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arramus

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Posts posted by arramus

  1. As for issues with not being able to craft.

     

    This issue is caused by the SMX ui having its own custom workstation codings. I tested this about 30 posts ago or so and there are images to show it.

    The discussion is practically identical to the current issues.

     

    The Oakraven collection appends onto the TFP original codings.

    This is something for the SMX community to consider although there is already a post to suggest they are not officially supporting other mods at this time.

    That is understandable because of the additional work load it would entail.

    If there is an SMX Discord, it is highly possible some users will support compatibility as SMX is already integrated into mod overhauls like AOO.

  2. 19 hours ago, CaptainRoxy said:

    Ok it works now somewhat, it's still missing the icons for the Blenders and Mixers also I can't find the Blenders in the Creative Menu. Other than that it works so thanks for helping me Arramus.

    I shall double check the mixers and blenders to ensure the icon text names match the icon names for the images.

     

    There was a mismatch in upper case/lower case and they have been uploaded with that edited.

    I can confirm they were functional in Navezgane without any other UI mods installed.

  3. 12 hours ago, Jessy said:

    You are doing a lot of new and interesting things, thank you for that, do you have a recycling station planned?

    Feel free to post a request in the Oakraven Forest Collection thread, as Oakraven reads that channel and has been known to consider such requests and additions.
    Posting about how you would see it work would also give an introduction to the concept and conversion ratios.

     

  4. @CaptainRoxy (Responding to a Direct Message to ensure the issue is searchable for the future)

     

    It is most likely the interaction between the Cooking Stations custom XUi conflicting with the SMXui custom user interface shown in the 3 screenshots sent by Direct Message. It doesn't appear to be from a bad download or outdated files.

     

    The SMXui will load after the CookingStations mod as the game loads them in alphabetical order. If the ZMX accompanying mod is also loading, it will have a secondary load to consider. Try renaming CookingStations to ZZCookingStations so it loads after the SMX and ZMX modlet (if installed). This has resolved the issue in the past which can be found a little further up in the thread postings.

     

    If that doesn't resolve the issue, it is likely a conflict that cannot be resolved since the CookingStations mod or SMX would require modifying.

  5. 9 hours ago, theworldsaddress said:

    I was wondering if there was any way to get a toolbelt mod to work with this mod? The 15 Slot Toolbelt mod "works" but it doesn't continue the toolbar, just puts another one on top of the existing one.

    This channel refers to the individual mod collection of all 15 Oakraven Forest Collection modlets. If you are using the UI mod, then it appears this would directly conflict with the 15 Slot Toolbelt mod.

     

    If you are using the Oakraven Forest Modpack which incorporates numerous mods from this collection in addition to a number of community made mods, then that will have a change of UI and toolbelt already integrated. If you were to rename the 15 Slot Toolbelt mod by adding the letter 'Z' as the starting letter it should load after the Oakraven mods and potentially override things that were loaded before it. See if that works for you and if it is successful it will be useful to hear as it will benefit others who can appreciate the 15 Slot Toolbelt.

  6. 8 hours ago, RAGE PVE said:

    Until we find a way to stop players killing them for the fun of it we can't really make use of the mod although it does seem pretty good this one!

    Over the last few Alpha builds, NPC flexibility has reduced dramatically. A19 could use a very specific 'survivor' NPC which allowed healing from other players. Even so, they were not impervious to attack from other players and they could still be killed. A20 reduced that down to using the 'trader' NPC which sees further reduction in what is possible. Only so much change can be made using xml modding as some features are hard coded and not accessible. Such additions would potentially require Harmony patching. This is what the NPC Mod has achieved.

     

    Players killing them for the fun of it should show player kills in their kill counts. Killing 1 accidentally or killing 10 with intention is typically very clear and maybe such players should be suspended/banned as part of regular Admin activities. Until anything can be changed for the future, maybe this mod is best for small private communities/friends/single players.

  7. Here's an update for the Old West Migration modlet.

     

    Station 01

    This POI uses strip_01 as its base and is customised to give the Station theme. It will appear in both the regular Old West Town and the added outskirt area for anyone that chooses to use that as well.

    It offers a 9th T3 POI and covers all quest types. This further mixes up the T3 variety. It sits on a 25 x 50 POI area which are abundant in the town.

    53OaX89.jpg

     

    The quest is pathed in reverse of strip_01 and changes the types to Book, Post Office, Gun Store, and Station.

    E5WYefu.jpg

  8. Added a small update which is optional and requires uncommenting an area of the rwgmixer.xml file to make it activate in the same way as for the 'rural' addition.

     

    This update adds a custom outskirt tiling system around the perimeter of the Old West Town. This tiling system contains a rail track to give a different environment. In addition, the tiling system will also add Old West POIs which will allow for greater duplication. It is possible a large town may contain pretty much all of the POIs available in that one place.

     

    A few images to demonstrate.

     

    This overhead map shows the central Old West Town area with the traditional gravel wagon road.

    The outskirts surrounding the Old West Town has a rail track and has the potential to complete a whole circuit.

    gBMKsBP.jpg

     

    The trail is metre guage as per the block size. It's possible to ride a 4x4 along the track for testers.

    PHsEh9B.jpg

     

    The squiggly areas of 'road' have been given an angled crossing. This allows the track to join up. It's crude but does the job.

    mBwWyiw.jpg

     

    This shows the scaling against the 4x4 and also how T junctions are handled. It seems to be appropriate blocks but better suggestions are welcome.

    1kpxALo.jpg

     

    Removing the !-- and -- from the beginning and ending of these rwgmixer.xml entries will allow the RWG to add this feature in when a world is being created. It is optional and turned off by default.

     

    2 entries to remove those punctuation tags from, just as with adding 'rural'.

     

        <!--append xpath="/rwgmixer/township[@name='oldwest']">
            <property name="outskirt_district" value="oldwestoutskirt"/>
        </append-->

     

        <!--district name="oldwestoutskirt">
            <property name="district_spawn_weight" value="0"/>
            <property name="district_required_township" value="oldwest"/>
            <property name="district_preview_color" value="0,0.5,0"/>
            <property name="spawn_custom_size_prefabs" value="true"/>
            <property name="poi_required_tags_all" value="oldwestoutskirt"/>
        </district-->

  9. 5 hours ago, RAGE PVE said:

    Just a couple probs with the guards here, in terms of server usage other players can just kill them, they don't heal as we know until A21.  The landclaims also don't impact, we don't want them invincible but damaged only by enemies, is there a way to edit the mod to make that work at all?   

    I'm sure Oakraven will respond here if this is something he wants to share publicly. Potential solutions include self healing or a different faction set up.

  10. 2 hours ago, RAGE PVE said:

    The lever action has the best default of all the red dots I think, its nuts that thing! :D

    Just on the below, what are 'boss loot drops'?  I'm trying to configure this atm to include on the server but want to understand where they drop exactly and if they will catch all the custom zombies and things also cheers

        </append>
        <append xpath="/lootcontainers/lootcontainer[@id='73']"> <!--Boss Dropped Loot-->
            <item name="GreenTicket" prob=".33"/>
            <item name="YellowTicket" prob=".1"/>
            <item name="RedTicket" prob=".01"/>
            <item name="PurpleTicket" prob=".0075"/>
        </append>
        <append xpath="/lootcontainers/lootcontainer[@id='71']"> <!--Strong Zombie Dropped Loot-->
            <item name="GreenTicket" prob=".33"/>
            <item name="YellowTicket" prob=".1"/>
            <item name="RedTicket" prob=".01"/>
        </append>
        <append xpath="/lootcontainers/lootcontainer[@id='70']"> <!--Regular Zombie Dropped Loot-->
            <item name="GreenTicket" prob=".33"/>
            <item name="YellowTicket" prob=".1"/>
        </append>
        <append xpath="/lootcontainers/lootcontainer[@id='61']"> <!--Buried Loot Treasure Chest-->
            <item name="GreenTicket" prob=".33"/>
            <item name="YellowTicket" prob=".1"/>
            <item name="RedTicket" prob=".015"/>
            <item name="PurpleTicket" prob=".01"/>
        </append>
        <append xpath="/lootcontainers/lootcontainer[@id='7']"> <!--Gun Safe-->
            <item name="GreenTicket" prob=".33"/>
            <item name="YellowTicket" prob=".1"/>
            <item name="RedTicket" prob=".015"/>
            <item name="PurpleTicket" prob=".01"/>
        </append>
        <append xpath="/lootcontainers/lootcontainer[@id='6']"> <!--WallSafe / DeskSafe-->
            <item name="GreenTicket" prob=".33"/>
            <item name="YellowTicket" prob=".1"/>
            <item name="RedTicket" prob=".01"/>
            <item name="PurpleTicket" prob=".0075"/>
        </append>    

    The boss (Demolisher/Snufkin), strong (special/feral), and regular all drop their red/blue/yellow loot bags periodically. They will all be caught and this is the relationship to that code. These values are for A19 and need an update as items are being added directly to lootcontainers which is not the way things are added for A20. It was not going to be updated for A20 as certain parts were no longer functional. It'll be given more consideration for A21.

  11. Added 2 more POIs for the Old West Migration mod to support T2 questing and push the total up to 14.

    This provides a very satisfactory mix for T2 with greater potential to complete that tier with all unique quests.

     

    Market

    This offers a remnant market and was brought over for one shared with the NMM. It is hooked up for all Quest types.

    Jj4SZJp.jpg

     

    Stables 02

    This is a second addition for the stables and is also brought over from an NMM submission. It provides a double stable for T2.

    WAtufMT.jpg

  12. A small update for the Old West Migration modlet:

     

    Bric-a-brac

    This was originally shared with the Not Medieval Mod but ports over quite nicely for the Old West and offers one more 'General Store' feature to mix up the loot assets a little bit. It is a T2 clear and fetch and brings up T2 choices to 12.

    7CeqyZJ.jpg

  13. 15 minutes ago, Jikdur said:

    ok thank you.

    Having some trouble finding that version. When I download latest stable version score it's saying 20.6.229.1021. if I download the latest experimental it's 20.6.297.1109. downloading it from the links provided off the NPCmod page.

     

     

    Version Version: 20.6.259.937 received the working clock feature which is necessary for the latest version of The Wasteland.

     

    20.6.229.1021 is earlier and will not contain it.

     

    Use the 20.6.297.1109 version. I am also going to download that version for The Wasteland because it has an update for Entity Alive SDX. It suggests it will allow EntityEnemySDX to behave similarly to EntityAliveSDX. I am interested to see the impact of this as it will have a direct bearing on certain Wasteland interactions.

     

  14. 1 hour ago, Djak said:

    Hi, 

     

    I changed the values in spawning.xml in the game folder, but the changes don't seem to appear in game as they used to when I played in non-dedicated mode. 

     

    Can someone tell me how to use a custom spawning.xml on a dedicated server (hosted on same PC I'm playing on) ?

     

    Thank you. 

    The dedicated server has its own spawning.xml file in the main Data/Config folder.

    This governs the spawning rate for anyone that joins that server instance regardless of the client's settings.

  15. 1 hour ago, swmeek said:

    Is there an easy way to change the sound of opening the chicken coop to something like a hatch door opening sound instead ?

    The xml for the loot.xml suggests:
    sound_open="UseActions/Chicken6Sounds"

    Changing it to something like:

    "UseActions/open_chest"
    "UseActions/open_cupboard"
    "UseActions/open_drawer"

    may give something more 'tolerable' if the 'scream' is too much.

  16. Here is a download link for a 'one off' update by special request for Telrics Horses 2.0 Mod. The original thread that outlines this mod and others by Telric can be found here.

     

    https://github.com/arramus/TelricsHorses2.0A20

     

    My role in this is purely as custodian although I shall attempt to address any issues if they arise.

     

    As the original thread explains, Telric is deeply involved in Telrics Fantasy Quest World and bringing A19 content up to date has naturally been secondary.
    In addition, Telrics' content is typically not just updated for each new Alpha but also expanded on and this has not been possible for A20. As such, this update is a special case.

     

    Here is the original introduction of Telrics Horses 2.0 Mod from the A19 page.

     

    [--Requires New RWG Restart--]

    Seek out Maybell's farm and prove your worth to the NPCs there. Do quests to increase your reputation. Upon reaching a couple milestones, you'll be rewarded with your very own horse. Once you have a horse, and the proper reputation, the farm will allow you to participate in the horse course. Completing this course will give you the option to increase your horse's speed.

     

    The update was completed in-house, that is with input from those belonging to Telrics Discord with permission by Telric. This is purely just a one off for A20 as things stand.

    It loads up without any warnings, and all appears to be updated and functional. A20 updates include features such as bringing Maybell's Farm POI up to date due to obsolete blocks, updating loot entries, entity groupings, horse 'vehicle' features from which we thank @Zilox whose xml could be cross referenced for the NMM Medieval Horse to look for mismatches with A19 and remove trial and error to speed up the process, updating entity class features to match default updates, and so on. It is possible some things may still need to be addressed and your feedback is welcome.

     

    Here are a few images to outline some of the highlights.

     

    Grandma Maybell is back at Maybell Farm with her family and waiting for your visits as they have Quests for you to complete.

    8usxkzo.jpg

     

    Maybell Farm will spawn in the Wilderness. Due to A20 RWG algorithms, it will pretty much be guaranteed to spawn once, but any more than that is not certain. It's a good idea to check the location before using that World as a Maybell Farm in the Wasteland will not be ideal for the residents and interactions.

    5kcNj1x.jpg

     

    Vincent is still very busy with the stables and has some errands for players to perform. Completion of these errands from the family members will make you a very welcome visitor and it won't be so long until you are invited to formally participate in the horse course.

    wYclQll.jpg

     

    The horses remain content but the desire to be fed apples is as constant as ever.

    7KefNWy.jpg

     

    The horses' health/appetite ^^ will be topped up as they receive these treats.

    mI2O7ZC.jpg

     

    What more can be said? The horses are out in the wilds awaiting your interaction.

    VS1sGcM.jpg

     

    Here is an update YouTube video to show something Telric is working on for the Fantasy Quest World and show what has been limiting time elsewhere.

     

  17. 28 minutes ago, Witos said:

    I understand that to add more range to the sound you have to edit the unity3d, now you have to be glued to the machine to hear it well if you move away you can no longer hear it, but the file unyty3d I understand that is locked and can not be edited.

    cooljuke10 is a lot of fun but you can only listen to it if you are on top of it, you can't extend the range in which you listen to the music.

     

    That's correct. The range can be set in Unity. If you read earlier posts in this thread there are quite a lot of 'complaints' about things being too loud or having too much range. I don't think Oakraven wants to respond to any more of those. This was the safest way to release it.

    Oakraven reads these posts when he takes a break from development and will certainly understand what you are saying and consider a balanced option.

  18. 42 minutes ago, Witos said:

    hello, your mods are very nice, could you add more range to the sound of the jukebox or make it editable, I want to set up a disco. 

    I sent a couple of messages to Snufkin who created a Jukebox mod for A19 which allowed players to add their own mp3s to a folder. They were then converted to mp4 and added to a playlist of about 12 tracks. There has been no response and the first contact was 2 months ago. If we can track down a copy of that A19 mod (the link to it is no longer accessible) it will show how it was constructed. The coding is a touch complex but something the Snufkin was very strong at.

  19. 33 minutes ago, Ganeshakw said:

    This map, where do we need to copy paste ? In the Mod's map folder or Vanilla's maps folder ?

    There are two places I know of and they are not in the Mod folder area for either.

     

    1. C:\Users\Me\AppData\Roaming\7DaysToDie area.

    There may be a folder called GeneratedWorlds and it can be placed in there.

    If there isn't a GeneratedWorlds folder you can make your own and add it in there.
    If you aren't able to access this area, or familiar with it as it may be hidden we can:

    a) Launch the game and select the 'Show game launcher'.
    b) Click on the 'Tools' tab and select 'Open savegame folder'.

    That should get you there.

     

    2. ...\7 Days To Die\Data\Worlds
    This will already contain Navezgane and the PREGENs.

    Here's a server ip for anyone wanting to try out 3.0 on a dedicated server.

    It's pretty mellow settings for the most part and certainly not for die-hards. ^^

     

    I.P. 64.42.177.210:26920
    Location: North America West
    Settings
    XP: 125%
    Loot: 125%

    Duration: 60 minute days

    Horde Night: Day 7 with 7 per player at 100% damage

    Difficulty: 3 (Warrior)

    Death: Nothing dropped on death

    World: Sample WL8K01 custom RWG as posted a little above.

     

    It's running Server Tools and players can choose to use home/waypoint teleport or not depending on their own personal take on it.

    If you die, which is pretty much a given, and survive a Horde Night, a death is taken off your totals. It'll wipe out that one occasion that shouldn't have been. lol

  20. Here is an 8K sample World for anyone unfamiliar with using the RWG, or if you would like to use a World that contains some guarantees.

     

    Moddb - https://www.moddb.com/mods/7d2d-survival-horror/downloads/wl8k01

    (It may take a few hours to be scanned and verified)

    Dropbbox - https://www.dropbox.com/s/h4gtjeuo8erbtao/WL8K01.zip?dl=0

    (This will be removed once the above link is verified and accepted)

     

    It uses seed WL8K01 but sees the Biomes customized for variety and POI assurances. Here are the POI assurances and other guarantees:

     

    - All high value POIs are guaranteed to appear. While they are guaranteed to appear, this is typically only once based on the new RWG algorithm.

    - All high value POIs are in the Pine Forest, Desert, or Snow Biome. This ensures Quests do not get gatecrashed as the Wasteland can impede a Quest in Progess.

    - Community friendly. There is only one spawn point in the very center of the World but players will typically meet a town regardless of the direction they choose.

     

    This map was found on a survivor for anyone who wants a little overview of what to expect. It's been left out in the sun a little too long though.

    Spoiler

    yzyHgf8.png

     

  21. 33 minutes ago, Ganeshakw said:

    Bro, do this mod gets difficult and dangerous like DF, as the game progresses ?

    It starts very dangerously, and then gets a little easier as you get stronger, and then if players follow the Quests it gets more dangerous again with the need to explore and interact, and then gets a little easier as you see some rewards come from that danger. It may give players a sense of security, until it gets dangerous again. Players will never ever feel totally comfortable in some of the situations which maintains the challenge, but with a bit of luck, careful planning, and making the right choices, things can become very tolerable.

     

    Wasteland 3.0 adds some new features and dynamics which incrementally increase the challenge as players move up to higher level Quest Tiers with the added Radiation POIs and 'guards'. This really reduces the benefits of being at a higher Game Stage. Wasteland 3.0 feels like waves of ups and downs at all Game Stages and a revisit for anyone who did a play through on earlier builds is well worth it.

  22. Pushed a new mod to the Oakraven Forest Collection

     

    Oakraven Steampunk Lights

    https://www.moddb.com/mods/oakraven-forest-collection/downloads/onofflights#downloadsform

     

    Oakraven Steampunk Lights provide steampunk themed wall and desk lights, as well as a multitrack Jukebox which cycles to the next track when turned on and off. These lights can be turned on and off using the E (Use) key. They do not need to be powered. If you destroy a light, it will be added to your inventory to be stored or placed in a new location. The lights use a variable helper for players to select from the range. They can be made on the Workbench under the Science area.

    qtzj3sL.jpg

     

    loOq2gx.jpg

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