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arramus

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Posts posted by arramus

  1. 4 hours ago, potatoman78 said:

    I'

    'm thinking of putting the wrong file, this time I put each prob has 0 on each entity that I don't want in each entitygroups.xml file (I don't know anything about computer language so sorry if I have any gaps)

    for now I don't see any npc spawning I think the problem and fix

     

    thank you for your help !

    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

  2. 2 minutes ago, potatoman78 said:

    how i can do this? because it's a bit boring of the npc which spawn everywhere and the soldier with rpg which machine guns the map.

     

    I must modify which file to be able to kill any npc? or prevent auto spawn on the map?

    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.

  3. 52 minutes ago, potatoman78 said:

    Hello, I like this mod! I would like to know how to kill the njs because it spawns everywhere I have the raider pack the soldier pack and the survivor pax apart from the raiders I cannot kill anyone

    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.

  4. 45 minutes ago, Jay7 said:

    It's ridiculous how easy that fix was - it worked, thanks a lot!

     

    Has there been something obvious I've been missing, because I tried so hard to fix it, it's kinda embarassing that it got fixed by adding one "Z" 

     

    Best regards,

    Jay

    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.

  5. 1 hour ago, Jay7 said:

    Thanks again for the reply. 

     

    1. There has been not a single sighting of the bee logs or the other plants, I even flew around in god mode and let other players help me search, no result. 

     

    2.  I don't feel like there is a natural degredation but I never had that feeling, even in Vanilla. Ofc looted buildings stay looted, there are wholes in the ground from ore digging and patches of barren land where ressources have been gathered. If you were talking about less animals spawning after hunting some of them down, this works but new animals will still spawn (just less frequently)


    3. The server is currently on day 50

     

    4. These are the lines from the Dangerous Cities mod that should affect the animal spawning:

    Forest:         

    <spawn maxcount="1" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
    <spawn maxcount="1" respawndelay="1.1" time="Night" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>

     

    Desert:

     

    <spawn maxcount="1" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
    <spawn maxcount="1" respawndelay="1.1" time="Night" entitygroup="EnemyAnimalsDesert" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>

     

    The only change compared to the original spawning.xml is a lower respawndelay at night in the Desert (from 3,5 to 1,1) and the addition of the notags.

     

    On my server I changed both spawn maxcount values of the forest and the desert to 3 to see if that would do the trick. Way more animals were spawning but not a single bee log / modded plant.

     

    Best regards,

    Jay

    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.

  6. 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.

  7. 1 hour ago, Jay7 said:

    Hey, I installed some of the mods from the Forest Collection and ran into issues with the beehives and hydroculture plants.

     

    I read the entire thread and seen a couple of players sharing these issues.

     

    I went through the xml data and I might have found the cause for at least the bee logs not spawning. It seems like the snake/beelog entity is not set as part of the WildGameForest entitygroup spawntable. So since it's not possible for snakes to spawn in the forest, there cant be any bee logs either.

     

    Am I right, or did I miss any other xml file that should take care of that? I'm fairly new to this, starting to use mods and edit the xml for only two weeks now - so I might be completely wrong here.

     

    For the Hydroculture plants, I just cranked up their spawnrate, cause I couldn't find another solution, lets see if this helps.

     

    Best regards,

    Jay

    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.

  8. 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.

  9. Here is an update for the Ladle, Pan, and Skillet courtesy of Oakraven.


    The Spike, Chain, and Wire Mod have been added to the Ladle, Pan, and Skillet for all 3 variants as a visual feature. This ensures players can see what mod they are using on top of the impact it has.

     

    b7wmheN.jpg

    52qSz7c.jpg

  10. Structural integrity goes all the way down in areas where blocks are dropping...and yet the cascade continues, pauses, continues, pauses, continues.

    ndCUutD.jpg

     

    I would report it as a potential bug, but don't add anything with a hint of custom features even though it is just a POI, based on a previous response for such a report.

  11. 1 hour ago, Rygaldo said:

    Hi,

    questioning myself that the problem described upside, comes from them, I deleted the other mods that I added personally, leaving only those of "WinterWeen".

     

    I started the game on a save I made on the mission 'Retrieve The Supplies', activating the quest and going to the foot of the house under snow, where the bag is to be found, I put a blow of shovel on the snow outside, very close to the house, the collapse of the whole area of the house, as well as itself, in large part, began...

     

    Of course, if I stay under the collapses in progress, I can lose a life. Once the collapse is over, there is a vast hole going down 10 or 15 meters, some times more, going to the bedrock.

     

    So, I wanted to make sure that it wasn't one of the other mods I added myself that could create this collapse problem, but it turns out, apparently, that it wasn't.

     

    On reflection about it, I thought : isn't it a matter of too much snow accumulation or something like that? And snow has a particular reaction to being piled up. Not like a 'solid' block. And If you put a blow of shovel on the snow block what can start the collapse, it starts...
    I tell that because in some case, I used this tactical action, by removing the snow under a big block, to making it collapse for some big parts of snow...
     

    I don't know but it might be an idea...

     

    Well, I hope you'll find out what the problem is...

     

    THX

    Rygastan

    This problem appeared in the Wild West Mod quite recently from A20.6. In that case it has been in the desert biome and forest biome for POIs like this underground.
    It appears that terrain stability is not what it was in A19 with much more frequent collapses even where there has been sufficient underground support. These collapses are not just occuring in weaker areas either. Once a small areas 'breaks', there is a cascade effect which is collapsing areas which used to have sufficient integrity.

     

    The Wild West Mod has made no changes to terrain and uses no other mods which would cause such an event, but it is still happening. This issue is not just limited to Winterween and appears to be a game wide terrain issue with stability, integrity, and how the voxels were updated for A20.

  12. 1 hour ago, Shadessa said:

    I have the weapons mod and the loot ticket mod installed, when I place the ticket converter loot machine, it doesnt do anything when I press E, no menu etc

     

    Is there something I need to change?

     

    I can confirm that the Loot Box Machine was accessible for A20.7(b1) with the E key, able to convert tickets to Loot Boxes, and then allow Loot Boxes to convert to weapons.
    w54OMSi.jpg

    kAwAJAs.jpg

    There are occasions where using a custom UI mod or other mod which changes the interface in any way can overwrite the code for this mod and remove the interface for interacting with the Loot Box Machine.
    On such occasions, renaming the Snufkins folder to ZSnufkins can allow it to load last (as long as nothing is further into the alphabet, since they load in alphabetical order). Those that load last take precedence.

  13. This log does not show any errors beyond ImprovedRWG warning.

    However, it does not show any gameplay information and it is not possible to understand the gameplay messages.

    If you decide to upload the log to a third party location, consider https://pastebin.com/

    This is the 'approved' website for submitting bugs to TFP.

    And please post in the Modpack thread shared above.

  14. The screamers have not been removed. The Chuckwagon Dinner Bell (Quest) is actually a feature which stimulates their appearance.

    The screamers have not been changed in any way, shape, or form and it's business as usual. It is possible the reduction in automatic weapons and augers has lowered the heat level enough to keep it below screamer spawning level.

  15. This is the Forest Collection. It is a collection of single mods.

     

    The Modpack version which combines a lot of these single mods plus a whole heap of other features is found here:

    Sharing your log is a good first step to seeing if something is not loading correctly as the log will show any warnings.

    I have not used izayo weapons at the same time as using the modpack and have no experience of the combination.

  16. A small addition to the collection.

    https://github.com/arramus/A20-NPCMod

     

    1-SummonFriendZ

    Direct Zip - https://github.com/arramus/A20-NPCMod/raw/main/1-SummonFriendZ.zip

    FriendZ are TFP zombies that can be found in the Trader or in the Biomes.

    They can act as companion 'NPCs'. With the zombie crawling capability, they get through gaps and low blocks quite well during a POI quest. They cost 100 meat in the Biomes or 2400 Coin from a trader (meat included in the price).

     

    Their weapons are buffed as attachments to their hand(s) but they fire as well as an NPC.

     

    1Sr060k.jpg

     

    kkKHMD6.jpg

     

    HidBips.jpg

     

    jywaYID.jpg

  17. 46 minutes ago, swmeek said:

    Finally stumbled upon the Oakraven jukebox and wanted to say what a really cool addition it is to my base ! Well done ! 

    On another note I was curious why the chicken based meals from the coops mod aren't craftable in the Oakraven cookers but only in the campfire ?

    The Oakraven cookers use 'Oakcookers' as the recipes cooking area while the Camp Fire uses default 'campfire'. Oakraven sometimes gives cooking stations bigger crafting queues and output areas and they get separated from the default setup. In the Oakraven Forest Modpack they are connected with the recipe being assigned to both types.

    For A21, since all of the Mods are now released, it may be best to combine some of them together such as:

    - Oakraven Cookers
    - Coops
    - Hives
    - Fish Traps
    - Fish Farm

    since they are common homestead type features which was the original intention. If that is done, they can all be nicely connected.

  18. 1 hour ago, vonerich said:

    I know it's been some time since you worked drawbridges (they are great). Would it be possible to obtain the same 8X3 and 8X1 with railings?

    I shall link to @oakraven so the image can be seen and put in a request. With A21 looming, there will potentially be a fair amount that needs updating including the ramps since the game engine also gets an update as well.

  19. Here is a new Mod for the Oakraven Forest Collection.

    https://www.moddb.com/mods/oakraven-forest-collection/downloads/fishtraps

     

    The concept was fully tested in the Wild West Mod and it has made a nice addition.

    It is ready for everyone to enjoy in a more general format.

     

    A few pikkies.

    Fish Traps are crafted on the Workbench. They need to be unlocked with 'Living off the Land' Skill 1.

    XvnM1jX.jpg

     

    They can only be placed when the player is in the water.
    Thank you to MeanCloud Fishing, which in turn credits ACP Fishing, for inspiration on this feature.

    Nt6u3wV.jpg

     

    Make some Bait (Workbench or Player) with Hooks (Forge), Rope (Workbench or Player), and Meat.

    Bait the Fish Trap. Use secondary action, usually right mouse button to do that while holding Bait.

    0vFv1Jo.jpg

     

    lgw3ybX.jpg

     

    After about 60 minutes for 1 default game day, the Fish Trap is ready to be checked.

    You can find a Catfish, but there are also other things which are carried in the water current.

    JFZJ39H.jpg

     

    Finding a Catfish, which is rarer than most other items.

    zO5lO6H.jpg

     

    Which in turn can be made into Fried Catfish after unlocked Master Chef Skill 1.

    zO5lO6H.jpg

     

    The Fried Catfish recipe provides two portions since Catfish are typically pretty large.

    hy5VcXh.jpg

     

    To see this in action in an overhaul, the Wild West Mod is a great example.

    https://community.7daystodie.com/topic/31237-wild-west-mod-7-days-in-the-wild-west/

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