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arramus

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Posts posted by arramus

  1. Here is an update for Preppocalypse:

     

    1. Preppo Wasted Pass 'n' Gas

    The remnant Wasted Pass 'n' Gas POI offers no quest capability, but does give that additional level of destruction to keep the aesthetics in context. This update adds a Preppo Wasted Pass 'n' Gas variant. It adds some custom features to the surface, but the bulk is taken underground in a classic bunker setup. This is a T4 POI hooked up for all quest types for the additional T5 Infested option.

     

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    2. Molteny Mine from the Old West Migration Mod has been updated to offer a little more stability and reduce collapses. Stability comes in the form of a stone helper with better stability that the terrain helper. This has shown better stability in other mine POIs of this nature. These boxes are the stone pillars and they are placed by weaker areas with a lack of vertical strength.

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    3. POI Bias

    Prepper POIs are appearing a lot more in RWG since their bias to appear was increased to 500%. This has been reduced to 400% to give default POIs a little more chance.

  2. There's a lot of this '### does not contain a ModInfo.xml, ignoring'.

     

    Check the folder hierarchy is similar to:

     

    Folder 1 in the main directory or AppData is called Mods / Folder 2 inside Mods folder is The_Wasteland / A file in The_Wasteland folder is called ModInfo.xml

     

    Be careful that folders are not nested. The ModInfo.xml should be in the first folder in the Mods folder. For example 'Spherell-Mods' should have 0-Score inside it. 0-Score should be taken out and placed in the top Mods folder. Inside that should be the ModInfo.xml. Be careful if you are renaming things... Q-XNPC Core should be 0-XNPCCore as part of the NPCCore Mod.

    Wasteland Maps are generally taken out of the main folder and placed in your AppData GeneratedWorlds folder or main directly Data/Worlds folder. They are not set up as Mods.

    https://www.youtube.com/watch?v=Cs59sGWWd3M

  3. Yes. These have the HP and armour to withstand a flurry of bullets. The spider's eyes are the most sensitive part in this attack, as the crawler companion is purely cosmetic.

  4. Here is a further small update for Localisation features:

     

    - Localisation for crafting skill tier unlock, journal, and German translation.

     

    A simple unlock immersion feature for naming.

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    And the associated Journal, with a German translation, not that many read Journal entries...

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  5. Here is a small update for the Backpacker Challenge:

     

    1. The Backpacker Workbench can be crafted on the player as per default for three reasons:

    - Appearances in the Trader Inventory is low and gets lower as Game Stage progresses due to competition.

    - POIs no longer add working workstations as they did in earlier Alpha builds,

    - It can only craft Backpack recipe items and is simply a multitask addition. A glorified preparation table.

     

    Unlock at Crafting Skill 10 as per default with the 'Forge Ahead' magazines.

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  6. Here's a small update for Preppocalypse, and once again adds a recipe for the Fish Traps.

     

    1. Crawfish Risotto

    This dish is comparable to Mushroom Rice and unlocks with the Prepper II Recipes. It offers a hunter/gatherer type recipe with the Can of Stock being a more modern loot gather item.

     

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    [img]https://i.imgur.com/d0jTc6b.jpeg[/img]

  7. Here's a small update for Preppocalypse, and further adds to bring additional Quality of Life to the Fish Trap farming:

     

    1. Crawfish have been added as a loot item for the Fish Traps.

    2. Crawfish Boil uses the Crawfish in a recipe. It unlocks at the same time as Tacos.

    3. Canned food and vegetables are removed from Fish Trap loot. They are realistic enough with water flow, but more appropriate drift items have been added instead such as tree seeds, wild wheat, wild rice, and other resources that would drop into a river.

     

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  8. Yes. the entitygroups_nocorespawn.xml + the Add On Packs will provide exactly who you would like to appear beyond the Baker and Nurse.

     

    NPC Spawning...

    NPCs tend to spawn from most to least:

     

    Snow

    Wasteland / Pine Forest

    Desert

     

    It really depends on the Add On Pack creator and how they set their NPCs to appear. The snow is very frequent since they are usually hooked up to the Lumberjack spawning list which is separate from the regular zombie list.

  9. 3 hours ago, marbu said:

    I hope with 7Days 1.0 this mod get updated really quick. Hopefully thistime without the cook/nurse model.

    Inside the 0-XNPCCore/Config folder is an Options folder. Inside the Options folder is a file called entitygroups_nocorespawn.xml.

    1. Rename entitygroups_nocorespawn.xml to entitygroups.xml

    2. Place that in the Config folder to overwrite the existing version.

    3. This will remove the default NPCs from appearing, which includes the Cook and Nurse.

     

    Alternatively, they can be removed from the default entitygroups.xml from the biome spawning lists.

  10. Here's an update for Preppocalyse:

     

    1. Fish Trap Water Collector and Fish Trap Water.

    The fish traps have been a challenge at times due to how loot % works for 7 Days and the rate of bringing in a Catfish.

    However, it's a fun feature and has seen continual updates to give it better value while maintaining the challenge.

     

    This addition of a Fish Trap Water Collector and Fish Trap Water will further add to the Fish Trap feature for Quality of Life.

    Here is how it works.

     

    1. Make a Fish Trap Water Collector on your player or workbench with the same resources you would use to make a Dew Collector. There are no unlock requirements for the Fish Trap Water Collector.

     

    2. Over time, and this is a fast process, the Fish Trap Water Collector will fill up with Fish Trap Water. This is terrain water used in POIs as a placeable block. It has been stable to use on dedicated servers and is the best option for this purpose.

     

    3. Collect the Fish Trap Water and place it like you would a regular block in an appropriate area for your Fish Trap farm pool.

     

    4. Continually add the Fish Trap Water until it reaches a level that suits your needs. If it spills over, mop it up with a Bucket.

     

    This will allow players to top up existing water locations to an appropriate height or start new water farm pools in places such as roadside run offs. Here are a few images to demonstrate.

     

    Craft your Fish Trap Water Collector. It uses the same model as the Dew Collector with a custom icon and description.

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    The description explains how it collects Fish Trap Water at an accelerated rate. You can also break down the Fish Trap Water Collector to get back your water filter.

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    Just as with a Dew Collector, Fish Trap Water begins to collect immediately. However, since it collects at a much faster rate, preparing the pool and collecting water can be done in real time without any need to go off for a while as it collects. Simply empty frequently to accumulate as much as you need.

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    12:03 placement with 1 Fish Trap Water collected by 12:09 on a 75 minute day.

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    The icon will show as the Fish Trap Water for collection.

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    The description shares that it can be used just like placing a regular block.

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    You don't even have to be touching the block on the farm pool bed. As long as it's placed on the side wall, it will drop into whatever catchment area is available.

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    Sufficiently dug and filled by 14:35 in game.

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    I dug a deeper trench to ensure I can be fully submersed to trigger the 'Bait Fish Trap' requirement.

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    I've watched a lot of players and streamers struggling with urban type Fish Farms and with existing water pools, and this will provide some Quality of Life assistance. The Fish Trap Water is added to serve one simple purpose; to fill up your Fish Trap farm pools without needing to visit Creative Menu.

     

    This test was performed in an existing save on a dedicated server. There were no warnings in the console or log, and no existing blocks saw any issues. It is only Day 6 on this play through though, and ensure you make a back up if you update with this new feature since it does add a new block. In the code, it has been added at the end. This was not an issue with the addition of the Ammo Press on an existing save, but backing up allows a roll back just in case.

  11. On 5/12/2024 at 4:14 AM, jdm311 said:

    Hi All,

    I'm trying to add the npc pickup icons that I see in the outback roadies mod to my current game as mod 1-XNPCPickUpIcons and I'm not having much luck. I see them in the creative menu, but my current hires do not show the proper icons when picked up. I would appreciate some help. This is everything I have:

     

    Mods/1-XNPCPickUpIcons:

    Config

    UIAtlases

    ModInfo.xml

     

    Config/items.xml:

    <configs>

        <!-- NPC Mod Expansions -->
        <append xpath="/items/item[@name='bakerPickUpNPC']">        
            <property name="CustomIcon" value="bakerPickUpNPC" />
        </append>
        <append xpath="/items/item[@name='nursePickUpNPC']">        
            <property name="CustomIcon" value="nursePickUpNPC" />
        </append>
        <append xpath="/items/item[@name='foxPickUpNPC']">        
            <property name="CustomIcon" value="foxPickUpNPC" />
        </append>
        
    </configs>

     

    Config/Localization.txt:

    Key,File,Type,UsedInMainMenu,NoTranslate,english,Context / Alternate Text,german,spanish,french,italian,japanese,koreana,polish,brazilian,russian,turkish,schinese,tchinese

    bakerPickUpNPC,items,item,,,Baker (Resting),,,,,,,,,,,,,
    bakerPickUpNPCDesc,items,item,,,"You are carrying your hired baker helper. Put him in your active toolbelt slot to place him down.",,,,,,,,,,,,,
    nursePickUpNPC,items,item,,,Nurse (Resting),,,,,,,,,,,,,
    nursePickUpNPCDesc,items,item,,,"You are carrying your hired nurse helper. Put her in your active toolbelt slot to place her down.",,,,,,,,,,,,,
    foxPickUpNPC,items,item,,,Friendly Fox (Resting),,,,,,,,,,,,,
    foxPickUpNPCDesc,items,item,,,"You are carrying your friendly fox. Put it in your active toolbelt slot to place it down.",,,,,,,,,,,,,

     

    UIAtlases/ItemIconAtlas:

    bakerPickUpNPC.png

    foxPickUpNPC.png

    nursePickUpNPC.png

     

    ModInfo.xml:

    <?xml version="1.0" encoding="UTF-8"?>
    <xml>
      <Name value="1-XNPCPickUpIcons" />
      <DisplayName value="1-XNPCPickUpIcons" />
      <Description value="The item icon of a picked-up NPC will show a picture of them instead of a book" />
      <Author value="See Outback Roadies readme" />
      <Version value="21.2.1.0" />
    </xml>

     

     

    What am I missing?

     

    These updates were dynamically applied to existing hired NPCs when I first added this feature to Outback Roadies after the initial release. Testing it with just this post loading modlet, and the NPC Mod in Navezgane on a new World will help to see if it is applying with just the minimum. Sharing a log will go some way to see what else is happening in the mix.

  12. 10 hours ago, Truckerwil said:

    Good evening, I seen that some you tubers talk about swapping weapons of NPCs.  Im playing Age of Oblivion and have an NPC with a spear and want to change it for a shotgun, I put a gun in the players inventory and then go to the weapon menu and shotgun but do not see the option to change it.  Am i doing something wrong or does this only work on 'vanilla' NPC mod, NPCs?   Cheers

    pipermac has certainly discussed this feature in the modding channels, but I can't confirm if it has been fully implemented for AoO custom NPCs. It is worth asking directly in the AoO thread or Discord, to ensure you get the most accurate and current response.

  13. Here's a small update for Preppocalypse:

     

    - Super Meat Stew

    This recipe is an upgrade to Meat Stew with Super Corn replacing Corn. It will unlock at the same time as Hobo Stew for Crafting Skill 32. It provides the same stamina boost as Hobo Stew at 30, but with a little extra Food, Health, and Water gain to reflect the addition of Super Corn. This provides Super Corn an additional function since it becomes a sustainable farming crop in Preppocalypse.

     

    Here are some images to demonstrate.

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    Level 32 Unlock alongside Hobo Stew.

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    - Food Progression display

    For compliance, Prepper food groups show their unlock as:

    Tier 1: Bacon n Eggs and Coffee & Preppo Pack I
    (unlocks multiple Preppocalypse food recipes)

    Tier 2: Steak and Potato Meal & Preppo Pack II
    (unlocks multiple Preppocalypse food recipes)

    Tier 3: Hobo Stew & Super Meat Stew

  14. Preppocalypse Preppo8K02 World was updated to include the 3 new Old West POIs.

    There are 4 Old West Towns in Preppo8K02 and each town receives 1 of each.

    These replace 1 instance of the Liberty Bank since each town has 2, some of the low tier Strip POIs, and some of the remnant non quest POIs.

    These changes reduce some of the duplication and increase the opportunities for T4 and the T5 Infested Quest to give the Old West greater longevity.

  15. Here is a small update for Preppocalypse:

     

    Trader Prepper Bob

    Bob's POI has been updated for 2 features.

    - Adding a Helipad and CB Radio for future compliance. In addition Alter's trader teleport mod utilises the CB radios and this will provide closer adherence.

    - Back door has been changed to swinging iron doors to allow a player to drive from front to back directly.

     

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  16. Here is a small update for the Old West Migration Mod:

     

    Trader Old West Bob

    Bob's POI has been updated for 2 features.

    - Adding a Helipad and CB Radio for future compliance. In addition Alter's trader teleport mod utilises the CB radios and this will provide closer adherence.

    - Back door has been changed to swinging iron doors to allow a player to drive from front to back directly.

     

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  17. I tested Server Side Vehicles on a dedicated server with about 20 server side only mods, with 8 players, and we didn't feel any stress for game play. From about 12 players, some people started to notice a little stress, but it could have been from other things, their higher ping time and distance from the server, connection stability, and general things. The server has never crashed because of the server side vehicles. That message is a yellow warning, and nothing critical.

  18. It is caused by the bus. The bus is using some collision features which are from about 2015. This was posted in bugs about 4 years ago. It is not a priority for the game devs since it is used as a static game model, and not supposed to be joy riding around the world. This has been in the log for many years.

  19. Moddb recently updated their download system, and the upload of version .6 appears to have corrupted the Unity resource files. Since these are exactly the same files being used in Preppocalypse and Outback Roadies without issue, the issue appears to be storage location. I have just uploaded again to Moddb as version .7, and then downloaded and tested to confirm it is a viable mod in game.

     

    The result works appropriately as intended with functional coops, the custom functional nests, and wheat feature.

    All I can suggest it attempting to download again.

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  20. Here is a small update for Preppocalypse.

     

    1. Blacksmith Cabin

    The Old West Migration Mod added Blacksmith Cabin as a T2 Quest POI, and by association it is added to Preppocalypse.

    This is the first dedicated metal works type POI for the Old West Migration Mod and adds to the default version in the base game. The Old West Migration Mod will continue to add more POIs to reduce duplication since the Old West Town has grown quite substantially, and Preppocalypse will match.

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  21. Here is a small update for the Old West Migration Mod

     

    1. Blacksmith Cabin

    Blacksmith Cabin is a T2 POI for all quest types. It is the first Old West Migration Mod offering a dedicated metal works theme and adds to the default version for more variety.

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  22. SpecBytes is currently doing a 4 player party play through called 'Trader Tales'.

    The premise is simple... 4 players get sucked down a hole in New Frontier as they are sailing down to the port, and end up in a lake on a new World.

     

    It is a custom made World using RWG and filling in some blanks with hand placed POIs and a gravel pathing system to link them all up.

    Each player dedicates themselves to a role, and only they are allowed to specialise in it. Only the Cook can cook, Miner can mine, etc.

    All resources are sold between player traders. It is an interesting dynamic of reciprocity and community building.

     

    Any likes or subscribes are welcome as this is what keeps them going.

     

  23. Here is a small addition to Preppocalypse:

     

    1 Wine Mine Fine

    This is a T4 POI covering all quest types. It sits in the Old West Town tiling system, and was just added to the Old West Migration Mod. As such, it also migrates into Preppocalypse. Thank you to SpecBytes, Tabby, and Cemblack for sharing these POIs which they are using in their current Wild West Mod play through. They will also be added to the Wild West Mod, once they have been given some aging to remove modern features.

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    SpecBytes current Wild West Mod play through, where these player bases can be seen in a custom Fort can be viewed here.

    She is very supportive of the modding community, and any likes or subscribes will be appreciated as it's what keeps them sharing.

     

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