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arramus

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Everything posted by arramus

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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. 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. 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. 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. Finding a Catfish, which is rarer than most other items. Which in turn can be made into Fried Catfish after unlocked Master Chef Skill 1. The Fried Catfish recipe provides two portions since Catfish are typically pretty large. 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/
  8. Use the file in the Server Admin Spawning Options folder called entitygroups_lite_no_horde_night_version (rename to entitygroups) It does not contain any Horde Night spawning for the custom zombies. Edit out the entities you don't want and rename that to entitygroups. Replace the existing one with your edited one. If you copy/paste what was added above which you shared earlier, you will only see spawning in the Desert at night and Downtown tiles in the forest at night. There will be no appearances in the Snow and Wasteland in the day or night, and Desert and Forest in the day. Start again with the suggested file and remove the entities from all 8 lists. Another file is looking for those lists so it's best not to remove them in full.
  9. Here's an alternative version of Oaks Pet Animals and Guards made for the Wild West Mod. It provides just the NPC humans and 'rabbit' guards. They can be found in Air Balloon drops and the Traders. https://github.com/arramus/Oaks-Wild-West-Mod-Guards
  10. Here is a recent update for the Wild West Mod 1. Bisons Bisons have been added to the Desert biome and Wasteland biome in 3 forms. The Desert has a territorial Bison which will attack you on sight. Players can eliminate this one and receive XP. The Desert has a peaceful Bison which will only attack if it is attacked. Players should not attack this one. Eliminating a peaceful Bison gives minus 2500 XP The Wasteland, Wandering Hordes, and Horde Night have a Zombie Bison. A very simple rule is, if it attacks you without provocation, eliminate it. Otherwise, leave them alone as background roamers. 2. Melee Kitchen Tools A ladle, pan, and skillet can be used as Melee weapons. These are hooked up to Pummel Pete just like a club. They make a boing sound for a solid hit or a gentle thumb for a graze. Here is the hierarchy of strengths: - Wooden Club - Ladle (can be made on the person but needs a repair kit to repair) - Baseball Bat / Cosh - Pan - Steel Club - Skillet 3. Entities A number of new entities have been added to POIs and out in the Biomes. Some shoot projectiles, while others will attempt to chop you up. Here is an example of one of them, the Spider Glider. This one appears in the Forest, Snow, and Desert at night, and the Wasteland at any time. There are a number of small patches and bug updates here and there. One additional and optional side feature is Oakraven's Pets and Guards Mod made into an Oak's Wild West Mod Guards (with just the guard feature). These can be found in Balloon Drops and at the Traders. This additional Mod can be downloaded here. https://github.com/arramus/Oaks-Wild-West-Mod-Guards
  11. Here is a small update for the Snufkin Custom Zombies PLUS: https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2023April29 3 Additional Entities Gunslinger Wight, Momma Tree Barker, and Spider Glider join the Snufkins Zombies. Gunslinger Wight carries two revolvers and can shoot a volley of 12 rounds. Momma Tree Barker throws an axe that can knock players to the ground. Spider Glider is being carried by a Vulture and can throw two fireballs in a short volley. Airborne attack is a much requested feature and all 3 throw/shoot their projectiles from ground level or up in the air. This image shows the fire, axe, and slug coming towards the player. The entities, and some additional unique ones can be found in the Wild West Mod which uses an assortment of fully custom and customised TFP entities in a Wild West format.
  12. As for this comment... (Sugarfreestreaming) if this was your post. The mod was left alone and the original still exists for earlier Alphas. The original creator stepped away and moved onto other things. This update was a community made expansion with additions submitted by members of this forum directly or through suggestions of what they wanted. We first attempted to make a mod with just the originals and then add the PLUS zombies on top separately but it was causing spawning issues at that time. As such, the only alternative was to combine them. The original creator gave permissions for community members to do as they wished with them. Some members have integrated them into other versions, with the PLUS version being one of them. As for eliminating them from Horde Night, there is a file in the Server Admin Spawning Options folder called: 'entitygroups_no_horde_night_version (rename to entitygroups)' This does exactly as it says, provides a 'No Horde Night' version where they only spawn in the day time and Horde Night has only the regular zombies. This was provided upon request, as are a number of other options to allow servers to customise the experience. It seems your list is missing the Archon. This is a fundamental entity as it impacts all other Snufkin Zombies in close proximity to it. Removing it will remove that feature which was intended by the original creator. Just for your notice.
  13. In your words, you screwed up the coding. prob="0.075"/> is not required as it is not hooked up to an entity type. </entitygroup> is required for the first list instance at the bottom. <entitygroup name="ZombiesDesertNight"> requires appending as it does not exist in the 7D2D and is a totally new group for those night time spawns. This instance includes your list for the Desert at night only. I'm not sure if you've removed the Hard Wasteland Night. If it remains then it also needs to be in there above or below the Desert at night group. <append xpath="/entitygroups"> <entitygroup name="ZombiesDesertNight"> <entity name="zombieBiker" prob="0.5"/> <entity name="zombiePartyGirl" prob="0.5"/> <entity name="zombieUtilityWorker" prob="0.5"/> <entity name="zombieNurse" prob="0.5"/> <entity name="zombieSteveCrawler" prob="0.5"/> <entity name="zombieFatHawaiian" prob="0.5"/> <entity name="ZombieBomber" prob="0.2"/> <entity name="zombieCowhead" prob="0.2"/> <entity name="zombieMantis" prob="0.2"/> <entity name="zombieParasite" prob="0.2"/> <entity name="zombiePsycho" prob="0.2"/> <entity name="zombieScarecrow" prob="0.2"/> <entity name="zombieSiren" prob="0.2"/> <entity name="ZombieUndertaker" prob="0.5"/> <entity name="zombieWendigo" prob="0.075"/> <entity name="zombieWrestler" prob="0.3"/> </entitygroup> </append> And this list reflects the choices made for the Downtown area at night, should Downtown appear in the Pine Forest. <append xpath="/entitygroups/entitygroup[@name='ZombiesForestDowntownNight']"> <entity name="zombieBanshee" prob="0.2"/> <entity name="ZombieBomber" prob="0.2"/> <entity name="zombieCowhead" prob="0.2"/> <entity name="zombieMantis" prob="0.2"/> <entity name="zombieParasite" prob="0.2"/> <entity name="zombiePsycho" prob="0.2"/> <entity name="zombieScarecrow" prob="0.2"/> <entity name="zombieScorcher" prob="0.2"/> <entity name="zombieSiren" prob="0.2"/> <entity name="ZombieUndertaker" prob="0.2"/> <entity name="zombieWendigo" prob="0.075"/> <entity name="zombieWrestler" prob="0.075"/> </append>
  14. Logs are located here by default these days. The same area as Mods if you're using the AppData area. ...\AppData\Roaming\7DaysToDie\logs
  15. Seemingly not. This was all variants of NPC Power Armor/Rad Cat types and all types of custom BM types. It was pushed hard out there and not a flicker beyond a periodic FPS drop at the very most intense moments. Ya, logs... Be nice to see what other custom content is happening in there.
  16. Based on that GS271, it could be inferred something tagged to the Demolisher. I tested for that group with the Behemoths and Scorpions during a BM and spawning was good. I'm wondering if it was not inherently the BM spawns themselves but an interaction between a custom BM spawn and a Rad Cat helper. Logs would help though, lol.
  17. Commenting out recipes.xml items for farming/pet features can remove that side of things. The example for the "vehicleFarmJeepPlaceable" shows how to comment out an entry. The same can apply for the traders.xml and loot.xml to remove hook ups for anything referencing pets.
  18. Awesome! You can relive it all again. Would you mind sharing the log for the time the NRE warnings appeared? It is a very critical error and there's a chance it could relate to a specific Horde Night entity or something like that. It could also just be a mismatch of mods but it's good to check.
  19. It can be a long and arduous process because the vanilla zombie entities are so embedded into everything... Since you are already using the Orcs, Peasants, and Goblins, consider playing the Not Medieval Mod as it will not use the vanilla models. https://www.moddb.com/company/not-medieval-mod-developers/downloads It is possible your friend may not like some things like the skeletons but they are more cartoony than realistic.
  20. Before making any changes, you did try to change to load order by renaming the Pets and Guards mod to something like: Z_Oaks_Pet_Animals_and_Guards_A20_2023April18, right? Just so it loads after in case War of the Walkers totally removes everything that comes before it. War of the Walkers has some really nice questing features for sure.
  21. Here's a small update for the Pets and Guards Mod. 1. Removed an exploit that allowed multiple Pets or Guards to spawn when placed at a vertical angle. This update only allows placement on a horizontal plain. 2. Removed template guard from spawning list. I manually spawned 4 supply crates in batches of 2 and 2. The first 2 provided a guard in one and some farming stock in another. The second 2 provided some animals and some medical equipment. They appear to work as intended. This was tested on Navezgane with no other mods.
  22. You mean you would like to report an exploit because the rabbits are breeding...like rabbits. I shall share this with the creator. One option you can do now is to set the tile so it cannot be rotated on a vertical plain. <property name="OnlySimpleRotations" value="true"/> This will stop players turning it vertically and only allow horizontal on the floor. For example. In the blocks.xml For every entry similar to this one for the pets and guards (not the Spawner or Animal type) <block name="PetRabbit"> <property name="Extends" value="decoMannequinFemale"/> <property name="Model" value="Entities/Animals/Boar/sleeperPose/idleSleepBoar"/> <property name="OnlySimpleRotations" value="true"/> <property name="CustomIcon" value="decoClassicDogHouse"/> <property name="CustomIconTint" value="ff8080"/> <property name="StabilitySupport" value="true"/> <property name="DescriptionKey" value="GenericPetDesc"/> <property name="Stacknumber" value="1"/> <property name="Class" value="PlantGrowing"/> <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/> <property name="PlantGrowing.Next" value="PetRabbitAnimal"/> <property name="PlantGrowing.GrowOnTop" value="PetRabbitSpawner" /> <property name="PlantGrowing.FertileLevel" value="0"/> <property name="PlantGrowing.LightLevelGrow" value="0"/> <property name="PlantGrowing.GrowthRate" value="0.01"/> <property name="PlantGrowing.IsRandom" value="false"/> <property name="PlantGrowing.LightLevelStay" value="0"/> </block>
  23. It is not a bug. The tile is not being used as described and intended. As the animal lands on the tile, the tile breaks. That is how the game developers designed this type of tile. If you walk into the tile, it may break and stop the spawning. If not, it is best to try to use an axe on it.
  24. It is still viable for A20 and offers a huge amount of redundancy to ensure quota counts are not met.
  25. I could test Version 5 of the Mod Launcher against the current Github Build. I was unable to replicate the issue. The Mod Launcher team also tested the same builds but were unable to replicate the issue. They are inviting anyone with this issue to visit their Discord so they can provide a much deeper level of support. They will help with checking pathing, conflicting mods, permissions, and so on.
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