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arramus

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Everything posted by arramus

  1. I tried to replicate this issue as follows: 1. Start the game with EAC off. 2. Join a dedicated server that also has EAC off to reflect the new trader .dll feature. Joining the dedicated server really puts The Wasteland to the test as the demands are typically higher. 3. Visit the remnant_wasteland_01 Prefab. The result was a clean spawn of the Mutant type entities. And yet another swing at me showed responsiveness after I upset their slumber. I checked the console and it was clean where it specifically related to The Wasteland mod. There was one warning though, but it was a Vanilla warning about the snake pain sound. It might have been suffering the same fate I was facing.
  2. I get what you're saying here, but this really is something that could be said of the Vanilla default game as a whole, that The Wasteland could also benefit from. It's a big ask for the creator to implement something like this that the devs have opted to currently leave out. This release is actually very well balanced without needing to change anything or bring anything else in. It has got to this stage through the creator's vision of where things are heading as well as constant feedback from the community to share how that vision plays out in reality. On a personal level, I have put more hours playing The Wasteland than I care to mention, and have been able to see the direction it took to get to where it is now. It was a natural progression of bringing in a solid working base, periodic updates and additions, followed by the most recent level of sophistication which sees things move from 'DLC Add On' to standalone 'Overhaul' in its own right. There are a lot of games out there that provide untold configurable options which can be tweaked dynamically. Even some pre-2000 titles were well up on giving players/server hosts a whole array of options. What you are saying is a very valid request and maybe one that could be added into TFP's 'Wish List'. The Twitch pet project with 'dancing zombies', 'swollen heads', and 'firework displays' has certainly been given a lot of attention and its gone way beyond a few toggle-able game settings, so it is clearly well within TFP's means. Saying that, there are still numerous mods that will run alongside The Wasteland to provide Quality of Life changes specific to the end user's needs simply because an abundance of underlying code remains untouched Vanilla. And should there be something you can't find or get working, you can always ask Evil_Geoff and others for pointers.
  3. I could upload an alternative zip version and rar version which are already compressed and won't be further compressed by the host Github. Just need to click on the second (rar) version or third (zip) version within this link to open it in its own window. Then you'll see the download tab. Hopefully that will resolve it. https://github.com/arramus/A20-ServerSideVehicles-2021Dec09
  4. There is a setting called StaminaLoss in items.xml which may also be linked to food burn. There is no other specific property that directly describes hunger/food usage that jumps out. For Thor's Hammer: For regular melee <passive_effect name="StaminaLoss" operation="base_set" value="35" tags="primary"/> For power melee <passive_effect name="StaminaLoss" operation="base_add" value="75" tags="secondary"/> The regular steel sledgehammer settings are: <passive_effect name="StaminaLoss" operation="base_set" value="40.5" tags="primary"/> <passive_effect name="StaminaLoss" operation="base_set" value="81" tags="secondary"/> It might be worth testing if this setting has any impact beyond other food loss protective skills.
  5. @ErrorNull This was the only mention of it from recent previous posts but it wasn't clear if it was inside a quest POI or outside. It was certainly a quest on the time I experience it and it's only been the once so far. I did try another quest with the Mutant spitter and it appeared just fine.
  6. Would look at home as the front cover on a book. What a story that would make as well.
  7. Each NPC pack should have an entitygroups.xml within the main Config folder. This is a good place to start tweaking the settings to match your requirements. For example, the 1-SoldierPack. There is an entry for the Rocket Launcher soldier like this: <entity name="npcSoldier1RocketL" prob=".1" /> He has a low probability to spawn compared to default entities but the same probability to spawn as other Soldiers in the pack. Your choices are to remove him totally or further reduce his chance to appear, and here are instructions to do that first. This will still allow him to be a feature but much more of a surprise than a guaranteed regular occurrence. For example, change his probability to: <entity name="npcSoldier1RocketL" prob="0.02" /> This only provides a 2% chance to spawn on an individual basis, but even less so when we take all of the other NPCs in the same spawning area with greater probability into account. If encounters are too common this can really balance it out and make it a lot of fun when he does appear on those much rarer occasions. I hope you'll try that method as he can be a cool character in smaller doses. ^^ However, to remove him, you can totally delete that line or 'comment it out'. Commenting out forces the game to disregard that line and skip to the next one. A commented out entry for this Rocket Man looks like this: <!--entity name="npcSoldier1RocketL" prob=".1" /-->
  8. A third load out. It remained consistent for back to front placement on this occasion.
  9. And if things could get more finicky. The guards which aren't spawning in the conger lines were placed from the front so a guard was placed behind them. The guards which are spawning well in the conger line were placed from the back so a guard was placed in front of them. Based on those scenarios, spawning stability when they are next to each other appears to be better when: - They are placed from the back facing forwards with the next guard placed in front of them. But that was certainly not the case on top of the trailer because I worked from front to back. However, that was on the previous load out. It is always possible there are also slight subtleties in each load out and also server syncing can effect placement collision as time goes by. It is hard to give a definitive answer when the results can vary so much.
  10. Here are 2 examples of what can be expected when placing guards closely together. In this scenario they have been placed from right to left from front to back. They take well to being in front or behind of another guard but do not like to be beside each other when spawning. There are no limitations or features which would restrict them spawning side to side. In this scenario, they have been placed behind each other. Their ability to spawn is much more stable. I purposely stood close to the first spawn block area to show how things near to them can restrict spawning. For the remainder of the line I was always a coupe of blocks away. While there are no limitations set, they can be finicky. It is best to line them up all as if they were behind each other rather than beside each other and allow them to rotate once a threat is within range. It is possible their shoulders are causing some collision issues for their neighboring guards. This is actually an issue we see when placing Vanilla zombies in Prefabs. They will comfortably line up but do not like the side by side placement either and one of them may not spawn. It is not as noticeable as the Turret Guards though.
  11. This simple Bond connection has been getting me through the first postings to ensure I remember the dependencies. What has been seen cannot be unseen. Well, it gets me through, anyways.
  12. If the update isn't working out over the last version or the air blocks are causing big issues, let us know and we can look for another tool or method that can help with deleting the air blocks.
  13. Here is an update to fix an issue as well as introduce a new spawning decoration for the Turret Guards. https://github.com/arramus/Oaks-Pet-Animals-and-Guards-A20-2022Jan10 Changes are as follows: 1. @RoronoaDroagon kindly reported an issue with the new spawning feature for the 4 new guards. This appears to be something that changed from A19 to A20 and didn't function as hoped. The new guards have been added to the older system which proved reliable, beyond the plates occasionally not being destroyed on uneven terrain. It appears we will have to live with that since other destructive methods can cause issues. 2. All turret guards have been given a new texture for their spawn pad that matches the newer version. Just a cosmetic change. 3. All Turret Guards see a Quest Marker drop through their body and sink to through the ground as they spawn. This reflects their quest completion status. 4. The 'killall' Admin command used to kill all of the Turret Guards. They are now protected from harm when a server admin needs to troubleshoot zombie issues but keep their Turret Guards safe. As the blocks for the Turret Guards changed back to the older format, it is not recommended to change to the new upload unless you start a new World. If you do decide to update without starting a new World, expect some of the new Guards to potentially change into other objects; especially Darkstardragon (Turret Guard 09) as this character required a slight name change in one part of the code. In your case, it may be best to try that suggestion first before you potentially upgrade because those airblocks will still be there even with the new update as the Turret Guards were already gone. If they cannot be removed, we can look for another solution as air blocks have been reported as a Vanilla bug from earlier A builds and it appears they still persist. Some mods/admin mods can delete them.
  14. cntRetroFridgeVer1Closed Here is a temporary fix. Go to your blocks.xml Change: <block name="TestGuardPlate"> <property name="Extends" value="air" param1="CustomIcon"/> <property name="CreativeMode" value="None"/> <property name="MultiBlockDim" value="1,2,1"/> <property name="StabilitySupport" value="false"/> </block> to <block name="TestGuardPlate"> <property name="Extends" value="cntRetroFridgeVer1Closed" param1="CustomIcon"/> <property name="CreativeMode" value="None"/> <property name="MultiBlockDim" value="1,2,1"/> <property name="StabilitySupport" value="false"/> </block> This changes the air to a tangible asset that can be destroyed. In this case a retro refrigerator. It also cover the 1 block across and wide with the 2 blocks high. I am just about to upload a full permanent fix as well with the new guards switched back to the older system.
  15. Correct!! Yes, regardless of the block, traders do not like these to be added at all.
  16. The current setup has only added the guards to Air Supply Drop loot and not through any other means. At 72 hour drops and players competing to access the resources, and also with them being set to medLow probability, the Turret Guards could be quite a novelty on a server. With periodic loss, they were being replaced but not really being added to unless they were setup hidden away and in relative safety. The concept was temporary mercenaries. The reality though is typically, greater than 100% loot chance, 24 hour drops of which they sometimes come in 3's, and some Server Admin further adding them to other loot groups which soon mounts up to be quite an army.
  17. Thank you for reporting this issue as these things can sometimes slip through and it's only through feedback that they come to light. I could also replicate this issue in Single Player Nevezgane. I shall report it to the develop @oakraven. I tested a guard from 2 guard types. Guards 1 - 8 which use an older spawning system, and Guards 9 - 12 which use a new spawning system as follows: The two types were placed on top of a trailer. The left is the new type and the right is the old type. The 2 guards were eliminated. The older type of spawning guard accepts a block where the guard was. The new type of spawning guard does not for the two blocks they were stood. Thank you for reporting, and we'll see what can be done to resolve it.
  18. Why, thank you. An initial run through shows how beneficial the NPCMod can be with absolutely no requirement than to place the mods in the correct Mod folder. The Vault Dwellers really add to the immersion with the perfect match up and certainly bring out the best of what the NPCMod can offer even in these early days. A good use of scripted debug menu spawns here but just to showcase what's going to be possible. 'We want to take back the Vault from a Raider incursion.' It's on. Job done.
  19. The 'Server admin spawn option' folder does not have to be in the mod at all and can be deleted at your leisure.
  20. There are 2 choices. 1. This post links to the original Snufkin Zombies in a simple zipped folder that is uploaded to this forum. It's the second link attachment which describes it not being embedded in a holding folder. 2. This is a PLUS version which includes an abundance of Community made Snufkin additions. The A19 version is here. https://github.com/arramus/SnufkinCustomZombiesPLUS-A19-2021Oct31 This second version has a regular version which is pretty hard going and a 'lite' version which reduces the amount you will see. There is a readme inside which explains how to change between the choices. I think you'll find either very interesting.
  21. Yes, this is a very valid point. Actually, it is also the very first time it has been shared in this thread from what I recall. When considering the best way to add the Turret Guards, there were a few things to consider: - Keeping it server side only so that players didn't also have to download the mod by themselves. - Using an entity class which allowed the Turret Guards to maintain their human identity and behavior. - Balancing the benefit of having Turret Guards so that the unlimited ammo came with a trade off. Adding code to keep the guards in their human state, but also allow them to receive ammo from a player, and possibly by association also needing to have their weapons repaired with use, is complex and demanding and doesn't appear to be within the realms of what can be done by xml coding alone. To do it effectively with third party code would remove the EAC option since many features were no longer following default values. This was not something Server Admin really wanted. The balance this mod has now is: - The Turret Guards cannot be healed. - The Turret Guards shoot in limited individual bursts with a time delay between each shot. - The player receives 0 XP for their kills. This is actually quite a big trade off. The more Turret Guards or Animal Guards a player has the less chance to get that ultimate hit to receive final kill XP. That can seriously limit advancement, especially during a Horde Night. And even more so where players are in a Party and XP is reduced as the Party numbers increase. I get what you're saying and for some players it is exactly what they want. Especially if the above balance points still do not equalise with the benefit. One thing we can do to further reduce their benefit, is reduce the rate of fire even more. If this is something that you consider can be an alternative compromise for your own set-up, I can share instructions on how to do that.
  22. @egik152 Hi chikuwa. If you make 2 small changes, Amelia's vehicle will be fine. It shares similar properties to the Die Hard Chopper for your server. Go to WhiteRiverToC_Amelias_Gyrocopter 1. entityclasses.xml and change 1 thing for vehicleAmeliaGyrocopter: <property name="LootListAlive" value="80"/> to <property name="LootListAlive" value="vehicleGyrocopter"/> It is because containers are being given names instead/as well as numbers to help with mod compatability. 2. items.xml and add 1 thing for vehicleAmeliaGyrocopterPlaceable: <property name="Tags" value="vehicle,vengine,vfuel,canHaveCosmetic"/> This is because we have the new vehicle mods and this is the default for this vehicle class. Add it above CustomIcon so it is similar to default vehicles. I can see your server is always 20/20 these days and it is very hard to join. Players will love this mod as much as we all do if you haven't used it before.
  23. Lucky you!!! But seriously, this can sometimes happen when a pet is placed on an uneven surface. The block goes under the surface a little or fully and isn't able to destroy itself. If you can dig one block where the pet Doe is spawning then it should allow it to delete itself and stop the spawning.
  24. I can confirm it is working with Improved Hordes most effectively. You may notice spot micro freezes more periodically as the non default zombies make their 5th-9th spawn (appears to be variable depending on your set-up) but this is on a case by case basis as some are noticing it more than others while some not at all.
  25. Interesting. One additional option is a 100% chance secondary buff damage effect from that tool/weapon/mod to a new buff specific to UMA zombies. Something that gives a secondary -HP per shot in addition to the EntityDamage.
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