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arramus

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Everything posted by arramus

  1. I wonder if you are using an earlier version. I just downloaded the current version to make sure the download was providing the correct build. I used Oak as my key word and they show up on the Workbench and in the Creative Menu.
  2. The crystals will spawn, in the same way as other entities spawn, and then stay on the ground to be chopped to collect the resources.
  3. The crystals are found in the Wasteland/Burnt Forest area. They are found more often at night.
  4. There is no time restriction on the water sources and you will not have to wait for them to regenerate.
  5. Heading on in. I can see I will not get along with the neighbors one bit at this traders and will be on the look out for a Trader Johnny. Here's a modified 6K World for anyone who wants a more compact experience. The Biome has been mixed up a little for more variety. https://www.dropbox.com/s/7u7wumhk9sjgzfe/WL6K2022Mar29.zip?dl=0 It contains: 2 UFOs 1 Big Rocket Trader 1 Vault 101 3 Area 51s (2 of 1 type and 1 of the other) 2 Custom Red Mesas 1 Wasteland Raiders Settlement 3 NUKA Factories (1 of each) 4 Raider Prisons 2 Wasteland Cemeteries and a whole host of other custom Wasteland POIs. A SPOILER overview of the layout to give an idea of what to expect. And the original settings pre-modification for reference.
  6. You are able to collect fireflies and it sounds like probability hasn't been on your side at the moment. There is a 30% chance of receiving a firefly bug when chopping the Firefly Stump. Some players have increased this probability under the block.xml file for "FireFlyStump" where the 'name="FireFlyBug" count="1" prob="0.3"' can be amended to suit your preferences.
  7. Here is a small update for the Water Wells Mod. There are now 3 indoor sinks to choose from which will allow water to be collected in glass jars and buckets, as well as provide some storage space. For players using other sink type mods in addition to the Water Wells mod, it should be possible to add them to the items.xml in the Water Wells mod to allow them to continue to function as long as they are compatibly coded. Since the Water Wells Mod is usually the last to load based on alphabetical order loading, it is overwriting the settings for the glass jar and bucket in other mods. The three new sinks include a Tin Sink, Slate Sink, and Marble Sink. Each with very adequate storage capacity.
  8. This is also the system used in the server side only 'Oak's Pet Animals and Guards' mod for replenishing the Coop and worked very well in A19. In that mod, players make Chicken Feed and have to feed the chickens after each harvest. This reduced version was based on how difficult it can be to sustain sufficient resources to feed the chickens with farm plot resources, and ensure there is enough left over for the players to cook with, since the new farming dynamic creates a constant cycle of diminishing returns and requires additional supplementation from the traders or POIs. At the same time, the amount of chickens and eggs out in the wild has grown quite dramatically and made the economics of producing feed a bit redundant. A little more thought for re-balancing on this one to reflect A20 dynamics.
  9. Apart from the Snufkins being in 2 custom groups (Hard Wasteland Night and Desert Night), which have not really shown any major impact on overall zombie counts and placement because they reset once it becomes day time, any settings you change to increase zombies can focus on default zombies. One of the mods above plus the Snufkins should work together comfortably.
  10. Since weapons were removed from the hardened trunks, which were located in a multitude of locations and easy to refresh during quests, findings have been quite sparse (Gun Safes - Wall/Desk Safes). Looting chances have now been increased by adding them to ATMs and Treasure Boxes. There is a 1 in 5 chance of receiving Snufkin Loot in place of the default loot. On successful occasions, there will be a chance to receive 1 - 3 items in Gun Safes and Treasure Boxes and 1 - 2 items in ATMs and Wall/Desk Safes. This will help with finding Mods such as the Vulture Mod or Snake Mod which have become incredibly rare finds. We'll see how this goes and appreciate the continued feedback.
  11. The Cooking Stations received an update with new Stoves and cosmetic changes. All Cooking Stations can be unlocked with Master Chef 1 and take 3:00 minutes to manufacture.
  12. A small cosmetic update to the Wells as well as 2 additional types of standpipe. These all act as a water source for Jars and Buckets.
  13. An update for the Power Things with a new generator and update to the Workbench.
  14. In the whole scheme of things, does this suggestion follow this sequence? Catch the chicks > Populate the Coops > Feed the Chickens > Harvest the Rewards > Feed the Chickens (feed/harvest loop). A small update has been pushed for the Work Stations with the Hammer Forge being given a new cosmetic.
  15. By removing the lines for the zombies in the entitygroups.xml that were not in the original Snufkin Zombies mod, the zombies will remain in the code but not be spawned in the Biomes during regular gameplay or Blood Moon events. They can still be spawned manually by Admin for special occasions where appropriate. There have been no reports of any issues when removing these lines.
  16. The stack modifying mods are server side only, and do not require client installation.
  17. elucidus' across the board type stack mods serve us very well for large group bases where assets are all combined into a pool but storage space remains reasonable. The trade off is those large personal inventory stack sizes. For servers where players tend to create smaller base groups, or where Server Admin prefer to create less excessive stack values, the minimum across the board stack mod or one like Reasonable Stack Size where each item is given a considered value work well. Your point is very valid for sure, and it's decent there are alternative options out there to match our preferences and game styles.
  18. The overall zombie count is governed by MaxSpawnedZombies in the serverconfig.xml file. The overall frequency and volume of spawning in more localised areas is governed by spawning.xml and there are a variety of mods which can assist and avoid needing to change the default files directly. Dangerous Cities is one example. There are also Increased/Expanded/Improved Wandering Hordes mods that will allow Server Admin to customise these settings without needing to change the default files. One example. The above example also has such a mod.
  19. That shared a lot of numerical and generic warnings but nothing with any specific tell tale signs. OCB mods are often quite sophisticated with harmony/dll patching and it’s hard to say. Updating assets which are already placed can cause issues where IDs can be switched and it’s good practice to remove them all from the World before any updating.
  20. This question is answered in the post directly before your question. I shall also add the answer directly into the very first post because it is a common question since the original version is no longer updated.
  21. @EZ7 The Chicken Coops have received an update for both size and audio. The Coops have increased in size to match the one on the left. The audio drops off until you reach this distance (about 12 blocks) at which point the Coop cannot be heard. This will better allow players to select the distance from their base where the Coops are placed for those who prefer silence, a little ambient sound, or full volume.
  22. Correct, and this Mod is still a WIP for these elements for sure. I haven't questioned Oakraven's overall objective; whether these are just placeholders for the future, be it individual custom schematics or linked into existing Vanilla schematics. I do recall that using multiple cvars can cause the 'book' to remain looking unread as was experienced with an extended traps mod that linked 1 schematic to 4 types of possible trap. Time will tell on this, but feel free to test your own findings and report back what looks to be practical.
  23. Can you confirm that extracting the files hasn't double nested them? The ModInfo file should be inside the first 'primary' folder.
  24. And missing the progression unlock. The Pineapple chefs thank you.
  25. In the Config folder, you can find the entitygroups.xml. This file shows a list of: - What entities will spawn - Where and potentially when they will spawn - At what probability they will spawn. Simple deleting the whole line/area specific to the entity you do not want to spawn will remove it from appearing. The top half is for regular game play and there are not too many to remove. The bottom half is for Horde Night and does actually contain a lot but using an editor such as Notepad++ will allow you to remove large batches of text at any one time. The top half is a 5-10 minute activity. The bottom half depends on if you are familiar with batch deletions.
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