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arramus

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Everything posted by arramus

  1. It looks like that is the end of UMA and with it a farewell to the Snufkins Custom Server Side Zombies for A21. I've searched through what assets remain and, unless show otherwise, believe a number of essential things are now gone. A non UMA variant based on the existing zombies is still possible but will certainly miss that eclectic mayhem. We'll see what can be salvaged, repurposed, or innovated on.
  2. arramus

    Preppocalypse

    Pushed a few small updates: 1. Rebalanced the Prepper Drill as it was a bit too generous when a few are mining at the same time. 2. Rebalanced Horde Night spawning for special entities. 3. Added the Pipe Baton Fat Cop to the spawning groups as well as the Quest Challenges. Eliminate a Fat Cop with the Pipe Baton. This one can be a bit more challenging that others since he explodes when health hits a certain low point. A21 Pipe Batons drop damage a little but the increase in speed provides that extra damage potential in those delicate moments. 4. Steel Club Big Momma
  3. arramus

    Preppocalypse

    Pushed a few updates in preparation for A21 and general re-balancing. 1. Replaced food can with scrap iron in recipe. 2. Replaced empty glass with 'boiled' water. 3. Reshuffled probabilities for Horde Night. 4. Added a 0 explode threshold to ranged hostiles (so they don't have the explode animation when near death). 5. Increased Steel Nail entity and block damage.
  4. arramus

    Preppocalypse

    A few small updates with Prepper know-how in mind, and for spicing up the biomes/Horde Nights. 1. Pick up and reposition spikes and barbed fencing only when fully repaired. For misplaced traps or base updates. 2. Ability to craft acid, at a cost. A realistic and viable recycle feature for sulphuric acid. 3. Decorative and functional block crafting. 2500 block damage which offers some perimeter defense while also a decorative context. Repairable but no pick up on these ones. 4. Zombie Grace for the Wasteland and Horde Nights.
  5. There is one update comment related to the UMA system which covers a huge amount of the Snufkin Zombies. It is posted as a fix. UMACharacterBodyAnimator assignLayerWeights calling Animator many times This infers the transition to A21 (an update will be pushed where possible) should not only be quite seamless, but also more efficient for game play.
  6. arramus

    Preppocalypse

    A further update for the Gazz Auger Muffler feature. 1. Gazz Muffler Mod for both the Auger and Chainsaw. To allow Preppers the option of when they want to make the Auger and Chainsaw muffled, a Mod can be added to the helmet. It can be crafted on the player or workbench without and is unlocked. It has no sales value for that reason, and also because the craft resource requirements are pretty low.
  7. The spawn rate is related to regular zombies. For example, one of the Snufkin Zombies will spawn once, for every 10 to 30 regular zombies depending, on which ones they are. They do not spawn in relation to Game Stage for normal game play. They do spawn in relation to Game Stage for Horde Night. It is also dependent on anything else you have installed and what day your World is on. Since your World is new, there should be a lot more Zombie spawns. Your Horde Night is very much guaranteed to see a lot of them.
  8. Really good fun and creative genius. I shall share with some streamers in advance of the streamer weekend.
  9. arramus

    Preppocalypse

    Pushed a couple of small updates: 1. Integrated Gazz's Muffled Auger mod with some updates to make it functional, only apply to the auger, and have a visual icon on the left side just to show it's functional. 2. Expanded the starting Prepper Stockpile Quest with a third stage: Stage 1 - Cooking Basics Stage 2 - Pipe Weapons Stage 3 - Basic Tools These will further expand for A21, but these are sufficient for now.
  10. arramus

    Gazz' mods, A20

    Since the terms of use are so open, and practically 'open source', I'll post this in here as an update for the 'Gazz-MutedAuger' since it is no longer functional with recent updates to A20. It also contains a small custom feature for something I'm tinkering with. 1. Gazz Auger Muffler (Original Updated) https://github.com/arramus/Gazz-Auger-Muffler The Gazz Auger Muffler continues to silence the Auger using Gazz's novel approach, but has a few small updates from the original as follows: - Changed to the updated onSelfRangedBurstShotStart from onSelfRangedBurstShot for a trigger effect (which is why it is not currently functional) - Gave the Auger an additional tag for 'motorToolAuger' to specifically silence the Auger but allow the Chainsaw to continue its sound, since it is typically used in pretty short bursts - Added a small icon to show that it is functioning with descriptive text. Alternatively here is a Mod version. 2. Gazz Muffler Mod (Mod Version for Auger and Chainsaw) https://github.com/arramus/Gazz-Auger-Muffler/blob/main/Gazz-Muffler-Mod.zip The Gazz Muffler Mod can be crafted on the player or workbench and doesn't require unlocking. It is placed in a 'helmet'. It will muffle the auger and chainsaw. Once the mod is removed, sound will be restored. It offers an option to match the occasion.
  11. arramus

    Preppocalypse

    A small update. 1. The toolbelt now has 4 quests, up from 3, when a Prepper first enters a new World. The 4th one has some introductory activities with an emphasis of stockpiling the basics. This Prepper Stockpile Quest will expand over time. It is in stages such as 'Cooking' and 'Weapons' and additions will simply add a further stages. 2. The 7D2D Mod LauncherMos by sphereii has added Preppocalypse to the list. Visit the Mod Launcher Discord here for expert support.
  12. arramus

    Preppocalypse

    Download here: https://github.com/arramus/Preppocalypse Alternatively, download through the 7D2D Mod Launcher by sphereii. Here is an 8K sample RWG World with 1 start point in the very middle: https://www.moddb.com/games/7-days-to-die/addons/preppocalypse8k The biome received a little custom update to ensure the Old West towns are mostly in the desert with one instance in the snow. 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. 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. 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. A few images to display some expectations. The gang are just as to be expected with grunt, feral, and radiated. These are some of the additional entities that have been added to POIs, biomes, and Horde Night. There are a few more that aren't being posted to reduce spoilers. There are a multitude of entity quests. In this one, the quest requests a Prepper to eliminate Moe types with only a chainsaw. The weapon requirement matches the radiated + entity's weapon of choice. As such, quests are based on both a specific entity type and weapon type. Preppers join the World with a few quests for general elimination/hunting and a specific quest to eliminate Hazmat entities with the stun baton. Preppers will join a new World with 4 Quests in the Toolbelt. Some weapons have received a few tweaks, such as faster reload for shotguns and pistols/revolvers, using 3 turrets for Skill 5, custom mods, and so on... Here is a custom weapon just to fill a gap between the lever action and sniper rifle. The Swiss Vetterli is late 19th Century and provides a cross between a Winchester and infantry rifle. Boe also carries this rifle. A variety of additional recipe choices adds to the diet. There are numerous recipe additions on the Workbench, Forge, and Stove/Campfire to expand the regular offerings. That's enough spoilers to give some idea of what to expect on top of regular game play. It is recommended to use an 8K, or larger, RWG type World to ensure the Old West is added in the form of the expanded Old West Migration Mod which has been integrated. Partner Mods for Preppocalypse NPCMod https://community.7daystodie.com/topic/26974-npcmod-a-community-project/ NPCMod Add On FriendZ Add On Pack (since they are also default entities carrying weapons and makes it look like they were tamed) https://github.com/arramus/A20-NPCMod/blob/main/1-SummonFriendZ.zip
  13. The Modpack has been updated as follows: 1. Update to the latest version of Score. 2. Addition of Monobikes. These are hooked up to the traders and custom vehicle workbench.
  14. Here is an update for the Collection. https://www.moddb.com/mods/oakraven-forest-collection/downloads/monobikes Monobikes The vehicles provide motorcycle performance and features in a compact form. They are hooked up to loot, traders, and Grease Monkey Skill 3. They come in 7 types with pretty much something for everyone.
  15. Correct. entitygroups.xml - Using 0 as the probability is acceptable. - Using a comment out feature <!-- xml code --> is also acceptable and is commonly used in default game xml files. Some players like the rocket launcher or heavier weapon NPCs, and for some it can be a bit too much. It is fortunate we can customise the experience by ourselves. That is exactly what the developers of the 0-Score and 0-XNPCMod provide. A nice set of core mods to be used in the way that matches our own choices. For example, an overhaul like The Wasteland Mod: - Turns off most of the template NPC entities - Changes block damage rockets to entity damage rockets - Allows NPCs to be hurt by players. In fact they will attack players who hurt them
  16. entitygroups.xml for the Add On modpack to reduce/prevent spawning in the biomes for the entities you chose. As for killing any NPC, that is a core feature and best answered by a primary developer.
  17. Some NPCs are hostile, such as the raiders/bandits, and can be killed. Other NPCs are non hostile and are survivors or even hireable NPCs. These ones cannot be killed unless they have been set specifically to take damage from players.
  18. The Dangerous Cities Mod, with the folder beginning with 'K' loads after the Oakraven Collection Mods with 'B' and 'H' since they load in alphabetical order. The Dangerous Cities Mod rewrites everything that loads before it and wipes out their spawning settings due to the way it was coded ('set' command). It is possible to allow the Dangerous Cities Mod to be compatible with other mods that use custom spawning so that it can do its thing and not overwrite them, but that is the creator's choice. It would be easier to simply rename A21, and beyond builds of the Oakraven Mod Collection, as ZombieOak-BeeHives or ZombieOak-HydroponicUndergroundFarming to give them a higher chance of loading last. Since Oakraven's mods add to the default game rather than replace or overwrite things, it wouldn't cause issues for other mods.
  19. Step 1. Stop the Server. Step 2. Rename the BeeHives mod to ZBeeHives. Step 3. Rename HydroponicUndergroundFarming mod to ZHydroponicUndergroundFarming. Step 4. Restart the Server.
  20. 7 Days has a regional respawn delay feature on top of the regular spawning rates and respawn time which reduces respawning in areas players have visited and can make them appear barren in areas that are repeatedly revisited over a short period of time. I believe Wasteland at night is the exception. This typically happens on Worlds which are quite advanced in SP. It tends to happen faster in community servers because of the player traffic. If you have never seen a Bee Log at all in a single playthrough, then that is an issue. Can you confirm things like: - any sightings at all - gradual degradation over time for visited regions - day number - max allowed entities is default for sufficient spawning I have been unable to confirm they are not appearing beyond the regional reduction dynamics that are associated with visited regions and a part of how the game developers intend things.
  21. It's decent you took a look through the xml to consider how it's all working out. The Bee Logs have their very own spawning group and entitygroups group as follows: spawning.xml - This tells the Forest to spawn the BeeLog entitygroup in both the Day and Night at the given count and respawn delay. <append xpath="/spawning/biome[@name='pine_forest']"> <spawn maxcount="1" respawndelay="3" time="Day" entitygroup="BeeLog" /> <spawn maxcount="1" respawndelay="3" time="Night" entitygroup="BeeLog" /> </append> entitygroups.xml - This is the group that the spawning.xml will trigger to appear in the Forest. <entitygroup name="BeeLog"> <entity name="animalBeeStump" prob="0.1"/> <entity name="animalBeeStump2" prob="0.1"/> <entity name="animalBeeStump3" prob="0.1"/> </entitygroup> The entityclasses.xml shows how the Bee Log starts as an animal, gets killed by a buff, and then drops as a gore block to become the harvestable log. I can confirm it works as intended. There are occasions where it doesn't work where there is a conflict with another mod or overhaul.
  22. onSelfrangedBurstShot was removed from the game around August 2022. It was replaced with either onSelfRangedBurstShotStart or onSelfRangedBurstShotEnd. It appears that some files need updating.
  23. It is possible, but not recommended. Check the discussion and feedback for enZombies about POI spawning zombies like these.
  24. Adding <property name="MaxDamage" value="500"/> to the blocks.xml block choice with 500 being changed to the appropriate value for your server needs can increase from the default value the game sets.
  25. This Oakraven Modpack contains the collection of individual Oakraven Forest Collection modlets, additional custom content that isn't provided as modlets and is only in the Modpack, and third party mods from the community. Some work with EAC on and some with it off. It really depends on if they have a Harmony patch .dll or anything else EAC looks for. Trial and error testing on this type of bundle for server hosting.
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