logs in the Pine Forest and have an overhaul beginning loading after this mod 'Zed-A21-OakravenBeeHives', a name change may be required to ensure this mod loads last.
  9. I sent a short message as we have a small dialogue going (linked to one of the modules for Forge Dwarves) just to see if he is able to check in. It looks like the UMA zombie NPC is no longer viable unless it's been renamed or moved elsewhere, but even these can be overhauled with a default entity.
  10. The Chicken Coops have been updated and can be downloaded here. https://www.moddb.com/mods/oakraven-forest-collection/downloads/a21-oakraven-chicken-coops#downloadsform A few changes: 1. The Birds' Nest no longer glows like a runway landing light at night. 2. There are no unlocks to achieve and it can be crafted instantly on the Workbench... This is because unlocking the Workbench can take quite a long time depending on how lucky we are with books. 3. The Domestic Chicken can now be used in a recipe to craft the Chicken Rations can. This is much more expensive now and making your own is cost effective and allows players to make Chicken Stew.
  11. Hi Ratbertt. It's been quite a while since ShoudenKalferas has visited (about 18 months or so) and there sure is a fair chunk to update. In fact, some A20 things are still pending from a change made mid Alpha. Things like ZombieKill or AnimalKill also need to be updated to EntityKill to ensure they are recognised and viable for the Quests as this covers quite a lot of them. A few community members have posted fixes here and there during these 18 months but it will need that comprehensive update. If you were to start looking at what needs updating, it would probably be doing ShoudenKalferas a huge service if he's been out of the mod for a while.
  12. The mod was updated about 24 hours ago or so with a couple of fixes and updates for the coops and hives. If you are also able to update, it will fix that. I tested the update would cause no problems on a test server at Day 16 and all looked good. The Living off the Land reference for the Coops, Hives (and Fish Trap ^^) are removed now. It was some remnant code from A20 that needed to come out. There was a fair chunk to update and this was overlooked. These 3 are not locked by anything since getting the Workbench can take quite a long time if the books don't come our way and it all balances out. In addition, the Birds' Nests received an A21 update. At night they can really glow a lot, and that glow has been removed. It was something players actually liked in A20 so it wasn't removed. Since A21 is supposed to break the nests, reducing the glow was a small trade off to make them harder to find at night (they were like aircraft landing beacons) since they recuperate every 4 days.
  13. It has been updated, but will not be released yet as there is an issue. One important feature is currently not working as intended. The decorative feature which makes the vehicles look different is not currently doing what it did in A20 and before. It has been reported as a 'bug' and we are waiting for feedback. This is an issue for a few vehicle creations in the community and all are facing the same type of issue.
  14. Buffs and such effects are known to not be functioning in A21 for vehicles. It has been reported and acknowledged in the Guppy's Modding Discord. Time will tell on these.
  15. Any discussions relating to UMA features are best held in the https://community.7daystodie.com/forum/40-discussion-and-requests/ area. I appreciate the reason for the post but this isn't really the place for it.
  16. It is on the list, as is the server side vehicles. The vehicles no longer accept changes and attachments even though they function appropriately. It has been reported as a potential bug ,since another mod uses the same system, but it may well be intended. We'll just have to see what TFP decide to do.
  17. EAC and Microsoft have their own protocols on file distribution and handling. It appears advice and suggestions from TFP has changed over the past 18 months. It is not something I care to delve into until it has been stabilised and fitting into clear compliance. Just as with main directory Mods and appdata Mods still being in limbo.
  18. The introduction post reflects the EAC change for A21. In fact, even some mods using .dll files can accept EAC off. At least for the server side of things. Clients may still be required to turn of EAC with a prompt. A21 stuff is going through an overhaul and all the comments about wiring and so on have been noted. The Fish Trap is looking much better for A21 and the water above it isn't being removed. This was based on the water physics for A20. A21 water physics allow fluid dynamics and water blocks will 'roll' to cover any open areas.
  19. Good luck with that. Things have changed in there...hence no server options folder offering a multitude of choices as it's simply impractical.
  20. The Guards are made using the Unity Multipurpose Avatar system (UMA). It allowed them to be added with customised features but still remain server side only. It appears that this UMA system is no longer functional for A21using the A20 mod values. It cannot be updated due to that. I can not be 100% sure it has been fully removed or simply relocated and it will take some investigation.
  21. I see this was posted in the Discussions and Requests area and it has received a first response. BFT2020 supports a huge amount of modding questions and appears to be assisting with this. The Guppy's Modding Discord is another location where modders congregate and the link can be found in the Tools/Tutorials type area.
  22. This can be considered a bug, as it will appear as the Sniper Boe gets closer. It was very unexpected as every other character appears to be just fine. For some reason, the Sniper Rifle has a different level of detail or distance parsing feature built into it. Unfortunately, it's not something that can be reported as it's being used in a way that is not intended. All of these characters are in the Preppocalypse Mod. In that version the Sniper Rifle is using a custom model for a Swiss Vetterli. That version also places them the ranged and melee default types in POIs as well. Once I see how that goes and things go stable, they can transfer to this mod as well.
  23. The Collection has just updated and added the Monobikes. https://www.moddb.com/mods/oakraven-forest-collection/downloads/a21-oakraven-monobikes#downloadsform With the update A21 unlock system, they have been added to the same area as the Motorcycle. Since this is a mod and not an overhaul, the Motorcycle icon and text has not been changed, but the parts are there.
  24. This is the accumulation of a few years of reading tutorial threads, community modding support in the form of direct advice and reference to existing creations, and some personal preference on direction. It seems it came fast, but was very much a background thing over quite a long time. The Hive at Guppy's is a very productive environment as I'm sure you noticed.
  25. A couple of Old West Towns are in the Desert (even though it is just outskirt and no inner filler but it'll do) and I'll see how this goes. It's up on a dedi based in US West '64.42.177.210:26920' for testing. I'll check out the updated Survivor Compounds for inspiration. The new ramp walkways from the Dev Streams on the one they shared was awesome and I'm sure there's plenty more out there.
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