Jump to content

arramus

Members
  • Posts

    2,224
  • Joined

  • Last visited

  • Days Won

    14

Posts posted by arramus

  1. 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.

     

    mHyYypp.jpg

  2. On 3/28/2023 at 10:32 AM, arramus said:

    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.

    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.

  3. 20 hours ago, EuroBudgetGamer said:

    Is there any way to tune the weather settings to keep your original purpose (high-temperature difference between day and night) while allowing for better visibility?

    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.

  4. 4 hours ago, EuroBudgetGamer said:

    Is there any way to tune the weather settings to keep your original purpose (high-temperature difference between day and night) while allowing for better visibility?

    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.

  5. 7 hours ago, gpcstargate said:

    Thank you arramus.

    Yesterday, that line was missing:<item name="CaughtChick" loot_prob_template="veryLow"/> from the .xml .... But I Played this morning and did a refresh on the game before playing and I just check the file again and it is there,☺️ so I'm thinking somehow that line got dropped when I installed game yesterday.

    Everything was and read just you have listed above, except that one line ... I personally have no clue on what happened.

     

    Sorry to have bothered you ... Have a good week and Enjoy. 😌

     

    I'll delete the question on Discord when I log back in.

     

    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.

  6. 3 hours ago, gpcstargate said:

    Good day Arramus

    I asked this yesterday on Discord and didn't get an answer, so I'm asking here>

    Question: Just wondering, in the Dev. Build version .. has "caughtchick" been removed from Loot.xml .... I was going to adjust to med, so I wouldn't have to search 100+ nest for a chick .. Lol 😉

    Thank you and Enjoy, The Old Gamer 😌

    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.

  7. 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.

     

     

    14 hours ago, Shemasheko said:

    I play a lot of mods and never had such problems with the prefabs! Everything always worked with the quest. But here in the Wild West, unfortunately, it doesn't work for me at all. It's a shame, I really liked the mod, but now I'm constantly stuck on these quests that I can't finish and that's annoying.

    It's a shame, but there's probably nothing you can do about it. 

    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.

  8. 5 hours ago, Shemasheko said:

    You can see in my screenshot that there is NO RABBIT there, unfortunately there is nothing left to find and the quest cannot be completed :(

     

    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.

  9. 56 minutes ago, EuroBudgetGamer said:

     

      Hide contents

    The Fort is OK. Enemies are spaced out and you have space to maneuver. And so far they were too many glowing ones.

     

    The Snake Bite though is bordering on ridiculous. Way too many overpowered enemies in that basement, twisting corridors, fake walls, and so on. I just managed to clear it for the first time and it's been kind of frustrating.

     

    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.

  10. Just as with rabbits in real life, you can't stop them all stealing your veg first time round.
    This used the highlight block and purged them all this time around.

    It should be reported as a potential bug to TFP, but since this is a custom feature it is typically frowned on to submit such posts and will be left as it is.

     

    nB5qrra.jpg

  11. Feel free to share feedback directly to Medusa in the Tallman Brad Discord linked in the first post.

    This thread is primarily just to share the mod in the forum.

     

    There is a little guide in the mod which describes Medusa POIs as being more challenging than others. This was actually a request by a majority during initial development and they were reluctant to lower the challenge to provide a more T6 feel. This was potentially influenced by discussion in the CP Discord as it appears there may be more focus in that direction as well. They have been revised here and there over the past month and the current build has been met with the most approval across the spectrum. While those during initial development felt they became a little too light for their liking, they could understand comments on the other side and compromised. I'm not sure what build you are using as the mod is updated quite regularly, including POI balancing. All I can suggest on that is don't select Medusa's POIs as a quest. And if there is a lot of heat from a POI you don't know, it could well be a Medusa POI and best to not enter. I'm not going to mention this to the team because it has received a lot of discussion and rebalancing and this current build has been accepted on both sides.

     

    As for the Fort, removing the rabbit may have introduced an issue. Checking all of the sleeper volumes in the Editor showed none are overlapping, all numbers and groups are appropriate, and all volumes are accessible. This POI was a specific request for the theme. The way it is laid out and the way the game handles spawning may not quite be as the Dev's intended as it is quite an open world type of POI with minimal scripted routing. I shall spend some time with the volumes and consider alternative more orthodox options to ensure it doesn't overwhelm the spawning. The number of spawns in that POI have been regulated to ensure there aren't too many at once as a players works their way through, but such is with open POIs.

  12. 9 minutes ago, Canute said:

    I got a same issue with the fort.

    Some lonely rabbit sitting behind some haybale there and was waiting for his dead.

    The Fort and Stallionsden's Ranch have also had their rabbit(s) removed in the latest update. I don't think there are any other POIs with rabbits in them and this should resolve it from hereon... hopefully.

  13. On 3/23/2023 at 8:01 PM, MarissaX said:

    Hi - I followed the instructions included in the mod folder on how to generate a random world for this mod and couldn't get it to work.  I got the following red error message and the screen was stuck at "Writing Map Data Complete" -

     

    2023-03-23T06:51:49 336.004 INF Writing data files time passed: 35.0646134 seconds
    ArgumentOutOfRangeException: ArgumentOutOfRange_MustBePositive
    Parameter name: maxValue
      at GameRandom.Next (System.Int32 maxValue) [0x00004] in <ffc99a688d2b435db53bb46aed82ca49>:0
      at GameRandom.RandomRange (System.Int32 _min, System.Int32 _maxExclusive) [0x00000] in <ffc99a688d2b435db53bb46aed82ca49>:0
      at WorldGenerationEngineFinal.Rand.NextInt (System.Int32 min, System.Int32 max, System.Boolean log) [0x00000] in <ffc99a688d2b435db53bb46aed82ca49>:0
      at WorldGenerationEngineFinal.Rand.Range (System.Int32 min, System.Int32 max, System.Boolean log) [0x00000] in <ffc99a688d2b435db53bb46aed82ca49>:0
      at WorldGenerationEngineFinal.WorldBuilder+<generateTowns>d__76.MoveNext () [0x002cf] in <ffc99a688d2b435db53bb46aed82ca49>:0
      at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <544fca0986d54eca88fc7c56e2a8b4b4>:0

     

    I have no idea what all of that means, so I was hoping you might be able to figure it out...?  Thanks!

    This warning ArgumentOutOfRange_MustBePositive often occurs when the RWG is trying to add certain features that it doesn't appear to be able to find. I'm sorry it's not working out for you. I am willing to assist in two ways:

    1. Tell me the seed and specifications for the World you are trying to create.

    2. Try this 8K RWG World (but customised to replace asphalt with gravel, hand place a few extra POIs that won't appear in regular RWG, and painted a little more of the biome to customise things). It has one spawn point on the East and next to a Travelling Trader on top of a hilly area. Looking down into the plain shows a first town.
    https://www.moddb.com/games/7-days-to-die/addons/wwm8k00

  14. 3 minutes ago, MarissaX said:

    8K

    8K has been very successful in testing. In fact, the dev team are currently working on an RWG with a slight customisation for Biomes and POIs. None have received the following warning yet.

     

    Saying that, this type of error has been seen before, and showed up occasionally with the Not Medieval Mod. The best suggestion is to change the Seed to something else and try again.

  15. That would make a really nice Trader POI or Quest POI. It looks secure and like its own compound settlement. If you want to export it (or share the saves for this world) and send it over, I can show it off to the devs as a candidate for adding to the collection. That's some decent hours gone into that for sure.

  16. 9 minutes ago, EuroBudgetGamer said:

    Thanks for the info! I am using topsoil inside the claim area, to make it look more authentic. Maybe that's the reason.

     

    I'm going to replace it with other type of blocks to avoid anything like this happening in the future.

     

    I'll post some pictures with my base as soon as I get it ready. I just have to figure out how to upload images or finding a host for the images to link from.

     

    Cheers!

    Ah yes. I went past my total allowance for forum uploads and was given a very generous allowance for a long time. I started to use imgur as it allows forum linking and provides the code tags for it to make it easier.

     

    https://imgur.com/user/arramus7d2d

  17. 29 minutes ago, EuroBudgetGamer said:

    Hi there,

     

    I just had a random horde spawn inside my base where I have already a claim block. There is a big wall exactly at the edge of the claim active area, so they shouldn't have been able to come from outside.  Unfortunately I haven't manage to get a screenshot - I was too busy making sure I don't get killed and my stuff wrecked.

     

    I never had this happening in vanilla (which doesn't mean much). Therefore I'm not sure if this is necessarily related to your mod or not.

     

    Btw, I love your mod! Thanks for making it and sharing it with us.

    That is very unfortunate and also the first I have ever heard of it. The Wild West Mod only uses the Vanilla Wandering Horde settings and doesn't have any Harmony C# type patching .dll Mod to support it like some other overhauls are using (very effectively as well). I believe this would have happened in Vanilla as well on very rare occasions. Just a reallllllly unlucky occurance this time. Entities appear to be hooked up to only spawn on certain types of terrain such as dirt and grass and placing other types of blocks can stop it happening. There is a true/false setting which controls this. The Wild West Wandering Hordes are certainly a little bigger than normal and it is possible there was some spawn spill over.

     

    Apart from that, thanks for letting us know you're having a good time with it. Fun through variety and balance have been the priorities here so far.
    The Tallman Brad Gaming Discord is always there to meet up with other players and find servers depending on your game style.

  18. 7 hours ago, Shemasheko said:

     

    I had a problem with a clear-quest in the prefab "wildwest_apper_01_arramus". The last zombie does not exist. You should check that out please.
     

    The last zombie is a rabbit in the Trapper POI in the middle in the back garden. This side gate is open for accessibility. I shall remove it from this POI in case it causes further misunderstanding because it is does not show up as a target even though it is part of the clear count.

     

    Please also report this to Stallionsden as his Ranch POI also has such rabbits in the front farm yard area.

     

    5bAZUOq.jpg

     

    Rw8qaax.jpg

  19. These models are basically attached to the player model as an overlaid item, while things like the spectacles are much more integrated into the character. It is something to do with the helmets and body armor and requires placing to fit your specific character.

  20. On 3/18/2023 at 3:57 AM, Cool Breeze said:

    I just installed this mod a few days ago and I am absolutely loving it. I do have a hangup/question though. I got some of the new armor pieces and put it on but the model is kinda messed up on my character. The Horned Helmet looks fine but the others look like they are trying to be neck scarves or bandanas and the models for all the cool new armor looks like a plant fiber shirt. I'm guessing that I just am missing a file or something but I reinstalled the mod and there was no change. Help please?

    Ya, the armor came from an A19 mod and it was re-calibrated to A20 settings but it has worked well for some players but not for others.

    Best to find the best combination. I've been lucky that all Helmets looks great. Of the body armor 1 looks great and the other 2 look like they need to come forward a little.

     

    mtzhALU.jpg

  21. Here are some of the highlights of recent updates.

     

    1. The balloons have been given dirigible features thanks to Oakraven. This provides a context to their propulsion.

    zzaPR4J.jpg

     

    2. A new 'Chuckwagon Dinner Bell Challenge' was added to the gun belt on player load out (found in creative menu for existing Worlds/Saves) and an accompanying small Quest. Placing the Bell with Catfish smeared around it will attract Scouts and in turn her friends.

    TtOvPEl.jpg

     

    3. Multiple small patches here and there for clearer wording, POI fixes, and icon updates.

     

  22. This part of the Mod was kindly shared by Laz Man. While it has been customised to match the Wild West Mod, the overall concept is staying as close to the original as possible.

     

    It sounds like the random placement of the Quest Marker was not very helpful on that occasion. That's unfortunate, but the original creator understood that such things may happen from time to time and ensured this Challenge would be accessible again from Notes found in Loot. The same issue can happen with the Gunslinger Challenge if the spawn happens on a Mountain/Hillside. They can spawn inside the Mountain/Hillside and disappear for good. A safeguard was added to ensure they also spawn in the Wasteland to allow this Challenge to be completed.

     

    Feel free to share such requests/feedback directly at the Tallman Brad Gameplay Community as these topics have been discussed and this thread is primarily for sharing updates. It's not really my place to comment on direct suggestions as it's a group decision. https://discord.com/invite/vc2XmnNWB8

×
×
  • Create New...