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arramus

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Posts posted by arramus

  1. 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.

     

    vGb06m6.jpg

  2. 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.

     

    SBrwb9S.jpg

  3. 7 minutes ago, Ratbertt said:

    Howdy!

    Will this be updated for a21?  I have not tried to run it on our experimental server yet to see what all needs work.  I know the entityclass and entitygroup files for sure likely need fixed.  

    Thanks!!

    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.

  4. 2 minutes ago, WahooMF said:

    Loving this mod so far. Great work. My wife and I have encountered a problem with the chicken coop and bee hive. It says the it is unlocked by the Living off the Land perk, but it is still locked after have all 3 perks. Is there a magazine we need to read too? Or is it not worded right in the config. Thanks for the mod!

     

    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.

  5. 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.

  6. 1 hour ago, Sarakatunga said:

    Hello community of 7 days. I'm trying to add buff to the vehicles but I don't know why EntityTagCompare doesn't work. When I write !EntityTagCompare it works but on all entities haha. I am putting the exact name of the vehicle but it cannot detect it.

    in alpha 20 it works! I don't know what happens with entitytagcompare that it can't call the vehicle to insert the buff.

     

    			
    <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" target="selfAOE" range="100" buff="buff4x4Health">
    <requirement name="EntityTagCompare" target="other" tags="4x4Healt"/>
    <requirement name="NotHasBuff" target="other" buff="buff4x4Healt"/>
    </triggered_effect>

     

    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.

  7. 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.

  8. 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.

  9. 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.

  10. 45 minutes ago, RAGE PVE said:

    I could comment them out for now and see what changes later on perhaps.

    Good luck with that. Things have changed in there...hence no server options folder offering a multitude of choices as it's simply impractical.

  11. 6 hours ago, MandyCMoore said:

    Will this be updated for A21? Going to test it with it later, but just in case it goes wrong, I wanted to check. Lol. We can't play without this now, we've been hooked a long time. Lol. Thanks!

     

    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.

  12. 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.

  13. 5 hours ago, RAGE PVE said:

    nice addition with the shooting zombies will have to test that impact, but whereas your army guy that runs with the gun the sniper chap seems to be missing his weapon or was that by design?

    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.

    RU3Kzet.jpg

     

    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.

  14. 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.

  15. 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.
    9TD37tw.jpg

  16. 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.

  17. 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.
    sw48dbO.jpg

     

    Um0sSXk.jpg

     

    They can always be patched up with a repair.

    wmHe8uR.jpg

     

    Thanks to the TFP on this update for A21 as it'll allow Preppers to customise their base colours to match a possible theme.

    BRmHZBR.jpg

     

     

     

     

  18. 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.

     

    Wy5Go2I.jpg

     

    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.

    3VQ7EKY.png

     

    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.

    PjYWcDN.jpg

     

    Some interactions will be reasonable while others can get tough, especially if a few ranged zombies appear at the same time.

    TElL4l6.jpg

     

    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.

    zcTXFDT.jpg

     

    An A20 image, but anyways... There will be such meetings with ever greater chance as a Prepper progresses.

    5jzjGbP.png


    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. ^^

  19. 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.

  20. 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.

     

    Ye1Gmd0.jpg

  21. 1 minute ago, ArcherXCII said:

    Hey i am working on a bit of an overhaul, is there any chance i can use your drill and adjust the chances of getting certain things, Of course i will credit you for coding and assets used :)

    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.

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