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arramus

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Everything posted by arramus

  1. 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.
  2. 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>
  3. 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.
  4. It is still viable for A20 and offers a huge amount of redundancy to ensure quota counts are not met.
  5. 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.
  6. I can confirm this issue was also reported for Darkness Falls using the Mod Launcher but not with manual installation. Time will tell.
  7. This issue has been reported elsewhere. I could see a screenshot of the inventory area blanked out for the Mod Launcher version. I have shared this screenshot in the Mod Launcher Discord with a brief description of the issue. Unfortunately, that is as much as we can do. The Mod Launcher creator is very responsive and I am sure a resolution can be found soon enough. Even if it requires the Wild West Mod supporting an additional feature that the Mod Launcher requires, we will do what we can to ensure they remain compatible.
  8. I can also learn that Mod Launcher V.3 and V.4 are still supported but have been moved to the 'archives'. V.5 is now the stable version.
  9. Hello Grey Lady. Thank you for reporting this issue. I am using the most recent version of the Github Development Build. That is also the one that the 7D2D Mod Launcher downloads. I do not use the 7D2D Mod Launcher because I use the Github Desktop Downloader instead. This ensures I can support that method as it is officially supported by the Wild West Mod team. Unfortunately, I cannot offer any advice or support for the 7D2D Mod Launcher. This is because I do not want to give any bad advice. It is also because it is best to discuss Mod Launcher downloads directly with the 7D2D Mod Launcher team. This ensures they are aware of the issue and can see what may be causing it; be it a conflict or installation issue. Here is a link for the 7D2D Mod Launcher Discord (It expires after 7 days) https://discord.gg/JQJ5q2NT
  10. Here is an additional POI for the Old West Migration Mod. Oldwest Nitrary 01 This POI is a Potassium Nitrate processing 'plant' for saltpeter/gunpowder purposes. It is a 42 x 42 Fetch + Clear. It is the first T5 added to the collection. Compact and potentially intensive.
  11. Here is a small update for the Old West Migration Mod. 1. Old West Saloon 01. This POI is a 25 x 25 T2 for Fetch and Clear. It is a 'Barroom Saloon' on two floors and provides another social venue as these are quite limited. 2. Old West Cabin 11 (TFP) This is TFP's Cabin 11 that spawns in the Wilderness. It has been updated as a T2 Fetch and Clear and moved into a 42 x 42 compound. 3. Trader Bob Trader Bob has been retro fitted to be an Old West Wagon trader. It is not possible to ensure he spawns into the same area as an Old West township but it is possible to place it manually through the World Editor or World Prefabs.xml file. 4. Appers POI Appers POI removed the rabbit and chicken from the back yard area. The rabbit is inside a sleeper volume and was counted as an entity for Clear quests. However, it doesn't show up as a red dot on the targetting sensor. This is a known bug and expected to be fixed in a 7D2D update. For anyone who would like the full immersive experience, consider download the Wild West Mod which incorporates the Old West Migration Mod in addition to a whole host of custom POIs. It can be found here.
  12. It's very nice and has been explored as a candidate. A shame 7D2D doesn't natively support that hold type.
  13. Oakraven kindly shared an update for the Gatling model and this has been added to the Github and Moddb uploads. It also received some re-balancing updates to increase durability through durability values, lower rate of fire (a lot of ammo was redundantly shot after an entity was downed) and by association increases durability as they are linked together, reduce mobility debuff, and provide increased capacity and ammo stacking. This weapon still requires Crater Bear teeth for the trigger and repairing but repair frequency will see a noticable reduction.
  14. arramus

    Break Block NRE

    Experienced an NRE with the same block on a POI on a dedicated server. There are no applicable supportive log details on this occasion. This was tested on 3 sections of the fencing and all caused an NRE pop up.
  15. Experienced an NRE with the same block on a POI on a dedicated server. There are no applicable supportive log details on this occasion. This was tested on 3 sections of the fencing and all caused an NRE pop up.
  16. The rabbit issue received a short response from TFP QA as follows: Hello, and thank you for reporting. This is known, and should be fixed in A21. Please wait and try again after that update. We shall check again for A21 and reinstate them within POIs should that be the case.
  17. And would you mind sharing the length of your Game Day setting? We tested the updated weather settings in 120 minute days and it is quite reasonable with periodic weather pattern changes during this length. It could well be that the changes are linked to Game Day length if yours is lower and the changes are notably regular and frequent. This will help us re-calibrate if that is the case.
  18. There is indeed. Head to the Mods\1-WildWestMod\Config\biomes.xml file. At the top are the weather settings for each biome. At the end of each line is the original default setting. This will help you gauge and edit to something that matches your personal ideas.
  19. I checked the Github update history and this line was never removed which infers it was a one off anomaly for whatever reason, it doesn't matter. With veryLow you should see a 1 in 10 to 1 in 20 success rate with very very rare occasions of finding 2 at the same time as it does two passes when it gets added to.
  20. I do believe we discussed this quite recently in the thread and nothing has changed this that time. For some reason the nest is not working out for your build. I have visited a few online servers this week and each one has been giving Caught Chicks in the Birds Nest. This is how it works. There is group Bird Nest 01 and 02. They combine into group Bird Nest. This is connected to the Bird's Nests we see on the ground and collect from. 1 to 2 items are always taken from 02. Most of the time it is feathers due to the high loot probability. Sometimes an egg is pulled. And quite rarely at about 1 in 10 to 1 in 20 times a Caught Chick appears. <!-- *** Bird_Nest --> <lootgroup name="groupBirdNest01" count="1"> <item name="resourceFeather" count="1"/> </lootgroup> <lootgroup name="groupBirdNest02" count="1,2"> <item name="foodEgg" loot_prob_template="medLow"/> <item name="resourceFeather" count="1,5" loot_prob_template="high"/> <item name="CaughtChick" loot_prob_template="veryLow"/> </lootgroup> <lootgroup name="groupBirdNest" count="all"> <item group="groupBirdNest01" count="1"/> <item group="groupBirdNest02" loot_prob_template="high"/> </lootgroup> I have no idea why this is not happening in your case. There are two options to resolve this: 1. Share your log so we can see what is happening as the game loads. 2. Invite me into your playthrough so I can check things out. The Caught Chick feature will not be removed because it is essential and the only way to populate the Coops.
  21. This is the updated community expanded version for A20. https://community.7daystodie.com/topic/22698-snufkins-custom-server-side-zombies-plus-a20/#comment-410723
  22. A bug report has been made to TFP relating to both rabbits (consistently recalcitrant in the HUD for targets) and chickens (periodically appearing as both a target and appearing as well as a passive entity). Any further posts about rabbits will be directed to this report. This has been reported as a bug for both Rabbits and to some extent chickens that are placed in POIs. While they have been removed from the POIs that I know contain them, there may be more. This may not be the most suitable mod at the moment if it's not working out for you and it's fortunate there are plenty of other mods out there until this has been resolved and stabilises.
  23. Summary: Rabbits and Chickens placed within POI Sleeper Volumes for custom POIs are inconsistent. Game Version: A20.6 Platform: Steam OS/Version: Windows CPU Model: Intel i7 10600 System Memory: 32 GB GPU Model and VRAM: AMD 5600 6 GB Screen Resolution: 1920 x 1080 Video Settings: Preset Game mode: Any Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? Yes EAC on or off? Both Status: NEW Bug Description: Detailed steps to reproduce the bug: 1) Begin a POI Quest with Clear/Fetch & Clear that contains a Rabbit or Chicken within a sleeper volume. 2) Attempt to complete the POI Quest Actual result: (description of what is occurring) Rabbits that spawn do not appear on the HUD as targets. However, the POI cannot be cleared until they are eliminated. Chickens that appear sometimes appear on the HUD as valid targets and sometimes not even though they spawn. Expected result: (what you expect to occur) Rabbits appear golden in the Editor when placed inside a Sleeper Volume using the rabbit block but are not being 'seen' on the HUD as red dot targets. Chicken do not appear golden in the Editor when placed inside a Sleeper Volume when using the chicken block but are sometimes 'seen' on the HUD as red dot targets. As timid animals it is hoped they can both be placed as passive entities that have no bearing on quest completion. Living Rabbit in Sleepers Test not appearing as a target on an incomplete Quest. Eliminated Rabbit in Sleepers Test clearing the Quest.
  24. I removed the first rabbit, but there were another 3 tucked away in the corners or inside other buildings. It was a pretty long time ago it was made and I don't keep up with such counts. Using the find block removed them and that POI was pushed as an update. It was tested to completion and looks fine now.
  25. Yes. The Fort is not one of Medusa's and uses orthodox groups. That other one is a law unto itself for sure. It requires preparation and planning and is most definitely not orthodox. The general consensus has been to leave that particular one as it is. The others have been mellowed to bring them closer, but not exactly, to orthodox setup.
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