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arramus

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Everything posted by arramus

  1. I installed: enZombies Snufkin Zombies + enZombies Snufkin Patch Robeloto's Zombies + enZomboes Robeloto's Patch (Robot1 removed from the entitygroups though as it no longer exists) There is a spawning.xml critical parsing warning in the images. This often means part of the code is not going to load and be used.
  2. The Water Wells mod has been added to the collection and the link is in the first post. This mod allows players to craft their own Water Wells and Water Standpipe. These are functional water sources and allow players to fill up their glass jars and water buckets. A few images to demonstrate. Four types of Well with unique features. And a Standpipe. Each water source will allow you to fill up your jars and buckets. A visitor has set up home. This mod adds to the Oakraven Forest Collection and further expands on the homestead features.
  3. A small update for the Hydroponic Farming Mod has been added to Moddb with the link in the first post. - Plant growth time has been revised. They were still showing development stage growth time where they could be tested quickly and have now been given a more appropriate growth time. - Custom mushrooms have been given a 2% infection clear buff. They can only be found in the Pine Forest at night. - The Firefly Stump can also only be found at night in the Pine Forest. - There is a 30% chance of finding a Firefly Bug when chopping the Firefly Stump. - The Firefly Bug can be eaten and give a 3% infection clear buff OR used in a recipe to make a Firefly Light. A few images. The Firefly stump releases a decorative illumination with changing colour and animated Fireflies. You may find a Firefly Bug. And make your Firefly Jar. There are 5 kinds of custom mushroom out there as well. Yum.
  4. Try this edit. Tell them to go into a Wasteland wilderness area a little away from buildings. <biome name="wasteland"> <spawn maxcount="4" respawndelay="0.001" time="Day" entitygroup="ZombiesWasteland" notags="commercial,industrial,downtown" /> <spawn maxcount="5" respawndelay="0.001" time="Night" entitygroup="ZombiesWastelandNight" notags="commercial,industrial,downtown" /> <spawn maxcount="4" respawndelay="0.033" time="Day" entitygroup="ZombiesWasteland" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="4" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandNight" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="4" respawndelay="0.0167" time="Day" entitygroup="ZombiesWastelandDowntown" tags="downtown" /> <spawn maxcount="4" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandDowntown" tags="downtown" /> <spawn maxcount="2" respawndelay="0.001" time="Any" entitygroup="EnemyAnimalsWasteland" spawnDeadChance="0" /> </biome> And if that still does not meet with their needs, install this mod and tell them to place 8 Screamer Beacons in the Wilderness at night. They will come knocking at your base door screaming for help. https://www.nexusmods.com/7daystodie/mods/1311
  5. Thank you. In addition to the plants, all of the mushrooms and other things need their time changing as well. We shall add a new update pretty soon. The fire fly jar also needs a recipe. ^^
  6. The enZombies are updated quite regularly and spawn errors may just be from an out of date file. Running the enZombies with Snufkins and Robelotos has been a lot of fun and very stable for the most part. It's the servers with 16+ players during a BM which sometimes see issues. Luckily, entity mods like this are very dynamic and don't need a new World because they just disappear once the mod is removed, unlike items mods like weapons. Ya, feel free to bring them in and out of an existing World. I have done that a lot and not experienced any issues from that.
  7. Sometimes I use just Snufkin and Robelotos together, and sometimes I use the enZombies plus the patches for Snufkin and Robelotos (although I remove robot1 from the enZombies patch because it no longer exists ) It seems the red text, probably an NRE is possibly linked to a certain kind of car 'sedan' as we could check this issue after the enZombies were added inside buildings. It only happened in certain buildings and with that certain vehicle. It is a known issue with the TFP developers.
  8. It's just a SP test with Robeloto's and Snufkin's for a Blood Moon and both sets are spawning very well. I was eliminating all the Vanilla Zombies until they stopped appearing and it reached max BM spawns. A nice mix of the two types.
  9. I just attempted to run them both together, and the enZombies in the mix as well. Here's just an image on the Robeloto's and their cousin Snufkin's tag teaming. We have the Chicken Demon and Mother Clucker from Robeloto and Snufkin respectively. The Glow Bear and Snow Bear. And Rad Robot and Rad Shower Wight. They make some decent tag team combos. I didn't thoroughly check for any issues but they certainly loaded up just fine. As both mods contain a separate Horde Night spawning list, this may cause some server slow down on a server with many players but I can't be totally sure until it's tested. I believe Robeloto may plan to merge them together once A20 is a little more stable, and is very welcome to do so.
  10. Deleting unwanted zombies from the entitygroups does not effect the overall spawnrates. Overall spawnrates are governed in the default spawning.xml The default values for the Wasteland are currently: <biome name="wasteland"> <spawn maxcount="1" respawndelay="0.3" time="Day" entitygroup="ZombiesWasteland" notags="commercial,industrial,downtown" /> <spawn maxcount="2" respawndelay="0.001" time="Night" entitygroup="ZombiesWastelandNight" notags="commercial,industrial,downtown" /> <spawn maxcount="4" respawndelay="0.033" time="Day" entitygroup="ZombiesWasteland" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="4" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandNight" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="4" respawndelay="0.0167" time="Day" entitygroup="ZombiesWastelandDowntown" tags="downtown" /> <spawn maxcount="4" respawndelay="0.002" time="Night" entitygroup="ZombiesWastelandDowntown" tags="downtown" /> <spawn maxcount="1" respawndelay="0.3" time="Any" entitygroup="EnemyAnimalsWasteland" spawnDeadChance="0" /> </biome> Changing the very first entry for "Day" to match the values for "Night" below it for the maxcount and respawndelay will stop any comments from players that there is low contact with zombies in the Wasteland. Even though the spawn rate and frequency will be high, depending on your server settings it will still be reasonably mild if daytime is set to non feral and less than sprint.
  11. Yes, it certainly requires a new strategy. Some POIs give enough time to block off some door ways and other exits with blocks and hatches but not all. For those I have to put on my sneakers and run around the outside or block up to higher levels; especially with the Mutants. I've also installed the Vault Dwellers Add On Mod pack from Darkstardragon and bringing one or two on such quests helps to take the heat off of the player. Playing orthodox SP is a thing of the past with this latest build and is taking some adaptation. The school is one of the 'easier' ones since the Raiders are mostly behind locked doors and it can be tackled in incremental stages. The bottlenecks with assistance from NPCs and turrets is as good as it gets. The Prison is a whole new level of adaptation.
  12. It's a case of elimination and pairing to see which one may need an update or which pairings cause conflict. There was an enZombies release which also changed the infection rates a while ago but I'm not sure if that was removed or remains. If it remained, there is the possibility of compound infection values. Are you using the doughphungus Infection Buff Mod? That only appears to change the time infection rate increases using a random 'bad luck' feature. The Snufkin side of things has no additional infection edits beyond any regular chance as with the default zombies. It'll take time for sure, but running them alone and then in pairs will help show where the 0% infection rate isn't being recognized as a cure and removing the infection.
  13. A small update to the Drawbridge Walkways. A variety of no rail illuminated versions. The full collection.
  14. This section governs the Horde Night and there will be very many entries for the Shark and Mittens in there. Each individual entry connected to only those entities needs to be removed such as <entity name="Mittens" prob="0.15"/> The < /> areas 'open and close' each individual entities code. Nothing else needs to be removed beyond their own individual entries.
  15. There is not a compatible non PLUS variety available. It is easy to make changes to what can appear and how often they appear by editing the entitygroups.xml. This file governs where they spawn, how often they spawn, and what can spawn. Removing the line connected to the entities you do not want to spawn will remove their spawn capability.
  16. Correct. It is common for these autominer tools to require skill 4 or 5 advanced engineering to unlock.
  17. I shall discuss this with oakraven and spend more time looking at optimal range and also compare sound range with the default chicken. Here is a small update to the Oakraven Forest Collection Extendable Drawbridge Walkways The Drawbridges Mod allows players to add 4 varieties of Walkway in a 1 x 4 (1 block wide and extends additional 4 blocks from base block) and 3 x 4 format (3 blocks wide and extends additional 4 blocks from base block). These can be used for various purposes, such as crossing rivers, defensive trenches, and mining operations, among others. They use a simple extend/retract feature and are activated in the same manner as doors. They can also be staggered in a chain. It is possible to create alternative sizes and feel free to share suggestions.
  18. I could observe this when a Scorpion is being attacked and is in its pain state. The Hell Dog is also having some issues in death state. However, in Vanilla game play there is also an abundance of animation state irregularities for the current Alpha 20.3 build and it appears there is a wider set of issues. Typically the neck joint. But it pretty much depends on the model.
  19. arramus

    NPCMod and Addons

    A new POI has been added to the Prefab pack, and one has been updated to include a new feature which allows the hostile Bandits to remain stationary as if guarding their personal area. Download here: https://github.com/arramus/A20-NPCMod-Prefabs A Tier 5 Fetch Quest POI for the NPCMod Bandits. Maunsell Forts by MPLogue @MichaelL. has been converted from a default POI to an NPCMod version. It consists of 7 defensive structures loaded with hostile bandits. Stairwells. Roof tops. And an abundance of internal rooms to coordinate. A most worthy POI for the NPCMod.
  20. We're attempting to use a Virtual installation of Linux based 7D2D to understand what shaders are being used and to see if we can get in game. Radeon drivers, to match the test GPU bricked one version of Ubuntu and we'll try again. lol On default drivers we could at least see Vulkan Shaders (which appear to be experimental) may well be the selected choice. If no joy comes from a second attempt, we hope you'll be able to continue to share feedback until we find an overall appropriate selection.
  21. Thank you. Time to do some more research on acceptable Linux graphical options. ^^
  22. Here is a further refined version for Linux. https://www.dropbox.com/s/wo2tx5b62povoha/HammerForge.unity3d?dl=0 On Windows it looks like this (more assets rendered and re shaded) but we can not be sure of how it platforms over. The dust is intermittent and wasn't caught well in the screenshot.
  23. Thank you. This is how they compare in the Windows environment for the Linux version and Windows versions. Linux compatible version - Denser dust particles above the powder mixer and the forge and the other work stations have a glossier texture. The Windows version - Finer dust particle above the powder mixer and less glossy. I wonder if the other Work Stations were OK.
  24. It is certainly pretty intense in there, and adding the Vault Dwellers Addon Pack has really helped to balance things and give the player a breather. Only the incoming Vault 'Trooper' has been hired and the 2 green clad Power Armor Vault Dwellers taking on the Mutants just arrived as they heard the drama.
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