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arramus

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Everything posted by arramus

  1. A small update to the Modpack. Clear Bulletproof Glass. This addition allows players to craft clear bulletproof glass in the forge just as we can with regular bulletproof glass. It provides a better view of the garden area to make sure we can keep an eye on the expanded Wandering Hordes. As with all types of glass, if you want a smooth join, they must all be placed when you are facing the same direction and with no block rotation. Otherwise, it will show the joins.
  2. The zip file is exactly the same content. It is for server hosts who have a difficult time with the Github zipped files.
  3. arramus

    Snufkin's Jukebox

    Ah yes, Xyth's mods bring quality of life in many ways, and the NPC Mod has certainly done that for NPC Mod game play and the overhauls like Wasteland and NMM, which wouldn't have been what they are for A20 without it.
  4. Here is a small and basic Quality of Life mod that simply allows 'Clear Bulletproof Glass' to be crafted in the Forge in the same way as regular Bulletproof Glass is crafted. It has appeared from time to time over the Alphas in different guises, and this particular one was submitted to the 'White River - Tools of Citizenship Quest' for A19 but is also quite useful by itself. It will also be bundled in the Oakraven Forest Modpack to allow players to check up on their gardens more easily but here is the standalone version as well. It is 'Server Side Only' and the client does not need to install it. https://github.com/arramus/Clear_Bulletproof_Glass It is exactly the same as regular 'Bulletproof Glass' but with two small changes: 1. It is clear. ^^ 2. It can be repaired with broken glass instead of a whole new block. While it should be self explanatory and intuitive for players who make regular Bulletproof Glass, here are a few pictures. Craft in the forge with the same requirements as Bulletproof Glass. When crafted, select the type of glass using the variable helper block. Place as a usual block. Enjoy the clear view. Repair as and when needed.
  5. arramus

    Snufkin's Jukebox

    The last time I downloaded the Jukebox was about 8 months ago when A20 arrived. The Jukebox was no longer compatible with A20 updates and it seemed some fundamental xml code was no longer permitted/functional. It was clearly in need of an update. At some point since then, the Google Drive has locked downloads. This includes Snufkin's other downloads as well for the Battle Royale, original Snufkin Zombies, etc. Snufkin last shared a custom paintings mod about 18 months ago and that was about the last time we saw any activity.
  6. Maybe best to download the most recent version of this Modpack as the most recent version had some icons renamed to match the type of alphabet used by TFP. It seems some PCs could accept non regular text but some cannot. Renaming to the default alphabet should solve any icon issues. Naturally, this is best done on a new World though as there is always risk when a mod changes something on an existing World. It is possible the crafting stations are not working because SMX is loading after the Modpack and the game is using the SMX crafting code. The Modpack crafting tables are added to 1-OakModpack. Try renaming SMX to 0-SMX. This will allow SMX to load up first followed by 1-OakModpack. This may allow the Modpack crafting stations to become functional again.
  7. It's difficult to understand the reason for some console errors unless we can see the original warning error that usually comes before this type of error goes into a cycle. For that reason, it is helpful to look in the log for a more specific error that links to a specific file. Adding in new mods to an existing World that already has other mods has been known to upset existing items/blocks that exist in the World. It is possible to give more help with the log details or more understanding of what has been happening in the World, beyond the attached image.
  8. Choice 1. Update your version of 7D2D to the latest Stable version. There will be no requirement to change the mod files. Choice 2. Keep your current version of 7D2D and downgrade the Snufkin mod to an earlier build. https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022Feb02 Choice 3. Keep your current version of 7D2D and Snufkin mod but change anywhere that has onSelfRangedBurstShot to onSelfRangedBurstShotEnd. This is changed in the Configs / buffs.xml file.
  9. The current version is compatible with A20.6(b9), the most recent Stable release. If your version of 7D2D for A20 is before A20.6(b8), this version is not compatible. From the experimental A20.6(b8) 'onSelfRangedBurstShot' was upgraded to either onSelfRangedBurstShotStart or onSelfRangedBurstShotEnd. If your version is before that, it is necessary to change any instances of these back to onSelfRangedBurstShot.
  10. Notepad++ is a very useful editor for xml files. https://ja.wikipedia.org/wiki/Notepad%2B%2B buffNarcoticsMantis Lines 131-136 <effect_group> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" effect_name="Distortion"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="4" effect_name="VibrantDeSat"/> <triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="4" effect_name="VibrantDeSat"/> <triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="4" effect_name="Distortion"/> </effect_group> buffBanshee Line 287-301 <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="2" fade="1" effect_name="Blur"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity=".5" fade="1" effect_name="Radiation" /> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" effect_name="Drunk" fade="1"/> <triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Blur"/> <triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Radiation" /> <triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" effect_name="Drunk" fade="1"/> <triggered_effect trigger="onSelfDied" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Blur"/> <triggered_effect trigger="onSelfDied" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Radiation" /> <triggered_effect trigger="onSelfDied" action="ModifyScreenEffect" intensity="0" effect_name="Drunk" fade="1"/> <triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="bansheebuff0" play_in_head="true"> <requirement name="EntityTagCompare" tags="player"/> </triggered_effect> <triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="bansheebuff1" play_in_head="true"> <requirement name="EntityTagCompare" tags="player"/> </triggered_effect>
  11. This mod and one character in the Snufkins uses this green particle effect. However, it's used in moderation and there shouldn't be more than one or two appearing at a time. If you're seeing a lot, then it sounds like the Elite Zombies Mod https://7daystodiemods.com/elitezombies/ which specialises in them and has its own Discord channel. Search for 'RadiatedParticlesOnMesh' in the entityclasses.xml and remove/comment out the whole related line.
  12. Two choices: 1. Wear speaker mod hat in Snufkin Custom Weapons Xpansion mod. It stops this effect. 2. Delete buffs.xml Lines 287 - 301 for Banshee. The Mantis distortion is Lines 131 - 136.
  13. arramus

    NPCMod and Addons

    Thanks for confirming, as it makes pinpointing it down to when you have Score installed as the common/only feature. I saw your post has already been passed onto the Score creator and it was acknowledged the new fire feature may need a revisit with Linux builds in mind. And yes, there are plenty of commercially hosted Linux servers out there so it may be that your message was the first to arrive unless slightly different Linux builds are responding differently.
  14. arramus

    NPCMod and Addons

    First warning: Caught fatal signal - signo:11 code:2 errno:0 addr:0x7f2a9551cc5e Current warning: Caught fatal signal - signo:11 code:1 errno:0 addr:0x4f5c2529 Obtained 4 stack frames. #0 0x007fb33f907520 in __sigaction #1 0x0000004f5c2529 in (Unknown) #2 0x007fb268036dc4 in (wrapper dynamic-method) EntityAlive:DMD<EntityAlive::updateCurrentBlockPosAndValue> (EntityAlive) #3 0x007fb337f4580b in (wrapper dynamic-method) EntityAlive:DMD<EntityAlive::OnUpdateLive> (EntityAlive) The general consensus on this type of error relates to stack overflows, coding issues, or irregularities in setup. Can you confirm that players can join with nothing in the Mods folder at all, just to rule out any typos/mismatches/routing issues related to the serverconfig/set up?
  15. arramus

    NPCMod and Addons

    Troublesome. Caught fatal signal - signo:11 code:2 errno:0 addr:0x7f2a9551cc5e It's been a couple of years since I ran 7D2D using Linux, and Linux specific posts are very rare if at all. It appears this type of error can range from hardware conflicts, to data overflow going out of bounds, to something in the code which other OSs may allow through but Linux does not. Can you try just Score on its own, without 0-XNPCCore, just to further reduce pinpointing?
  16. Yes. And that is something the Die Hard community, mentioned above, added to their server. They took a Snufkin zombie from the code, pasted it below with DH added at the end, and increased its HP, XP, and damage by about +20%. And with that Juggernaut, gave it the Archon flying feature. It suits their community player base as they set up a group BM base for parties with a teleport function. Once hooked up to the spawn lists, they soon become a regular feature.
  17. This appears with the mushroom and plants spawning for Hydroponic Mod, and bee log spawning for Bee Hives. Here is what happens: 1. A snake spawns. 2. The snake dies. 3. The dead snake turns into a Bee Log or Mushroom/Fire Fly, or vegetable for harvesting. The snake can spawn anywhere. However it cannot change into a new thing on concrete, gravel, or other non 'soft ground' type locations. It is possible this warning appears when the item is trying to be placed on the wrong area. It doesn't need a warning because it is intended. However, the Unity game engine likes to give a warning about these things. We also see it for normal game things for animals and other blocks. I shall see if we can block these warnings from appearing because it is an intended safety check. We don't want plants growing in the middle of a road.
  18. It should be OK. There are a few kinds of warnings we can often ignore. Sometimes: Invalid Layer Index '1' or an animal is missing something. or a particle is repeating. or a 'cnt' or block has a problem with a surface.
  19. arramus

    NPCMod and Addons

    Based on where the Friendly NPCs have been added to, typically the same groups as regular zombies, the orthodox method used by TFP to balanced spawning rate is shared as the most appropriate suggestion. Simply reduce the prob value of each entity. For example, the SoldierPack. There are two kinds of 'NPC'; a hireable version such as npcSoldier4TRifle with a probability of 0.1, and a non hireable survivor version such as survivorSoldier4TRifle also at 0.1. Drop these values to 0.065. This will be higher than the Baker and other NPCs bundled into the NPCMod but decrease their chance of appearing related to other entities they are competing with. The default entitygroups.xml values do not use maxcount value. Based on using a custom spawning.xml group, the connected entitygroups.xml spawning appears to be considered based on a distance of about 40 blocks or so. And the maxcount is governed by the overall World spawning such as the one set by Server Admin: <property name="MaxSpawnedZombies" value="64" />. For example, zombie/NPC spawning in the Forest Biome in the day time is governed by an entity group called ZombiesAll. In the default entitygroups.xml, Zombie Boe has no probability added, and for the sake of calculating appearance, we can consider that to be a 100% chance. We have been informed the calculation is based on the combination of all entities added to the list, but sometimes real game play does not totally match due to double spawning or other inconsistencies. But using that base value helps to consider proportional appearances. Against Zombie Boe, <entity name="npcBakerEmptyHand" prob="0.05" /> at 0.05 will only have a 5% / 1 in 20 chance of spawning in relation to Zombie Boe. In practice, we do not see a great deal of this Baker entity these days. As there are a few types of the Baker, it can give the appearance he appears more than the 5% based as he is in the list a lot more under his various roles. For the friendly NPCs, such as the soldiers, since there are so many types of them and since they double with a Hireable kind and a non hireable Survivor kind, their chance to appear is much more noticeable. See how that 0.065 impacts the Biomes. And if you only wanted the hireable kind, reduce the Survivor kind to only 0.05 or less, or even remove them from the list so they no longer appear. And yes, the NPCs can gradually wipe out the zombies in their spawn region which further gives the impression there are more. The moment one of those zombies is replaced by the next NPC, their strength can double. Balancing the NPC spawns can be tricky depending on how many packs are added and what their individual prob chance is. It's very delicate out there but going low (0.065) to start seems prudent.
  20. Added an update to the Modpack based on request. 1. Wandering Hordes The Undead Skeleton type zombies have been added to Wandering Hordes for their grunt, feral, and radiated type. In addition JaxTeller718's Bigger Wandering Hordes Mod has been added to the Modpack. It has been customised a little as follows: - All Game Stages where zombie entities spawn sees +10 added to the total amount. - All Games Stages where animals spawn sees +1 added to the total amount. This increase will give your Fish Stick a good work out. 2. Quests After much play testing, the amount of entities to complete regular elimination quests has been changed from: 10 > 25 > 50 > 100 > 250 to 10 > 20 > 30 > 50 > 100. Due to the large variety of entities, it was hard to reach the total of 435. This now decreases to a total of 210 which is similar to the 222 total for Undead entities during a Blood Moon (and some from Wandering Hordes) which while infrequent are abundant when you see them.
  21. Actually... this is quite a common issue for some installations, but not all. It appears to be linked to some non English text and some computers may not have all the appropriate language packs available. The Work Stations mod was uploaded again with as much as possible put into the English format. There is non English text in the localisation but that will not be an issue. The unity resource which holds the actual model is not in the English format but that would have to be an Oakraven thing. The icon, and everything else has changed. It means you'll need to remove your current Tatarin Forge before installing this one and then adding this new version. I tried it without removing mine first and it just disappeared. However, it was only that mod on Navezgane so I can't be sure of the impact on multiple mods.
  22. If the icon isn't showing up with the latest build, I shall talk with Oakraven about doing some renaming to remove some characters which may not be compatible with everyone's setup.
  23. The Oakraven Collection updated the Work Stations with an Oakraven Ammo Bench. It has been added to the Modpack. It can be crafted from Advanced Engineering Skill 1 and offers a stand alone ammo crafting tool that will be compact and free up the Workbench. It has no power requirements beyond a battery in its crafting recipe. The range of Oakraven Work Stations covers an abundance of resource management features.
  24. An additional Work Station crafting table joins the Work Station mod. Ammo Bench. It can be crafted from Skill 1 Advanced Engineering and provides a standalone compact ammo crafting device. It requires no fuel/power to operate but does need a battery to craft.
  25. The Sign Cupboards (Storage Boxes) mod has been an update. Since they require 2 forged iron to make, their material has been upgrades from Reinforced Wood to Metal. This should give them invulnerability in mods which use the new 'Score fire' that can burn many types of material and ultimately destroy them.
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