Jump to content

arramus

Members
  • Posts

    2,248
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by arramus

  1. The Work Stations have been added to Progression based on their default types. Oakraven Forge at Skill 1 Engineering. Oakraven Powder Mixer at Skill 2 Engineering. And the Oakraven Chemistry Station at Skill 1 Physician. Pretty. That should have hooked them all up to Perks/Skills, etc with localisation to show what Skill Points need to be used. Thank you for reporting this issue, as it's no use having Stations and Farming features that cannot be accessed. Recipes....
  2. The Cooking Stations have been added to Progression. The mixers, blenders, and mincing machine require Master Chef Skill 1 The 'ovens' require Master Chef Skill 2.
  3. Here is an update for the Hydroponic Underground Farming mod. At Skill Level 2 for Living off the Land, you will see additional text relating to Hydroponic Farming. Once this Skill is unlocked, players will have access to all of the features it offers. Here we can create the Hydroponic Workbench. It takes 4:32 to manufacture on the Workbench. However, putting skill onto your Intellect Engineer track, also allows it to be manufactured at a faster rate. The Hydroponic Workbench allows players to use the full range of Hydroponic features. Back to the recipes...... Yes, an oversight for progression and unlocks... The Hydroponic Farming mod has been updated and will unlock from Skill 2 for Living off the Land. Cooking Stations and Workstations next, thank you.
  4. That's a lot of critical files which are being seen but not loading. And naturally you already have EAC set to off\false, so something else is at play here. Best to share your Mod list to look for any conflicts.
  5. A few Torches and Lights that can be placed on the ground or added to walls. They are fueled by wood and provide an atmospheric ambiance. They can be manufactured using simple materials on the Workbench.
  6. The core Mods beginning with 0-, the Addon Mods beginning with 1-, and the Addon Expansions beginning with 2-, can all be placed in the Mods folder as they are so the end result will be 2 with 0-, and a collection of 1-'s and possibly 2-'s, that may need a 1- as a prerequisite such as the spiders. Nothing needs to be placed within another folder beyond the Mods folder, as the creators have already taken care of that. Some of them are Hireable and some of them are Non-hireable wandering survivors from what I've experienced. Things may have changed since I observed that but I believe it's still that way. The same applies for the Addon Packs such as the Soldiers with some getting on with their own thing and others ready to team up.
  7. Oakraven will be very glad to hear you like the new farming features, and there are most certainly recipes being created for the new veggies. It is actually a priority because they will become redundant without them. The bee logs are set to spawn in the Pine Forest area for both day and night at the same frequency. They are in their very own spawning group which allows them to take priority to spawn and this helps avoid any conflict or competition with other mods. If your World has reached its maximum zombies spawns, then they may need a chance to spawn once a zombie or two has been eliminated. And feel free to suggest a recipe or two, based on the ingredients available.
  8. It could be: Using an A19 version in A20 or vice-versa. A mismatch with another Overhaul or mod. Corrupt files. An incomplete install. More information would be useful to assist with diagnostics.
  9. It's very low. Very low. In fact, they are added to the new Down town night spawning feature 'ZombiesForestDowntownNight' which I was concerned about at first as it has a pretty high spawn rate. I do see them a lot in these areas. If you send your server IP, and possibly let me have temporary Admin control if we are in there at the same time, I can visit a few areas and get a feel for what's happening in the server. I am also interested to hear if there are any other mods which add entities that might be overriding or conflicting. You mentioned that even the normal zombies may be spawning a lot less now, and this is symptomatic of possibly something else at play.
  10. This shows the 'Oak Dragon User Interface' modlet. It offers a custom theme with some custom icons. Nothing too drastic.
  11. 1. Can you first confirm you installed this version? https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022Feb02 2. If yes, can you next confirm this folder has been added to your Mods folder? SnufkinCustomZombiesPLUS_A20_2022Feb02 and not Snufkin-Custom-Zombies-Plus-A20-2022Feb02 which is a holding folder that contains the only one you need SnufkinCustomZombiesPLUS_A20_2022Feb02 3. Can you also confirm that you haven't installed the enZombies Mod and its Snufkin Addon? 4. Can you confirm that when you are in God Mode and press the F6 key, you can type 'Slasher' and the name Navezgane Slasher will appear? 5. Can you finally confirm that clicking on the Navezgane Slasher spawns it into the World?
  12. It is possible to add a craft time manually to their recipes. For example, the Bee Hives currently use: <recipe name="SquareHiveEmpty" count="1" craft_area="workbench" tags="workbenchCrafting"> and this can be changed to: <recipe name="SquareHiveEmpty" count="1" craft_time="150" craft_area="workbench" tags="workbenchCrafting"> with the additional craft_time="150" to force a 2 and a half minutes craft time. This can apply to SquareHiveEmpty and BeeHiveEmpty for the two available.
  13. These are from the Workstations Mod. They have some very pretty animations and particles. It was a pleasure to watch oakraven take these through a number of candidate versions until this is what was settled on. The Power Things are coming soon...
  14. Hydroponic Underground Farming mod allows you to grow your plants and crops in areas without light using hydroponic farm plots. This mod was in development from A19 and still allows the crops to 'respawn' as seedlings to provide an endless supply. Prepare your substrate and seeds on the Hydroponic Workbench. And watch them grow. The lighting offers a very nice ambiance. You know what to do from here.
  15. This mod adds custom 'Cooking Stations' such as mixers, blenders, a mincing machine, and oven type appliances. There are some experimental recipes to try... very experimental. You will notice the NPCMod fox waiting for the mincing machine to complete its cycle. This image was taken during testing and Quality Control to check for bugs. It shows some of the custom icons and tools which are put in some of the appliances. Without the tools, some items cannot be chopped, blended, etc.
  16. No worries at all. I have seen a small minority of rancid users on Moddb, who are just as comparably rancid to the small minority on Nexus, which also serves the community very well. It's just one of those things I suppose. I like to post in here and primarily host on Moddb with some posting where necessary. It is much more about the collaboration features which is the biggest draw. Posting here is decent because if things get a touch excessive, the Moderators respond very quickly and fairly.
  17. An image of two to highlight some of the mod features. The Bee Hives. Go out into the biome and you may find a log housing bees. Chop the log and you may find a Queen Bee. Bring the Queen Bee back to one of the variety of Bee Hives and place her using the default RMB. In time, she will populate a colony which produces honey. There are a few recipes to put that honey to extra use. It was a lot of fun working with oakraven on this modlet. It took time to optimise the models to ensure the were rendering well, ensure their lighting matched the surrounding area, get the animations and sound to be fitting, and watch how the innovative log system went from a deco spawning item to becoming a 'living entity'. The log which houses the bee is actually an entity. It will spawn in one place and then despawn, only to respawn elsewhere. This keeps the environment dynamic and interesting. It is all very experimental and if there are any issues, oakraven will most certainly be reading carefully and checking. Don't expect a reply though. ^^ One of a variety of stumps/logs. This may well even be an older outdated version, as the newer versions are very pretty. But you get the idea, chop at it and release the Queen Bee. I forget if they can sting you during the process as there are so many mods at any given time.
  18. Thank you for the overview of Moddb and 7daystodiemods.com. For your information, 7daystodiemods.com is a redirect hub which publicises mods stored elsewhere. It hosts no content of its own. Everything here will be shared on 7daystodiemods.com by default because the owner is very diligent and dedicated to creating a page for an abundance of 7 Days to Die mods. Therefore, modders have very little choice in that matter and pretty much like it or not, it will be on 7daystodiemods.com. Moddb is most certainly one of, if not, the oldest modding community. Regardless of its 'Dark Age' image, it unites developers for 'pure' gaming like no other community I have used before. It allows individual files of 8GB to be uploaded from the Desktop and 16GB files to be uploaded by URL. It does not require end users to log in to download files. Administration of a project can be shared across multiple authors. These 'Dark Age' features suit the purpose of this collection quite well, thank you. Moddb now has some new 7 Days to Die content. I joined Moddb on May 6, 2006, and have some fond experiences working on Star Wars Republic Commando mods, Killing Floor mods, F.E.A.R. mods, and whatever else was kicking around during this time period. I am not always sure I deserve to be on Moddb.
  19. A21 versions that are carried over can be found here. Introduction The Oakraven Forest Collection offers an experimental ‘pick and mix’ bundle of Quality of Life modlets to enhance your 7D2D experience. It is brought to you by oakraven and arramus. These modlets will be regularly updated based on feedback, and the number of modlets will continue to increase as they move from development stage to experimental release, and then to stable. They can be added as standalone individual modlets, or combined to cover many aspects of game-play. Since these modlets contain custom content, they must be installed in your ‘Mods’ folder on both the server and within player game files. Detailed Installation Instructions For Server Admin/Hosts and Players who have never installed a 7D2D mod before, here are some simple step by step instructions. 1. If you've never installed a mod before, it is necessary to create a 'Mods' folder in the main directory (typically: \SteamLibrary\steamapps\common\7 Days To Die). If you have a custom install or your server host has modified the installation location, then you may have to explore. 2. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature) in your '7 Days To Die' main directory folder. 3. You can now drag the mod or collection of mod folder(s) directly out of the zipped file and it can be placed into the Mods folder. Does this Mod need to be installed in the server/client host? = YES Do players also need to install this Mod? = YES If players do not install the same mods as the Server/Host, they will not be able to join. The Oakraven Forest Collection is stored on Moddb and can be viewed and downloaded here as individual modlets. No need to Log-in to download. https://www.moddb.com/mods/oakraven-forest-collection Alternatively, you can download each modlet individually on their own page. Again, downloads do not require Log-in. @wickidaurazgaming has kindly created some instructional videos to demonstrate how to use the mods. The videos are directly linked back to wickidaurazgaming's You Tube channel and can be reached by clicking on the link embedded in the mod name. Current Available Mods and Mods in Progress 1. Chicken Coops and chicken related features: Download from Moddb here. 2. Bee Hives and bee related features: Download from Moddb here. 3. Custom Work Stations with related custom features: Download from Moddb here. 4. Hydroponic Underground Farming and related features: Download from Moddb here. 5. Custom Cooking Stations with related custom features: Download from Moddb here. 6. Power Things. Download from Moddb here. 7. Oak Dragon User Interface with custom theme and icons. Download from Moddb here. 8. Torches and Lights. Download from Moddb here. 9. Drawbridges (Walkways). Download from Moddb here. 10. Water Wells and Sinks. Download from Moddb here. 11. Sign Cupboards for writeable storage. Download from Moddb here. 12. Rock Drill for mining resources. Download from Moddb here. 13. Fish Farm for farming fish. Download from Moddb here. 14. Music Decor for interactive decorations. Download from Moddb here. 15. Steampunk Lights (and Jukebox). Download from Moddb here. 16. Fish Traps. Download from Moddb here. 17. Monobikes. Download from Moddb here. In addition to the individual introduction videos linked to mods, here are a couple of general all-in-one type overview videos.
  20. Here are a few other things to consider: - animal class and non animal class characters may well be on a different spawning system based on class and not the entitygroups.xml areas they are listed in. Since NPCs are incorporated into animal spawn groups, additional calibrating will help to find the sweet spot. Having an animal with a probability of 9 is unheard for the zombie lists where they are typically 0.1 to around the 1.0 mark which infers a different way of spawning. - Maxed spawned zombies by default are 64 whereas animals are 50. However, zombies/NPC classes do not have that 'none' of 85 which is potentially an 8500% probability to spawn. It is possible they are overriding that 'none' based on their class. - The size of the World and the amount of Open Regions will also have an impact. This is the reason the Snufkin Zombies have a default entitygroups.xml and a 'lite' version. On a new world with minimal regions unlocked, those 'Maxed spawned zombies' values will be much more noticeable until unlocking Regions thins things out a little. In addition, it appears a 6K World and 10K World distribute differently with 6K showing a much higher density of entities in one Region regardless of how many are opened. The NPCMod Core is very much a base for creators to work from, and your feedback will certainly be noticed for future releases, where the template spawns are concerned. The same applies for individual NPCMod Pack Addon creators who will read the feedback to see how things are playing out. While Darkstardragon has also incorporated his 'Raiderz' into the wild animals spawn lists, their 0.1 probability has felt very balanced, and dropping to 0.05 or lower as bdubyah suggested will provide even greater balance where it may feel they are still a bit on the high side. This is a very subjective topic based on each host, and typically the reason for the option to change MaxSpawnedZombies and MaxSpawnedAnimals. GansSpecialZombies Addon Pack is actually very sophisticated in its approach, by injecting the zombies directly into the default spawning, by using Boe as their feeder. While the NPCMod has been released for public use, there are things that couldn't be comprehensively checked for all areas, simply because each server has their own dynamics and requirements, and there is far too much to check. It will be very helpful if you can also post your findings once you test 0.1, 0.05, and other settings you may try as this will serve as a useful guide for others who may share your specific requirements.
  21. A small update for the NPCMod Prefabs. https://github.com/arramus/A20-NPCMod-Prefabs 2 Prefabs are available for the Arachnid groups. At present, this only consists of the spiders but they are ready and waiting for other beasties of that nature. They are compatible with: 2-NPCXSpiderPack-ColonyExpansion: https://github.com/arramus/A20-NPCMod/raw/main/2-NPCXSpiderPack-ColonyExpansion.zip The SpiderPack-ColonyExpansion can also serve as a Template for NPCMod Addon Pack creators and Prefab creators for the following: - Has Sleeper Volume groups that are directly associated with the 0-XNPCCore (npcArachnidsAllGroup/npcArachnidsBossGroup) - Has Game Stage specific groups from GS1, GS50, and GS100 which allow entities to increase in strength to reflect player advancement. - Contains custom Prefabs and Sleeper Volume groups specifically made for only the spiders. A few pikkies to show what to expect. The well known Army Camp 02. The Arachnid Cave. This was made in A19 for The Behemoth, houses some Wasteland Super Mutants, and will be in CP48 for default zombies. A stone built POI with a darker theme. Looking forward to some Scorpions or other Arachnid type entities for the future.
  22. Here is a link for a couple of large Prefabs (Tier 4 and Tier 5) that have built in @khzmusik's groups for NPCMod specific Sleeper Volumes which will allow NPCMod characters to spawn in the same way Zombies do.. https://github.com/arramus/A20-NPCMod-Prefabs These Prefabs are connected to the Bandit types for which @Darkstardragon has been very active. The following 3 Addon Packs have all been updated and will allow these Bandit Raiderz and Fighterz to spawn in these Prefabs. 1-RaiderGurlzPack: https://github.com/7D2D/A20Mods/blob/main/1-RaiderGurlzPack.7z Adds 50’s style Gansta gals 1-RaiderzPack: https://github.com/7D2D/A20Mods/blob/main/1-RaiderzPack.7z Adds several nasty bandit type foes 1-PitFighterzPack: https://github.com/7D2D/A20Mods/blob/main/1-PitFighterzPack.7z MMA at its finest The combination of dedicated NPCMod custom made Prefabs and NPCMod characters can offer a very interesting dynamic with a mixture of melee and ranged opponents being able to roam or be in locked 'turret' guard positions. Testing these was a lot of fun and it helps to bring a hired NPC or two along for the Quest. As NPCMod Addons integrate the custom Sleeper Volumes to allow them to spawn in NPCMod specific POI locations, more chances to pair off Prefabs and Addon Pack characters will be available.
  23. That could well have done it. There was a small update with a new character added at the beginning of February, and that will be linked to in the first post, but here it is for convenience. It adds 'Hammer Spammer' and it is a Thor type character who carries an electrified Sledgehammer. https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022Feb02
  24. In the default entitygroups.xml there are 330 instances of the SharkWFLB. Only 8 of them are in the entity groups for Biomes and areas: ZombiesNight ZombiesAll ZombiesBurntForest SnowZombies ZombiesWastelandNightHard ZombiesForestDowntown ZombiesForestDowntownNight ZombiesDesertNight If you've deleted all instances of SharkWFLB then that will purge them all. The remaining 322 instances are in the area below that, but they are for Horde Night on the Blood Moon. I wonder if you have also installed the enZombies Snufkin Add On and the shark has been duplicated in there.
  25. This question is going to repeat itself time and again for sure. Here are some simple step by step instructions and suggestions for Server Admin and Player Hosts: Changing the settings in 0-XNPCCore\Config\entitygroups.xml and the same entitygroups.xml for each of the Addon Packs, e.g. 1-RaiderzPack\Config\entitygroups.xml will allow you to increase or decrease the amount of NPCs that spawn. For example, in the 0-XNPCCore\Config\entitygroups.xml, you will see, as an example: <entity name="npcHarleyClub" prob="1" /> connected to EnemyAnimals group. This means that Harley carrying the Club is allowed to spawn at a potential probability rate of '100%' in comparison and relation to other characters and entities in groups that start with 'EnemyAnimals' in their group name (I believe) of the same and different probabilities. npcHarleyClub's probability of 1 for this group is actually incredibly low considering the EnemyAnimalsForest's, animalWolf is 9, animalBear is 3, animalDireWolf is 3 and 'none' is 85. 'none' may or may not relate to a non spawning entity that keeps numbers in check or to 'thin' the herd and cause players to gradually move further out. If you are seeing too many NPCs, consider reducing the probabilities to somewhere from 0.1 - 0.25. The setting 0.1 is being used in the individual RaiderzPack and they appear at a comfortable rate. I have Zoomed through the Wasteland and have seen NPCs appear very frequently even though they are only set from 0.25 - 1 for Harley. This is actually incredibly low and was a clearly considered entry when we see the default values for others in the same spawn group are animalSnake at 20, animalZombieVulture at 30, animalZombieDog at 30 and animalZombieBear at 20. However, something is not working out, and with experience for the Snufkins, I have seen that Mods can disproportionately take precedence over default probability values in some groups. Again, consider reducing these NPC probability values to 0.1 - 0.25. It will be helpful if you can report back your findings if you give these a try. It is best to edit entries individually with entitygroups.xml. If you want to change the spawning as a whole, that is governed in the spawning.xml. However, this will simply reduce/increase the overall respawn amounts and frequency proportionally and you will have exactly the same issue but at a reduced rate, if the issue is one entity is spawning too often.
×
×
  • Create New...