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arramus

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Posts posted by arramus

  1. 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.

    KRe72ou.jpg

    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.

  2. 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.

     

    uKGi5GQ.jpg

     

    EHNWV5h.jpg

  3. 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.

  4. 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.

    Spoiler

    hQ8uISW.png


    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 Preppers 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.

    vKfGKua.jpg

     

    There are a multitude of entity quests.

    gxhPSdI.jpg

     

    In this one, the quest requests a Prepper to eliminate Moe types with only a chainsaw.

    Wy5Go2I.jpg

     

    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.

    vMuUCML.jpg

     

    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...

    2OuQBR6.jpg


    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.

    DtrkfNb.jpg

     

    A variety of additional recipe choices adds to the diet.

    O1ubdR3.jpg

     

    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

  5. 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

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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

  14. 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.

  15. 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.

  16. 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.

  17. 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.

  18. 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.

  19. 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.

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