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arramus

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Posts posted by arramus

  1. 7 hours ago, KailJ said:

    Does the Beehive and Hydroponic mods need to be installed when the world is created? The reason I am asking is because (besides a few zombie mods) I have only the oakraven mods installed with the following issues. The chicken coop mod: The nests have changed their appearance and you can find the chicks just fine. The Beehive mod: You can create the hives just fine, but the bee logs are no where to be found in the Pine Forest areas. The Hydroponic mod: You can build the table and such just fine, but the plants in the wild are like the bee logs, no where to be found. Was something broken when after the last update? Please advice as we love the mods.

     

    EDIT:

    I did come across 1 strawberry after driving around looking for about 15 minutes. Still not as many as in the past.

    The Beehive and Hydroponic Mods do not need to be installed when the world is created.

    The Bee log, Hydroponic plants, and Mushrooms are spawned as entities.

    This is how it works:

    1. They spawn as a snake.

    2. The snake is instantly killed and changes into a corpse blocks; the Bee log, plant, or mushroom. If the snake spawns on gravel/road it will not change to a corpse block. It has to be on 'soft ground' like grass and sand.

     

    As they spawn as snakes, they are competing with other entities in the world. As they have their own custom spawning, it is possible they are competing with regular zombies depending on how the game hard codes things.

     

    You could find 1 strawberry, and mention it is not as many as in the past. Maybe the zombie mods are spawning at greater probability than the bees and plants which will make them rarer.

  2. My photo limit in the forum is now at a Max total size of 197.69 kB. Maybe I have posted too many pictures and have reached a forum user limit.
    Unfortunately I can't post an image of the reaper and I prefer not to create an image sharing account. Maybe someone else can kindly share an image instead.

    It's easy enough to spawn one in Debug Mode with F6 and search for reaper.

  3. 11 hours ago, KailJ said:

    All my players LOVE your music decor mod. They were curious (as I am) if there is a way to make the music play longer or on a loop? Also, do you plan on making additional music selections from the devices (piano, organ, jukeboxes).

    Snufkin created a wonderful Jukebox mod that allowed players to add their own mp3 files to an audio folder and play them while in game. It gave players a selector for about 12 of their own music choices. The mod is not accessible any more and was for A19. I sent a message through his Google Drive to ask for access so we can upload them to another location but I can't expect a reply.

  4. https://github.com/arramus/A20_ServerSideVehicles_2022Sept16

     

    Pushed an update for the Motorcycles/Minibike to balance the following:

     

    - At 'high' speed the Motorcycles would cause speed wobbles and tilting. This has been removed as far as tests could show.

    - Landing jumps could cause the motorcycles to slow down and rear up on their front wheel. This is much less frequent.

     

    The end result is smoother jumps and a greater ability to slide/drift corners. I am out of practice with pushing these vehicles but could mostly keep it together and the improvement in handling was welcome. For players who prefer the older style, the file will remain on Github in storage but those speed wobbles... ^^

     

     

  5. The wandering hordes should appear every day. And the zombie hordes will bring them.

    If you produce enough heat from your forges, cooking, etc, the screamers will call them to your base.

     

    In the future, they'll be added to some POIs. Darkstardragon is checking all of the zombies, beasts, and bandits at the moment and looking at extra types to add.
    Once that's all decided, the Reapers can be given their own place as well.

  6. Added a final POI for the current update run.

    A T3 with a Tavern theme at 25 x 25. This has been pushed to both builds and the sample World

    Also, fixed the Water Mill water so it doesn't have any visual water issues and added Quest Tags to Domo from PapyKero as it was missing them.

     

    The update pushes are all completed now and that should be it for the time being.
    Here is a basic summary of the updates for the last couple of weeks:

     

    - New POIs added to fill any major gaps and ensure questing can be kept fresh and varied.

    - The horse received a hop feature and horn with 2 horse sounds.

    - Stacking was rebalanced with greater amounts allowed to be stacked as the crates could sometimes struggle due to so much custom content for food and ammo.

    - Guppy's 'vulture' was added to the desert as a 'Plague Fowl' entity.

    - Guppy's reapers were added to Wandering Hordes and Screamer Groups as leaders.

    - The Wandering Hordes saw some vanilla assets removed. The amount of entities that will be seen has substantially increased.

    - A few weapon tweaks such as the Masai Rifle accepts 4 shots and swords allow the serrated blade mod.

     

    For POIs, this is how it looks.

     

    TIER 1
    15 Potential Quests
    12 Town and 3 Wilderness

     

    TIER 2
    13 Potential Quests
    13 Town

     

    TIER 3
    11 Potential Quests
    7 Town and 4 Wilderness

     

    TIER 4
    9 Potential Quests
    8 Town and 4 Wilderness (3 assigned to both)

     

    TIER 5
    13 Potential Quests
    11 Town and 2 Wilderness

     

    It'll be decent to further increase the amount of Tier 3 and 4 a little in the future but this is quite a change from the initial release.

  7. A small update for the Horse pushed to the Github Development Build and Moddb Stable Build.

     

    - The horse 'horn' vocalisation has two sounds and hopForce has been changed from 8.5 to 9.0 as it performs a little differently on a dedicated server.

     

     

    A few additional features include the slight lean on turns and +1 to Turbo speed as the current settings were marginal when 'racing' around a town.

  8. An update has been pushed to the Github Development Build and Moddb Stable Build:

     

    - The horse has been given a 'hop' feature which allows it to jump over fences with ease and also some carts adequately but if they are too high they may cause damage.
    The video a couple of posts above shows an earlier test. The released version reduces the amount the front will raise at an angle for repeated jumps with the trade off of a little less jump height. Base speed has changed from 10 - 14 m/s regular/turbo to 10 - 15 m/s. This will be more noticable with the Sugar Cube Mod. The longer the distance the more the difference will be evident.

  9. 5 minutes ago, Canute said:

    Jumping horses, a big improvment ! 🙂

    Next you need to create a new mission/POI about horse races !

     

    Didn't you create a spider (minibike) thing lately ? Maybe give that the ability to climb walls ?

    A horse mission where a player needs to go from A to B and trigger Quest Markers and complete required actions (including within a POI) along the way within a countdown time limit. That would add value and variety.

     

    Ah yes, the spider minibike added to the Oakraven Modpack. I do believe there was an exploit where the bicycle could climb walls in the past. We shall see where Oakraven wants to take that spider minibike.

  10. As a quick method, visit the entitygroups.xml for the XNPCCore or Addon where the NPC can be found and change its prob value to 0 to remove its chance to spawn.
    If it is something you would just like to see a lot less of, reduce the prob value to something lower; for example from 0.05 to 0.01.

    On 9/10/2022 at 11:34 PM, paul cornwall said:

    I would really love it if a group of u modderz could do an animal modlet too loving all your other modlets by the way

    I believe @pipermac released some modlets for the NPC community to use, including an animal pack. I am sure I saw a post about it a month or so ago.

  11. A small update as follows:

     

    - A new Wickerman POI has been added to the Github Development Build and Moddb Build. As this is a new POI, the sample World NMM7K01 was also updated.

    This POI has also been added for CP49 for the CP Medievil Village.

     

    For players/communities using the Fire Mod features, it will burn most readily.

    My image sharing capacity for this forum has reduced to 197.69 kb and an image is shared on Guppy's Unofficial 7DtD Modding Server in the NMM area

    https://discord.gg/AQ5xSzqM

     

  12. It looks like there is a combination of values to use on this. And it is possible different weapon classes/types are coded a little differently.
    Some have the following and some don't. There is possibly a class base value that isn't suggested if the weapon is not using its own custom value.

    But anyways:

     

    An example from default weapons is items / gunShotgunT3AutoShotgun

     

    The Action0 property - <property name="Reload_time" value="2.6"/>

    The effect group - <passive_effect name="RoundsPerMinute" operation="base_set" value="70" tags="perkBoomstick"/>

    The effect group - <passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1" tags="perkBoomstick"/> <!-- 2.3s -->

    The effect group - <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkBoomstick"/> <!-- random APM -->

     

    A mix of both set and random features depending on base, skill points, and luck.
    Unfortunately, there is no real easy way as they may not all be available and it could require cross referencing default values if they are given.

     

     

     

  13. I have not seen a mod for collecting wood. It is possible to add resourceWood to the automated mining bot as there are a few slots remaining in the menu list.

     

    After resourcePotassiumNitratePowder entry ending at Line 24.

    3000 Wood for 1000 gas, or change as needed. Could mine diamonds or anything in this way.

     

    		<recipe name="resourceWood" count="3000" craft_area="AutomatedMining" craft_time="3600" tags="automatedmining" craft_tool="toolBellows">
    			<ingredient name="ammoGasCan" count="1000"/>
    		</recipe>

     

  14. 8 minutes ago, Cndrocker said:

    For example, I had level 4 iron chest armour and added the muffle mod, the mod says it reduces noise by 4%, but the stat did not change. Same with mods that increase mobility, or plate mods don't show an increase of armour rating.

    This could be replicated in Navezgane with no mods in the Mods folder as well.

  15. 4 hours ago, Cndrocker said:

    I noticed that when adding armor mods, like the muffle connectors for example, the stats don't change. Same with some weapon and tool mods as well. Also, I'm not noticing a difference in speed when adding sugar cube to the horses.

    I tested the current stable (and Dev) build of NMM and compared to Navezgane with no mods added:

     

    1. A quality six steel helmet was tested with 2 mods; armor plating and advanced muffler. Heavy armor rating went from 13.5 to 15.5 and noise went from 12% to a -8% reduction. This was shown in the clothing area stats but not in the helmet stats for both mod and no mods.

    2. A steel spear went from 27.6 to 29.5 with a burning shaft mod and then 31.4 with an Axe splitter mod. This was shown in the main stat window. This was the same for both mod and no mods.
    3. Riding the horse from Point A to B with no mod was 21 seconds. Riding from A to B with the mod was 18 seconds.
    And with turbo for the same was 18 seconds no mod and 17 seconds mod. In turbo mode it was too close so I tried from further.
    Longer distance with no mod and turbo was 39 seconds and with mod 34 seconds.

    14 m/s vs 16 m/s difference showed in these tests.
     

  16. Pushed a small optimisation that is having a noticeable performance effect for clients and server:

     

    - Smitthy's Armor and Masks mod has been integrated into NMM Core just as with other smaller modlets of that type.

    It was using its own localisation.txt which is dynamic and appears to be constantly being called.

    Other server Admin have noticed this can really put a load on servers/clients (Whiteriver Quests Mod from individual modlets to integrated modpack was a helpful update), possibly more so because it uses a different localisation format from default. This brings it into line.

    Joining a dedicated server from 'join' to player spawn was 02:04 minutes. The server RAM load appears to have dropped by 0.25gb as well.

     

    - Changed a few stacking sizes in OakCore just to comply with the ones done in NMMCore.

  17. Pushed a few small updates to the Github Development Build and Moddb Stable Build:

     

    - The Grim Reaper and Chaos Grim Reaper entities have been added to Wandering Horde and Scout Group Spawn Groups.
    These are new entities from Guppy that match the context of NMM.

    - Wandering Horde groups for Soldiers, Old West, and Bikers were still hooked up and have been replaced with the Undead and Reaper list.

     

    - Wandering Horde groups have been quite substantially increased for Undead spawns.

     

    - A few ammo and resource items have had their stack amount increased to accommodate the introduction of the Dragon Cannon ammo (3 kinds), other custom ammo, and Oak additions. This includes the Vanilla arrow/bolt to allow extra stacking across their types. The iron arrow/bolt are found in pretty high quantity in the loot crates and soon add up. Eggs, Raw/Rotting flesh, and Water types have also had a stack increase since their volume builds up a lot with A20 chickens in abundance on top of custom additions for Coops, Wells, Hives, Fish Farm, etc which take up additional storage slots.

     

    Image version also posted on Guppy's Unofficial 7DtD Modding Server - https://discord.gg/AQ5xSzqM

  18. 16 hours ago, Hicksior said:

    Morning team and everyone! I run a server for myself and a few friends and have a couple of mods on the server to change the UI and a few other things, which helps me being colourblind and having a decent UI. I was wondering if there is an easy way or a list of Server Side only mods that don't require the clients to download anything, reason for this is we have a couple that are not computer literate at all, one is only just getting his first PC to join us in the game. 

    If this isn't something that is easy to find I will continue to hunt around the site more and more in spare time at work (shhhh) to find more.

     

    Currently running a 

    • UI Mod
    • Bag mod
    • Trash mod
    • Longer life bags

     

    Interesting... Always fun to build a server and an expert in Server Side Only is certainly @RAGE PVE. In fact, a visit to their community server would really be an eye opener to show you how much customisation can be achieved with only Server Side Only assets.

     

    There are no up to date lists of server side only offerings that I can recall, but here are a few to get you started. Granted, I share what I know or was involved in but it is a starter as trawling the posts is the only way to go about things beyond Nexus and 7daystodiemods mod download hubs.

     

    Entities

    1. enZombies - 300+ custom server side only zombie types.

    2. Snufkin Zombies PLUS - An eclectic mix of 'Boss' type entities which require a greater level of caution. The server options folder allows you to choose a 'lighter' version if things get overwhelming.

    Vehicles

    1. Server Side Vehicles - A collection of vehicles that expand of the regular ones or offer something quite unique.

    Quality of Life

    1. Oakraven's Pet Animals and Guards. This allows you to take of animals and use 'helpers' to protect your base/livestock.

    2. Autobots - This offers two tools which automated the mining process and ammo crafting process, at a balanced cost...

    3. Anna's Vehicle Respawning - This allows you to wrench a vehicle and have it respawn after a certain time limit.

    4. Clear Bulletproof Glass - A new mod just for quality of life.

    5. White River Quests - This mod bundles multiple mini mods all into one package and is all about custom quests. For example, collect 100 of this item and trade it in for a new type of machete. It needs a little update here and there and I hope the developer is able to give it a little maintenance but recent posts explain how to resolve any small things that need an update.

     

    Overhaul Type Server Side Only

    1. JaxTeller's 'The Vanilla Project - Mixing up default values and features.

     

     

    2. A very nice collection that was server side only called 'Purgatory' by @magejosh and was a great experience for A19. It is no longer server side only for A20 but it's worth watching as we never know...

    There are a lot more out there though and looking at these 3 threads shows a well categorised bundle of additional offerings:

    Dough's thread - https://community.7daystodie.com/topic/17197-doughs-modlets/

    Sam's Deco Bits - https://community.7daystodie.com/topic/23380-sams-deco-stuff-a20-server-side/

    JaxTeller's Modlets - https://community.7daystodie.com/topic/25860-jaxteller718s-a20-modlets/

     

  19. 1 hour ago, Artemisia said:

    We are not talking about models, we are talking about simple screenshots. If it was like you mentioned, no one would be able to publish mod/game videos on YouTube.

    Simple screenshots which typically contain images of the restricted usage models being held on commercial sites which can use them for commercial purposes. Feel free to raise this with Darkstardragon as I'm watching out for everyone's interests on this ;)

  20. 32 minutes ago, Artemisia said:

    Hi. You can upload your images to imgur and add them here. It's that simple.

    If the images contained content that was created in-house, that would be a very useful location to upload to.

    Unfortunately, there are many models in NMM that were purchased and have pretty restrictive usage properties for anything linked to commercial interests.
    Anything uploaded to imgur or any other image sharing site is basically signed away and allowed to be used in any format even after deletion. Just out of respect of the usage agreement with the creators they'll be kept off the commercial sites.

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