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arramus

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Everything posted by arramus

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. A small update to the Drawbridge Walkways. A variety of no rail illuminated versions. The full collection.
  8. 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.
  9. 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.
  10. Correct. It is common for these autominer tools to require skill 4 or 5 advanced engineering to unlock.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. Thank you. Time to do some more research on acceptable Linux graphical options. ^^
  16. 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.
  17. 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.
  18. 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.
  19. Linux is a bit more selective about shader choice and Oakraven tried an alternative. Thank you for letting us know that this choice worked. We appreciate any more feedback like this for Linux because we don't have access to a Linux server/client to test things with and can't be exactly sure what Linux can accept.
  20. Replace your HammerForge file in the Resources folder with this one and see if it resolves the texture issue. It was already set up for Linux but these further updates may help. https://www.dropbox.com/sh/burcg7nknkb2sbi/AAACCoLbhM2ehpIUL8BI3SSIa?dl=0
  21. Interesting... @oakraven will certainly give this some time to consider and tinker with. Linux can be incredibly strict about compliance and it may be something as simple as an upper case letter which should be lower case. Or it could be something else.
  22. This time I will be mostly using Survival and Agility traits. 4 SPIFSAL on Strength. None on Perception. A tough call on Salvage Operations but my server uses a Vehicle Respawn Mod. ^^ 2 SPIFSAL on Intellect. Crafting is always essential. 1 SPIFSAL on Fortitude because melee saves a lot of ammo until it is really needed. 7 SPIFSAL on Survival. 7 SPIFSAL on Agility. 0 SPIFSAL on Luck. I shall forfeit that and get some nice books. Yes, books, statue boosts, and temporary Skill items will suffice for moments of need.
  23. Sorry to hear that. The first thing I do is just double check there are no issues with the mod just in case. Unlocking Checking windows. Forging. In the past, I would have recommended to change the name of the mod so it loads after the SMX. This is because it can sometimes allow windows and themes to be used with minimal SMX changes. However, in this case, the mod is already called WorkStations and loads after, as long as SMX doesn't have some other letters which force it to load out later. Apart from trying to load WorkStations before SMX just on the chance that SMX will give it some new window and output features, it is a little challenging as SMX is like an overhaul UI and very sophisticated. Especially with the new scrolling menus feature. It's a case of removing mods to find if SMX is contributing to the output and locked icon issue or if it is caused by another combination as it is unusual the Progression is not unlocking the forge as well. Very much trial and error at this stage.
  24. The bee log, for example, is actually an entity. The "Invalid layer index "1" should refer to the animation state as it's doing something unorthodox that Unity is not expecting. The issue should appear as a yellow warning and can be seen as a gentle notification rather than a critical issue. This warning can also appear with UMA based entities and I've seen it appear with default entities such as the chicken and snake at times. The bee log is being killed and then respawning in a new location.
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