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arramus

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Posts posted by arramus

  1. 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

  2. 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.

  3. 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.

  4. 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/

  5. 48 minutes ago, Sugarfree said:

    So in that config file - can I basically erase everything, and just copy/paste this into it as is, save, and run the mod for alpha 20?

    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.

  6. 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.

    Asse67v.jpg

     

    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

    hsIGw96.jpg

     

    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.

    ri2ZG1A.jpg

     

    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.

    Qt6FirR.jpg

     

    This additional Mod can be downloaded here.

    https://github.com/arramus/Oaks-Wild-West-Mod-Guards

  7. 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.

    8wnRIvq.jpg

    This image shows the fire, axe, and slug coming towards the player.

    9CRFVg9.jpg

    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.

     

  8. 2 hours ago, Sugarfree said:

    I wish you have left the mod alone – meaning just offer the original zombies in the first list, and ANOTHER mod for the PLUS zombies if you want them but NOT combine them into one so people like me who are coding/programing illiterate don’t have to study up on how to do all this like I’m about to take a Masters Degree Final in a 4 year University at Harvard…

    …sigh.

     

    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.

     

     

  9. 1 hour ago, Sugarfree said:

    Hello - 

     

    So I'm not a techy here. But I tried to edit the list for only a select few zombies to appear in game but not sure if I did the editing right. I tried to completely eliminate them from any HORDE night, and tried to completely eliminate the zombies that are just whack. So what I was left with was this:

     

        <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"/>
    prob="0.075"/>
            
        <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"/>
    prob="0.075"/>
        
        </entitygroup>
        </append>


    </configs>

    If I leave it like that - will that work or did I screw up the coding...? Editing this with Notepad. 
    Thanks!

    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>

  10. 3 hours ago, Yvels said:

    where is the log file located? I'll copy it when weird stuff happening.

    Logs are located here by default these days.
    The same area as Mods if you're using the AppData area.

    ...\AppData\Roaming\7DaysToDie\logs

  11. 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.

    mhMc3G9.jpg

     

    Ya, logs... Be nice to see what other custom content is happening in there.

  12. 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.

  13. 4 hours ago, Sugarfree said:

    I remember this issue. For me I would leave that tile alone and eventually they would pop. They were also triggered if something came near them as well. But every once in awhile I didn't feel like waiting so I wasted the tile and placed another one in it's place.

     

     

    My question: is there a way to edit out EVERYTHING except the Guards? I wish there was an option where you could select what you want - like a CONFIG menu.

    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.

  14. 1 hour ago, Yvels said:

    Welp it happened: was fighting a big horde and @%$#ton of red popped in my console: instance of an object something...

    and my game wont start anymore. fffffffffffffffff

    BackupMod boys and girls! Its not a matter of "if" but "when".



    Reloading my latest save now.



    Back to 1h before horde. Time travel! :)

    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.

  15. 18 hours ago, Bugfinder said:

    Heyho :) i try to install this mod to replace all zombiemodels, cause a friend have mental problems with the vanilla models.
    so i download orcs, peasantz and goblins and they will spawn, but the vanilla zombies to...
    how can i replace all zombies? i only need to replaces the models. all other can be the same. 😛

    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.

  16. 18 minutes ago, Weazelsun said:

    Ah, okay. I'll have to do xml edits to make it work WAr of the WAlker. The pet and npc animals do appear that the trader so that's good. Ah the joys of 7 Days to Die modding. 

    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.

  17. 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.

    6 hours ago, Weazelsun said:

    Oh yeah, I've been wondering do the human guards still work? I haven't really seen any in supply drops at all.

    I manually spawned 4 supply crates in batches of 2 and 2.

    GDVWZbZ.jpg

     

    The first 2 provided a guard in one and some farming stock in another.

    fJDyLAw.jpg

     

    The second 2 provided some animals and some medical equipment.

    VbeemVa.jpg

     

    They appear to work as intended. This was tested on Navezgane with no other mods.

  18. 20 minutes ago, egik152 said:

    Endless appearance of animals. If the tile is in a vertical position - animals appear endlessly until they fill the room. Is it possible to fix this bug so that the tile breaks regardless of its location.22999.png111999.png

    so it is necessary to fix this bug, otherwise bad people can take advantage of it (

    Can come up with a life restriction for this item. Life timer. Otherwise, you can spawn infinitely animals.

    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>

     

  19. 27 minutes ago, Anhelise said:
    Endless appearance of animals. If the tile is in a vertical position - animals appear endlessly until they fill the room. Is it possible to fix this bug so that the tile breaks regardless of its location.

    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.

  20. 14 hours ago, Yvels said:

    An optional "hordes last whole night" modlet would be HUGELY appreciated. (pretty please)

    It is still viable for A20 and offers a huge amount of redundancy to ensure quota counts are not met.

  21. 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.

  22. 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.

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