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arramus

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Everything posted by arramus

  1. Here is a fun flyer for players/communities that wish to celebrate the Christmas period in style. It is brought to us be CaveToad and is clearly based on a lot of trial and error to get everything nicely aligned and functional. It flies like a Gyrocopter with the run up which gives take off in a sleigh better context. It flies very smoothly and by using the 4x4 as its model base is as stable as it can be.
  2. Thank you for making this festive fantasy flyer public because it is very special and will certainly be enjoyed by the community. The amount of time and effort you put into incorporating the custom server side technique with careful consideration and alignment of each asset is admirable. Here is a link to the 7D2M Mod listing:- https://7daystodiemods.com/kombuchas-slay-sleigh/ And the direct link as some players report not always being able to access this site. I will share one of my images as it is quite something to behold.
  3. The bee logs could be placed as decorative 'POIs' like the tree stump. However, once they are harvested they are gone for good. The creator decided to make things more dynamic and sustainable. The bee log spawns like an entity at any time and can repeatedly spawn. Here is how it works: 1. The Bee Log spawns as a snake. It only spawns in the Pine Forest on the ground. If it spawns on gravel it will simply disappear. 2. The snake instantly dies and turns into the Bee Log as its 'death gore block'. These Bee Log snakes can continue to spawn anywhere in the Pine Forest. This ensures players have a chance to find a new Bee Log in a new place as the game progresses. As the snake is an entity, if a player is using mods which increase the spawning for other entities, it can decrease the amount of Bee Log snakes spawning. In some cases it has been zero. Changing the probability of these Bee Log snakes to a higher number can increase their amount. It is a delicate process though. The default spawning is actually quite high.
  4. The spawns only occur on pine forest ground type areas. They do not spawn on gravel/roads.
  5. This video, and the only question in the comments, should answer some of the questions. Generating more depends on what other mods are being used and the interplay between them as these logs do actually appear a lot.
  6. That sounds really harsh as this kind of mod is often very gentle since it is typically just adding new entities which are pretty dynamic. Apocalypse Now certainly adds a lot of content. I wonder if there is a log of the attempt to add the Snufkins. It will at least give an indication of any conflicts or errors on load out. Apart from that, other than possibly a physics.xml conflict, there's not a lot to go wrong.
  7. Intriguing. I've been using the mod in the Oakraven Forest Modpack, and a variant in a Wild West mod that is just going through some last quality control checks and updates, and I can't see it's been mentioned yet. The Oakraven Forest Modpack seems to be getting some fair usage based on the messages and download counts, and has this Old West Migration mod integrated pretty much without any change apart from a custom model here and there. This comment hasn't been mentioned yet and I take care to watch those threads for bug fixing. Feel free to share a screenshot if this is a regular thing.
  8. This Modpack updated to that specific version being shared (20.6.297.1109) on November 3rd. It was downloaded directly from the Score development page on Github. There is another Score update being tested at the moment and it will be integrated as soon as it goes live.
  9. The Dark Forest replaces the Wasteland so anywhere with the Wasteland color in the RWG will transfer to the Dark Forest. The in game map shows it very well but looking at it from a distance isn't always the most telling.
  10. I couldn't recreate the health regen for the She Spider. This shows how her health stayed the same for a prolongued period. Her xml does not have health regen in the same way radiated entities do. I wonder if one of those mods is upping entity health and abilities.
  11. Yep, that will do it. I know that a Mod like Sorcery is opposite whereby it HAS to be installed in the appdata area or it won't load out. SS_Terrain appears to be opposite and will need reporting to the creator to see if the .dll can be given a wildcard when looking for its assets, if that is the reason for this issue. It's been reported over at Guppy's Modding Discord for now. There is a thread in here as well if you want to post about it.
  12. I completed a first quest. Then teleported to the new Biome just to trigger some of the textures in that SS_Terrain file to load. I left and rejoined on that new save without any red errors. And can see the terrain texture and associated map textures are functional. I was unable to reproduce this error. Can you confirm you have SS_Terrain.unity3d file in the Mods > SS_Terrain > Resources folder? If you can share a full log just in case something additional is happening before this errors occurs it will help to understand if there is a conflict elsewhere.
  13. Naturally, it was carefully checked before updating. But I shall double check things are loading up my end to see where the issue may be. A first load out on a new World. I shall complete the first steps to trader and then leave and then rejoin on that save.
  14. Here is an update for the Oakraven Forest Modpack. - Wasteland Update. This update transfers the Wasteland into a 'Dark Forest' Biome. It changes biome textures, adds new fauna and flora, and introduces 3 new mining options for Copper, Tin, and Bloodstone. These mining resources can be added to the 'Dark Forest Forge' and converted to ammo resources. These ammo resources can be crafted into new ammo types on the Ammo Table. Here are a few images to demonstrate. The Dark Forest showing an example of some new plant life. The Bloodstone Ore can be seen on the ground in front. These 3 resources will be easy to spot on the ground and an Ore 'Boulder' is not necessary. Copper Ore is added to the inventory when mining from copper mining blocks. A new resource collected in a familiar way. The Dark Forest Forge specialises in these new resources on top of some regular ones. Just as a regular forge can make iron arrow heads, the Dark Forest Forge will make Copper and Bloodstone arrow heads. A Tool Mold replaces the Anvil but gives the same +50% feature. It can be easily made on the Workbench. Oh yes, the new life out there... There is more to find in the Dark Forest Biome.
  15. Why are you posting spoilers on how to give yourself quests manually in a public area? Consider etiquette and courtesy for the creator and for other players, please. I'm sure it was not the intention of the creator to have these console commands shared in this way... There are some things in the xml which are place markers for the future and are not always fully hooked up. If you are using console commands to give yourself features which are not the intended way to use the mod, how about hiding the text with the 'spoiler' feature built into the forum. You appear to know how to look around the xml and the spoiler tab feature in this forum shouldn't be a problem for you.
  16. This Modpack has documented updates in the previous posts. Going back through the posts will show the update history.
  17. Snufkin Weapons Xpansion has been tested and loaded up and allowed all the regular features (loot, progression, skill hook ups) as normal without any apparent conflict. The Snufkins are all added as individual unique items separate from this Modpack or vanilla. Snufkins also come after the Modpack in load order which allows them to be added last. The only issue that may be faced is attempting to use them on an existing world and good to make a back up first.
  18. There is no workstation/cement mixer that allows players to create their own. The only methods are from the stuff the trader sells at much greater amounts than usual and quest rewards. The multi trader is often a very guaranteed way to pick up quite a large amount and was a very big reason to expand the trader to multi trader as that comment has been shared a few times in the past.
  19. How about updating to 20.6? This issue is caused by running on an earlier build of 7D2D. There was a change in the code where something like onSelfRangedBurstShot was changed to either onSelfRangedBurstShotStart or onSelfRangedBurstShotEnd in the 20.6 code and mods had to match it to remain compatible. It is possible to change any references back to A20.5 code but A20.6 is what the mod was updated to. 2022-11-20T15:11:59 311.171 ERR XML loader: Loading and parsing 'buffs.xml' failed 2022-11-20T15:11:59 311.176 EXC Requested value 'onSelfRangedBurstShotStart' was not found.
  20. In Single Player all 4 shots are being fired in a burst. This is the Action 1 mechanism the original creator opted to use with a Cvar triggered effect. This was consistent on about 60 attempts. <triggered_effect trigger="onSelfPrimaryActionStart" action="ModifyCVar" cvar="$quadburst" operation="set" value="1"/> <triggered_effect trigger="onSelfSecondaryActionStart" action="ModifyCVar" cvar="$quadburst" operation="set" value="4"/> <passive_effect name="BurstRoundCount" operation="base_set" value="@$quadburst"/> <passive_effect name="MagazineSize" operation="base_set" value="4"/> I went from 750 shells to 492 with a few single shell shots in there for comparison. It was possible to see the count down for shells to drop from 4 to 0 sequentially which infers that burst is being fired individually rather than all 4 at once. There were no misfires. This may well be an issue with online game play due to syncing and netcoding. The more orthodox method for burst fire would be to replace the above with: <passive_effect name="BurstRoundCount" operation="base_set" value="1" tags="perkBoomstick"/> <passive_effect name="MagazineSize" operation="base_set" value="4" tags="perkBoomstick"/> with the perkBoomstick tags removed or left depending on preference. I am not sure why the creator opted for using the CVar method. Something your community may want to test as an alternative. It's always very helpful to refer to existing possibilities, as with the double barrel on occasions like this where they exist as an alternative.
  21. Rename a Forest Collection mod with ZZ at the front in order to let it load after ZMXuiCP to see if that allows the Cooking Stations to function appropriately. If that fails, this is something for the UI team to consider although they have already stated other mods are not supported.
  22. If you are able to share your log it would give some insight to what is happening as the game attempts to load the mod and start the world. It can be found at AppData\Roaming\7DaysToDie\logs. To access this area, it's possible to select 'Show game launcher' when starting up 7D2D. This brings up a menu with 'Run' choices. Click on the Tools tab and 'Open savegame folder'. The logs folder will be in there. The most recent log file uploaded to pastebin will allow it to be copied and pasted and shared.
  23. A small update. There is now an options folder bundled with the Old West Migration modlet as follows: The folder is called OldWestMigration - Options Folder. It contains 3 expansion mods that can change the regular Old West tiling system. Two have been posted about already but required manually setting them up. These mods will do that automatically when taken out of the Options Folder and placed in the Mods folder so it can launch. 1. OldWestMigration-Outskirt (Adds another Old West around the Old West) 2. OldWestMigration-RailtrackOutskirt (Adds another Old West around the Old West but this one has a rail track) 3. OldWestMigration-RuralOutskirt (Adds the TFP rural tiling system around the Old West for a farming suburb) Pictures for 1. and 2. are already in the thread. Here is a pikkie for 3. The central road is for the base Old West and the surrounding tiles are for the Outskirt Old West. It is a convenient way to grow the town using a nice feature of the tiling system.
  24. A small update for the Modpack. Added a station 02 for T1 to the Old West tiling system. There are also a few more decorative spawning mini POIs spawning in the desert to offer a watering hole. One is made by animals digging into the land, another is a natural spring, and the last is a human made simple well. As this update has a new POI, the sample World was also updated to bring it into the spawns.
  25. Added a new T1 clear and fetch to the Modlet. It is another Station variant to support the railtrack option but will still appear in the regular street as well.
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