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arramus

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Everything posted by arramus

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Ah yes, the Survivor Camps. Some of them incorporate a fair amount of the crushed cars, on top of other electrical stuff and so on. But yes, there is room for expansion on those to make them higher Quest Tiers and more defensive once clear out. I'm going to make an RWG for this build, and then head on in for some fun. I'll see how many of the Survivor Camps I come across and consider where they can be fortified further. They can make some decent upgraded 'Prepper' Compounds.
  7. Here is a small Quality of Life update. 1. Prepper Crushed Car Defences A21 added a greater variety of crushed cars. These have been added to the Workbench for a craftable defensive feature. There are two kinds, with 11 colours for each each. As a Variable Block, push the 'e' in the same way as we do for changing other blocks to the alternative shapes. 250 Scrap Iron to Craft. They cover a lot of blocks but once they are destroyed it can open up a large entry way. They can always be patched up with a repair. Thanks to the TFP on this update for A21 as it'll allow Preppers to customise their base colours to match a possible theme.
  8. Preppocalypse has been released for A21 and can be found here: https://github.com/arramus/A21-Preppocalypse and also on the 7D2D Mod Launcher. Permission is not given to redistribute any part of Preppocalypse. This includes as a complete mod, or any of the assets contained within. Redistributing Preppocalypse will cause licensing issues for assets that are paid for, and increases the potential for a file mismatch. For more information, read the TFP Guidelines on Modding Policy. Optional Mods (96 Slot Inventory, up from current 60, Always Open Trader, and Fast Forge Fill And Empty) can be found here: https://github.com/arramus/A21-Preppocalypse-Optional-Mods Here is an 8K sample World; Preppo8K02 (updated May 12, 2024). It features a custom biome and 15 Traders of which there is an instance of the 'Trader Preppo-Tech Trio' consisting of Jen, Hugh, and Joel in a multi-Trader compound. Preppo8K02 has only 1 player starting spawn point in the far North West and will offer a greater initial challenge to reach the first Trader. Preppo8K02 https://www.moddb.com/games/7-days-to-die/addons/preppo8k02 Here is a 6K sample World: Preppo6KMay2024. It also features a custom biome that also adds in Burnt Forest as stand alone. There are 12 Traders with 2 instances of 'Trader Preppo-Tech Trio'. It has 1 player starting spawn point in the South. It offers a mellow play through for those who may wish continue playing Preppocalypse during the A22 (1.0) Experimental transition stage. Preppo6KMay2024 https://www.moddb.com/games/7-days-to-die/addons/preppo6kmay2024 The links show a spoiler of the World biome and trader locations, but not the Cities and POIs. CAUTION: Updating to a newer version of Preppocalypse or A21 has the potential to cause player saves to corrupt. Before attempting an update, make a backup of your World/Player saves just in case it is necessary to roll back to an earlier version. If you decide to take the risk, lose your player level and skills, but wish to continue anyway, it is possible to use the 'giveselfxp ###' for XP in debugmenu through the console, and any Skills, Perk Books, Crafting Books, etc through the creativemenu. If you don't want to take the risk, stick to your current build until the play through is complete. Here is an introductory video primarily for new players switching from Vanilla to Mods. Here is a nice introductory series of play through streams from BunnyNZ. It's not just decent to introduce Preppocalypse, but the A21 update as well. And from Hirnsturz with narrative in mostly German, although his English is clearly very strong as well as he translates for his viewers. About Preppocalypse is an expansion for 7 Days to Die, from the perspective of a Prepper. In the context of 7 Days to Die, a Prepper is a survivor who prepared in advance for adverse situations and made it through the initial ‘event’ stage and aftermath. Preppocalypse places the player in the subsequent afterwards. Due to vigilance from before the initial ‘event’, a Prepper already has some features in place. These include increased inventory capacity, enhanced skill potential and choice, and access to other benefits considered helpful for survival. Preppocalypse recognizes a Prepper has an increased chance to thrive. As a tradeoff, in addition to the grunt, feral, and radiated hostile classes, there are ‘others’ out there to provide a more challenging and hostile environment. They will mostly be seen as game stage progresses, but be prepared for some surprises during Horde Night or in the biomes. This expansion builds on the post-apocalyptic theme of 7 Days to Die through an additive approach. As such, the majority of features will be very familiar. Additions are intuitive, enhancing, immersive, in context, supportive, and appropriately more threatening. While there will be periods of extremes, considered choices can restore balance. Players can expect the following: - Upgraded default zombies in the biomes, hordes, and Game Stage linked POIs - A greater abundance of Prepper style quest POIs (custom and TFP conversions) for A21 - Additional recipes that accommodate Prepper/Survivalist/Bushcrafter traits - Upgraded and custom items to facilitate survival against stronger hostiles - Custom questing opportunities as well as other game play features that are in context with a Prepper’s experience of the afterwards. This image shows the Quest Note icons that can be found in safes, except for the Zombie Teddy Bear which is an Animal Hunting Quest that appears in the players toolbelt when first joining a World. Track down these special Zombies to earn a completion reward. Preppers are required to eliminate them with specific weapons. In most cases it is with exactly the same weapon they are using. The Soldier carries an Assault Rifle and must be eliminated with an Assault Rifle to rack up kills for the Quest. In the case of the Gliding Spiders and the Nurse, the weapon shows in the icon or Quest requirements. You will be rewarded with 1 Skill for 25 eliminations using the appropriate weapon. More Quests can be found in secure loot. This image shows Machete Party Girl. She will appear in POIs as a Prepper's Game Stage increases. She will also appear in the Biomes (with a low chance unless you visit the Wasteland) and Horde Nights. She is tougher than a Radiated Party Girl. Some interactions will be reasonable while others can get tough, especially if a few ranged zombies appear at the same time. As a Prepper, the Strengths attribute provides a 'Prepper Strength' Skill for XP, an extra Skill Rank 4 for Cardio, and a few other tweaks here and there. Having access to 3 Robotic devices at Skill 5 is one of those tweaks. An A20 image, but anyways... There will be such meetings with ever greater chance as a Prepper progresses. Credits arramus takes guardianship of the concept, compilation, and distribution of Preppocalypse. However, the following community additions and know-how equally add value to the experience. From Z - A: TFP - Providing the 7 Days base game, as well as the means for the modding community to expand. Tallman Brad Gaming - The Tallman Brad Gaming Community are known for the Wild West Mod. Influence comes in many forms, and Tallman Brad, Medusa, and other community members will see they have left their mark in one way or another. Syco54645 - A19 Farming. Brings back seedlings upon harvesting for sustainability and positive returns. Oakraven - Quality of Life additions such as Bee Hives, Chicken Coops, and the Rock Drill. Oakraven always goes far and beyond to assist mods and overhauls, and it has been a positive partnership on many levels. KhaineGB - Kind use of lockable and expanded inventory mods, including extra forge slots. JaxTeller718 - Expanded Wandering Hordes Mod with a little further tweaking here and there. Haidr'Gna - Invisible Dye mod to assist with hiding armor or clothing. Guppycur et al - Provides a hub for development and sharing. Too many individuals to mention. Gazz - Provided the Gazz-MutedAuger for the community to do with as they wish. EndZ Devs - Thee Legion and May Red for bringing the Preppocalyptic Car from Unity to game. Darkstardragon - Comprehensive one on one support. Briston Gaming - Showcasing everything 7 Days to the community (https://www.youtube.com/@BristonGaming). bdubyah - Template code advice and support. Compatibility with Other Mods There are far too many mods in the 7D2D community for a comprehensive overview. Preppocalypse is light, but it is an overhaul in its own right and makes some aggressive changes in a few areas that will not play well with certain mods. However, one area that remains untouched is the vehicles, beyond direct changes to how default vehicles handle. As such, the follow Vehicle Mods have been tested and verified as compatible with Preppocalypse based on the following: - No console errors on load out. - Unlocking and progression worked appropriately when testing Vehicle Crafting Skills Books - Appeared on the Workbench, or in the case of Vehicle Madness, Vehicle Workbench In alphabetical order: Bdubs Vehicles - https://community.7daystodie.com/topic/11875-a21-bdubyahs-modlets/ Oakraven Monobikes - https://community.7daystodie.com/topic/32157-a21-oakraven-collection/ Vehicle Madness - https://community.7daystodie.com/topic/21143-vehicle-madness-a21-beta-30-ver-4/ Not only are they compatible with Preppocalypse, based on the tests, they are also compatible with each other and all 3 Mods can be used at exactly the same time. Now that is vehicle madness extreme. There will be a couple of things you will notice such as Vehicle Madness icons, and the ability to craft Acorn Flour on the Vehicle Madness Auto Workbench. ^^
  9. A regular zombie in the Forest has a spawn rate of say, for simplicity, 100%. One of these Server Side Zombies will appear with a spawn rate of about 10% for the 'easier' ones and 5% for the more 'difficult' ones. They will appear but at reduced rates. However, for Horde Night, they will match player Game Stage. This means that their chance to appear will increase as the player level increases. The biomes are not set to match Game Stage and these lower spawning rates ensure new players have a fighting chance as they are a little stronger than a regular radiated zombie. Appearances can be increased based on personal preference by changing the values in the entitygroups.xml file. To check the mod is properly activated, an Admin can check if they appear in the spawning list by logging in the console for debug menu and spawning some in manually: F1 to open console Type dm and hit the Enter key to activate debug menu features F6 to open the entity spawner. Things with PLUS at the end of the name are related to this mod.
  10. Here is a small update for the Old West Migration Mod. 1. Trader Old West Bob This trader is tagged to appear in an Old West Town with no greater repeat appearances than once every 800 blocks. In testing on a World, it appeared 4 times, and this was in the 4 Old West Towns that were placed. The Old West accommodates 42 x 42, 25 x 25, and 25 x 50 POI size. Trader Old West Bob is sized for 42 x 42. This fixes the issue where it was spawning too frequently and forces it to be placed in the Old West.
  11. Thanks for asking here because Oakraven can check the posts and be aware of what's being used. Permission is granted and all the best with your overhaul. Feel free to change the loot (both contents and probability) in any way you like. It's hooked up for the new Progression system and that can also be changed where needed although it's in a pretty good place just a little after unlocking the chemistry table.
  12. We tried. It's a slightly different concept but should keep players on their toes.
  13. Oakraven Rock Drill This mod allows us to mine for resources. It can be unlocked after reaching level 60/100 of Workstations Crafting Skill at a Tier 4 type item that is in the same area as the Chemistry Table. The loot.xml governs what kind and how much resource is provided to players after a drilling cycle. An Oakraven Rock Drill requires a Rock Drill Gas Can to power it for each cycle.
  14. The (A21) Oakraven Collection provides a number of Mods offering Quality of Life experiences. The list shall be updated from time to time to include additional Mods as they are created. Even though these Mods contain custom content, EAC use is still typically acceptable since they make no changes to the base game files. Warning/Disclaimer: 1. Adding mods to an existing World is not recommended. This is more so in A21 than in previous Alphas. It can cause unforeseen issues since certain features are 'baked' into a World and changing that environment with new mods (or removing others) can be detrimental to maintaining server/World stability. Unforeseen issues can include seeing blue missing boxes in place of birds' nests for the Coop Mod if it is not added before a new World is created. Adding mods to, or removing mods from, an existing World is at your own risk. We are willing to assist with general mod related issues, but this is outside the scope of where assistance can be provided. 2. These mods are made to expand 7D2D. They are not intended to be used with other non Oakraven Collection Mods or overhauls. Overhaul creators can ask for permission to integrate them in their Mods and make them compatible. Examples of this include Wild West Mod, Age of Oblivion, and Preppocalyse. For incompatibility issues, please contact other Mod/Overhaul creators for assistance as that level of support is not possible to provide, especially where another mod is using a Harmony .dll patch. Terms of Use: - The (A21) Oakraven Collection can be used for personal use or on a community server with private and hidden redistribution. Permission is not given to redistribute any part of the Oakraven Collection in the public domain. This includes as a complete mod, or any of the assets contained within. Redistributing publicly can cause licensing issues and increases the potential for a file mismatch. For more information, read the TFP Guidelines on Modding Policy. - If you would like to use any of the (A21) Oakraven Collection in an overhaul or project, please ask for permission in this thread, since some of the assets are purchased. (Asking directly in this thread ensures full transparency in the case an affiliated creator is involved) Files are kept at Moddb. Moddb has been serving the gaming community for 'eons' and remains stable and fully supportive of what we do. 1. (A21) Oakraven Rock Drill can be downloaded here. 2. (A21) Oakraven Monobikes can be downloaded here. 3. (A21) Oakraven Chicken Coops can be downloaded here. 4. (A21) Oakraven Bee Hives can be downloaded here. 5. (A21) Oakraven Cooking Stations can be downloaded here. 6. (A21) Oakraven Fish Farm can be downloaded here. 7. (A21) Oakraven Power Things can be downloaded here. 8. (A21) Oakraven Ammo Press can be downloaded here. 9. (A21) Oakraven Cement Mixer can be downloaded here. 10. (A21) Oakraven Can Can Bat (melee weapon) can be downloaded here. 11. (A21) Oakraven Goat Bat (melee weapon) can be downloaded here. 12. (A2) Oakraven Briston's Pistons (melee weapon) can be downloaded here. Localization is currently in English, since that is the language Oakraven is familiar with. Submissions for Localization into other supported languages from community members are linked below. Russian - by MeowGuuy
  15. It may be helpful to start a discussion on the UMA/Archetype topic in a new thread since this mod has moved in a different direction for the long term unless UMA returns with full support. That does not seem to be the case though and models become more prevalent. https://community.7daystodie.com/forum/40-discussion-and-requests/
  16. These custom zombies are not added to the Wandering Horde groups. They are only added to the regular Biome spawning groups and Horde Night groups.
  17. A small update: 1. Added some simple decorations to the 3 stables (one is default TFP and updated a little to match its A21 version) and GFV. The decorations are horseshoes and the new piano. I could also test a World to see how the A21 update is impacting the tiling system and capability to make an Old West Outskirt. A20 was very reliable and showed consistency. A21 does have some irregularities and may need to be reported as it is performing a feature that was built into the code for toggling on/off. This was the test seed and specifications. The right side with the desert shows 2 Old West Towns. One is a full on town and outskirt, and the other has only produced the outskirt. Full town and outskirt. Outskirt only. The updated Gateway tile did appear on the full Old West render which shows one of the toggle options has taken. I'll tinker some more and test a few more Worlds. It will also be possible to resize the custom Bob trader to 42 x 42 so it can fit in the Old West and give it oldwest tags. It can be renamed to 'Trader Old West Bob' so it does not replace the default.
  18. Thank you sphereii. That introduction has gone far and beyond, and shows how flexible it can be for very generic, very specific, and conditionals.
  19. That's better. But that's not... Some 8K Worlds drop 2-4 Old West Towns and others nothing. The Wild West Mod overhaul was easy to make it the only Town that appeared simply by removing the rest from placement, and a slider for Town type would be nice to guarantee weightings.
  20. I can't see the problem... Ya, thanks for reporting. It was quite the eye opener when I spawned into a new World and forget he also needed some attention as the Gateway and Trader placement has been overhauled. I just added an update to the Github and removed him for now. The new one is actually really cool anyways and properly set up. Probably best not to meddle with that. The new one is 60 x 60 which Old West doesn't accommodate, and has some new tags for locations and distance from other Bobs (set to 1000 blocks). Another issue is the decoration mini POIs aren't appearing. I'll spend some more time with that but it's not critical for now.
  21. Thank you for introducing some <csv /> for entity groups. Without which, an update to a server side zombies mod would still be on the workbench. I wonder if it's possible to introduce some more 'complex' integrations (at least for me) for what would have previously been: <insertAfter xpath="/entitygroups/entitygroup[ starts-with(@name, 'scoutHordeStageGS')]/entity[@name='zombieArleneRadiated']"> <entity name="zombieSMGArlene" prob="0.9"/> </insertAfter> and with an additional condition for the purpose of feeding into a group only when that entity appears since there is a habit to have them as placemarkers with prob 0.: <insertAfter xpath="/entitygroups/entitygroup[ starts-with(@name, 'ZombieGhostTownGroupGS')]/entity[@name='zombieArleneRadiated' and not(@prob='0')]"> <entity name="zombieSMGArlenePLUS" prob="0.2"/> </insertAfter>
  22. Old West Migration Modlet has been updated to A21. All of the POIs were updated to the A21 block types with a few manually updated in the editor where the convertor had nothing appropriate as a replacement. The Old West Migration now adds the Old West Outskirt by default. All POIs have been given a name which will appear when the POI is in close proximity. As this is an experimental A21 release, there may need to be a few tweaks here and there for both the 7 Days tiling system and the mod. However, it is functional and does as intended.
  23. It is not Snufkin Zombies PLUS. Unfortunately, A21 removed some of the essential features to make it possible to upgrade. It does have its own charms and challenges though and is something where there would be nothing. As we get to learn more about A21 and the possibilities, it will be updated for sure.
  24. Download here: https://github.com/arramus/A21-ServerSideZombiesPLUS (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.) -------------------------------------------------------------------------------------------------------------------------------------------------------- An optional stand alone Server Side Zombies PLUS Starter Kit is bundled with the mod as a separate folder, and can be downloaded here. (It offers a few helper items, including a mini bike, and limits weapons and tools to randomly being offered at Q1 - 3. It is Server Side Only safe.) -------------------------------------------------------------------------------------------------------------------------------------------------------- Ask for permission before uploaded/redistributing (A21) Server Side Zombies PLUS to a Modpack or Overhaul as per TFP's Modding Guidelines. Permission is not automatically granted. This ensures we are aware of how it will be used. There have been occasions where troubleshooting requests are made inappropriately due to conflicts and file mismatches based on it being used in a way that was not intended. Ask first so we are aware of what to expect, and can appropriately redirect questions where necessary. Here is a server side only mod that adds a mix of customised default zombies to the Biomes and Horde Night. There are currently 27 in total. The majority began life in A20-Preppocalypse which is now A21-Preppocalypse but will be shared with Server Side Zombies PLUS for A21 since the Snufkin Zombies are no longer viable in A21. For the full experience with these zombies appearing in POIs and Screamer Hordes, consider A21-Preppocalypse. Server Side Zombies PLUS is primarily aimed at offering a zombie mod solution for Server Side Only Servers. Since an abundance of original Snufkin Zombies cannot be updated to A21 as a server side only mod, due to a change in game files, Server Side Zombies PLUS can be seen as an alternative. There are many things we will miss from the Snufkins, but there are some features that could be carried that will be recognisable. There will also be some new concepts and innovations. This mod is brought to the community by arramus and @oakraven. It will be updated periodically and see some of the old guard carried over and things progress. Credit for the initial concept lies with Snufkin from Snufkin Zombies, and all those who have contributed with advice and input over the years. The initial concept for the Snufkin Zombies was based on the eclectic mix of boss types characters we have seen in many of our favourite games. For example, the Archon character could fly, throw fire, and heal other zombies that were in close proximity. This was actually an idea from Doom and reflects the Arch-Vile character. The A21 version of Server Side Zombies attempts to retain some of that magic, but also bring in some more Zombies PLUS ideas. A few images to demonstrate: The Server Side Zombies PLUS foot soldiers. They carry projectile weapons which do fire, and melee weapons which will hurt both the player and base more than claws. A couple of our flyer friends that were carried over from A20. The generator powering the drone is smoking now and leaves a nice trail. The hostile animal types. They have speed, can jump, fly, and generally cause general mayhem. Our two friends from A20 charged and ready to radiate. Farewell Geist... but hello Large Zombie Plasma Vulture. Zombie Bunny goes straight for the jugular. A heads up to @doughphunghus on this inclusion. It has been a long time coming. And we couldn't get rid of Scorcher that easily. As he was modelled on the Demolition character, bringing him over was pretty straight forward.
  25. I do not believe it will be possible to update to A21. The feature that allows the Zombies to be made, such as the Scarecrow, Undertaker, and Hammer Spammer does not appear to exist in A21. I could be wrong and other community members are welcome to look deeper. It is possible to bring back some of the Zombies into a different server side mod but it won't be Snufkin Zombies.
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