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arramus

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Everything posted by arramus

  1. arramus

    NPCMod and Addons

    Here are some instructions for something you can test: 1. Go to BeeHives > Config / entitygroups.xml Change all 3 animalBeeStump prob="0.1" to prob="0.25". 2. Go to HydroponicUndergroundFarming > Config / entitygroups.xml Change all Mushrooms and Wildplants from prob="0.1" to prob="0.25". Change DesertPlants to: <entity name="animalWildPepper" prob="0.25"/> <entity name="animalWildPineapple" prob="0.3"/> <entity name="animalWildTomato" prob="0.2"/> With enZombies and the NPC Add on packs there is a lot of competition for spawning. This increased probability values should see an immediate impact on the frequency you see them. If not, add an extra 0.05 to their prob values. Finding a balance can take time. In addition, there are also some hardcoding irregularities to contend with; list order favoritism, load order, double spawning, and whatever else is going on. The DesertPlants were spawning Tomatoes at a very high rate compared to Pineapples even though they had exactly the same spawning chance. This offset helped to stabilise things.
  2. I only have the latest stable installed A20.6 and that is not accepting SMX with AutoBots at all. There are a lot of load out errors. It doesn't seem to be looking good for future compatibility either.
  3. 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.
  4. @magejosh it really depends on how Darkstardragon wants to take things for A21 but they would be very happy self spawning in the Desert Biome.
  5. That name change was tested on a totally new World. If this is what you see on a totally new World with only SMX and AutoBots, then our result was different. AutoBots was made for regular default settings. It is best to request help in the SMX thread as it may change from time to time and is not something I monitor.
  6. It's in the guppy gitlab list of modlets all ready for download as a standalone mod. That's where it was grabbed from. https://gitlab.com/guppycur/guppymods/-/tree/master/gupReaper
  7. 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.
  8. 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.
  9. 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... ^^
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. Testing Zilox's superb horse for jumping capability. Consecutive jumping somewhat compounds the upward tilt but it stops the horse being a constant jack-in-the-box.
  16. arramus

    NPCMod and Addons

    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. 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.
  17. 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
  18. 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.
  19. 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>
  20. This could be replicated in Navezgane with no mods in the Mods folder as well.
  21. 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.
  22. 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.
  23. 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
  24. The Skeksis are hunting for those last Gelflings.
  25. 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
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