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arramus

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Everything posted by arramus

  1. Excellent. I understand you could delete/comment out the area of xml which was causing this issue.
  2. Thank you for testing and confirming as it's only really possible to validate on a community server. The first post download has received an update and push to incorporate 'medLow' as the default probability. And other Server Admin/Players will be able to see other possibilities in this thread if they prefer more or less.
  3. There are two other alternative versions to download and try in this thread.
  4. Here is how it looks after doing a mass supply crate spawn and checking how the inventory looked after collecting all of the loot. This is just from the test server which is exactly the same as a regular dedicated server set up but without the stress of load and player count. Some of those turret guards and pets are duplicates from different drops and it looks a little misleading, but all in all it balances out much better using the "medLow" setting and the approximate 1 in 3 chance. That 1 in 3 chance also has to be weighed up against the chances for other items. For example, food may have "low" chance, whereas armor pack may have "veryLow". The game will then need to calculate the chances of all 3 against each other and some items which are way up there on 75%. There is also game stage changes to consider as well. But yes, the current spawn chance of 100% and the predominance of Mods to often take priority is too much and players may not be able to get their glass beakers early on. See how it goes and what everyone thinks.
  5. Which version did you decide to use? Did you remove or change the logo code inside the windows.xml?
  6. Mmmmmm, I just checked how loot is handled for A20 and there appears to be a change from a numerical probability to a text based template. In addition, there is often a tendency that Mods are overly prioritised during the loot type process regardless of the probability being equal to other kinds of loot in the default game files. I wonder if you could try something before we make any permanent changes. This will provide decent feedback and play testing in your server which will be more populated and facing bigger stresses than anything done on the test server. In this mod, within the Config folder is a loot.xml file. This governs loot box containers such as the Air Drop box. It currently reads as: <append xpath="/lootcontainers/lootcontainer[@id='34']"> <!-- Supply Crate General, the normal airdrop --> <item group="petanimals" count="1,3"/> <item group="turretguards" count="1,3"/> </append> in the bottom of the file. It is only a small file and contains very little code. We can add the new probability setting that appears in A20 and change this to: <append xpath="/lootcontainers/lootcontainer[@id='34']"> <!-- Supply Crate General, the normal airdrop --> <item group="petanimals" count="1,3" loot_prob_template="medLow"/> <item group="turretguards" count="1,3" loot_prob_template="medLow"/> </append> This has added 'loot_prob_template="medLow" to the end of the regular code that governs what is dropped. The choices in the default game are: veryLow = 5% low = 20% medLow = 35% med = 50% medHigh = 63% high = 75% guaranteed = 100% Setting the Pets and Guards to drop at 35% gives approximately a 1 in 3 chance and makes it the exception but still enough to be noticeable. If you prefer not to try this manually, I can upload a test version in a whole mod which can replace your current mod and initiate on your next reboot. I wanted to show you it this way though as you will be able to fine tune it to low or greater probabilities as shown in the above list of choices. As this appears to be a new naming convention brought into A20, it will slowly trickle through to mods who may want to keep with the new format.
  7. @chikuwa I can also confirm that the download link in the first post of this thread contains a viable option for A20. And since you'll ultimately be translating to your local language, just having a working format is sufficient to model as the template for your own edits. In summary, you have 3 choices to choose from. One from the original author which was potentially supported by DanielHazmat but I can't be sure since the ModInfo retains just the original author names, as well as 2 English version updates; the first of which was kindly shared by ktrain and then a second latter version from zo_Onk.
  8. @chikuwa I can also confirm this version of the modlet, which appeared first in the thread, functions as expected with the original release but updated for the benefit of A20. @slimlong103 I really wish you well with the release of the update and hope it will be a smooth and seamless transition. While Snufkin hasn't visited the forum in quite a long time, the combination of your work on this mod has brought great value to server administration which we all appreciate a lot.
  9. My confirmation post was actually for the benefit of a non English speaker who is also reading this thread and contacted me via DM on Discord. This person is not quite sure what to download since the number of download links is growing. Sometimes things get lost in translation. I download the last version in the thread (as is common practice) regardless of the author simply to demonstrate to this non English speaker a viable option. It is in no way implying anything about what has been posted in the past. In fact, I do hope the original author and supporting authors will ultimately come to a common agreement on how this valuable mod will be released going forward.
  10. I can confirm this version of the modlet functions as expected with the original release but updated for the benefit of A20.
  11. Ah yes, I checked in the same place as Gouki in blocks, as well as a peek in painting.xml as well. I suggested 191 because TFP used it for steel inside the new gas storage containers. It actually looks very decent and has a decent reflection.
  12. Ahh yes. With the hunting rifle switched to a new model, it looks a bit different. It will take a little getting used to for aiming without mod scopes as it has the new aiming for the new model. It certainly still packs a punch though and has always been a favorite. Things like damage may have changed in A20 so feedback is very welcome on the Savery and any other while it's being fine tuned for A20.
  13. I believe that was the Metal Bollard. I tested it in A20 along with all weapons and it was able to loot, open, and all other interactions while holding it. It was tinkered with for A19 but was never able to allow interaction. For A20, it fixed itself without any need to try again. Possibly a change to collision in that model.
  14. As a temporary measure, how about 191 for the beer cooler sides. A bit gritty and aged but still has a shine to it.
  15. I could use 'chunkreset f' to perform a previous 'cr' function.. Pulling up a 'help' request shows the list of what's available and this was in the list.
  16. An experimental version of the Snufkin Weapons Xpansion has been released for testing and feedback. There were 13 updates as follows: 1. Changed gunShotgunT0Blunderbuss to gunShotgunT1DoubleBarrel in recipes.xml 2. Changed Hero Chest loot to GunSafeSecure loot and Wall Safe / Desk Safe to reflect A20 updates to hardened chest Tier groups. 3. Changed Hyperblaster icon from Blunderbuss to Auto Shotgun. 4. Changed Railgun icon from Marksman Rifle to Sniper Rifle. 5. Changed Meshfile and StickyMeshFile for Black Widow ammo types. 6. Update Gamma Gun attachment to A20 version. 7. Updated Vampire Guantlets spike attachment to match A20 location. 8. Updated Kronos XII sights and AutoTurret attachment to match A20 location. 9. Updated Vulcan sights. 10. Updated Savery attachments to A20 version. 11. Updated DCLXVI Zeus attachment to A20 version. 12. Updated Brainsaw to reflect new model and settings. 13. Updated Back Pack mod attachment to A20 version. https://github.com/arramus/Snufkin-Weapons-Xpansion-A20-2021December17
  17. The mod will require a progression.xml file to be added to the Config folder with the connected xml code. And then each vehicle will require a Progression prompt with the associated greasemonkey skill linked to their items.xml. For example, in Vanilla, the gyrocopter is locked by its parts as follows. The "UnlockedBy" value is the important feature. This can be found in the items.xml <item name="vehicleGyroCopterChassis"> <property name="Extends" value="vehicleWheels"/> <property name="EconomicValue" value="15000"/> <property name="UnlockedBy" value="perkGreaseMonkey,vehicleGyroCopterChassisSchematic"/> </item> <item name="vehicleGyroCopterAccessories"> <property name="Extends" value="vehicleBicycleHandlebars"/> <property name="EconomicValue" value="15000"/> <property name="UnlockedBy" value="perkGreaseMonkey,vehicleGyroCopterAccessoriesSchematic"/> </item> The Server Side Vehicles mod also has the whole vehicle added to its own items.xml and would require the unlocked by value: <item name="vehicleWhirligigPlaceable"> <property name="Extends" value="vehicleMinibikePlaceable"/> <property name="Tags" value="vehicle,vengine,vfuel,canHaveCosmetic"/> <property name="CustomIcon" value="vehicleGyrocopterPlaceable"/> <property name="CustomIconTint" value="40,180,120"/> <property name="Meshfile" value="#Entities/Vehicles?gyrocopter_Prefab.prefab"/> <property name="EconomicValue" value="50000"/> <property name="UnlockedBy" value="perkGreaseMonkey"/> <property class="Action1"> <property name="Vehicle" value="vehicleWhirligig"/> <property name="VehicleSize" value="2.5, 2.5, 5.5"/> </property> <effect_group name="vehicleGyrocopterPlaceable" tiered="false"> <passive_effect name="ModSlots" operation="base_set" value="4"/> <passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/> <passive_effect name="DegradationMax" operation="base_set" value="3000"/> </effect_group> </item> where <property name="UnlockedBy" value="perkGreaseMonkey"/> was added. Then it needs to be linked to progression.xml with this for Skill Level 5 for perkGreaseMonkey: <configs> <append xpath="/progression/perks/perk[@name='perkGreaseMonkey']"> <effect_group> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="5" value="1" tags="vehicleWhirligigPlaceable"/> </effect_group> </append> </configs> or if you wanted skill level 3 for say a motorcycle. <configs> <append xpath="/progression/perks/perk[@name='perkGreaseMonkey']"> <effect_group> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="3,5" value="1" tags="vehicleHellBeastPlaceable"/> </effect_group> </append> </configs> They were added the way they are now just to piggyback off of the Vanilla vehicles since they are needed as part of the 'upgrade' process and feedback in the past was that the extra resources on top of requiring a whole vehicle was sufficient. But, every server has its own way and the above will allow you to lock them even further to both requiring a Vanilla vehicle and Grease Monkey 5.
  18. This is a fix for b231 update, and if it doesn't resolve the NRE I was experiencing I will let out a zombie scream. 'NRE when generating 2 worlds without closing the client'
  19. This was an Oakraven find for A19 and is applied to the Hell zombies. I used the same, as the alternative update would fall off and behave like an entity rather than a model attachment. Oakraven may well have access to a deeper level of code beyond the xml or unpacked asset bundles. I have not asked about the methods he uses to find additional assets or get such precise pathways. I hope you'll consider joining the Guppy's Unofficial 7DtD Modding Server where such discussions and requests are typically given greater assistance. A number of modders share findings from the code and they do also discuss their methods.
  20. This base of the original Snufkin Zombies was added to the Plus version for A19 which introduced some additional zombie bosses on top. That version has been updated to A20. I can certainly understand server admin to be hesitant of mixing mods, especially for overhauls where the code can quite different depending on how the dev compiled it. The good thing with zombie mods is that they are dynamic and when the server shuts down they typically disappear. This makes it easy to install and remove and install and remove without causing any inventory or ID issues. One thing to be careful of is the loot. It is possible that when a Snufkin Zombie drops loot is may not match the custom format added for some overhauls such as Undead Legacy. All in all though, a server admin called 'Dre' who used to visit regularly about a year ago, reported that he could integrate Sorcery with Snufkin Zombies and another overhaul. I downloaded his files and tested the server and it was a stable experience.
  21. @MandyCMoore Thank you. We appreciate that because we could test it for a few days in a dedicated server without issue, but it was with limited players and it'll be good to hear feedback when its really stressed.
  22. The human guards are ready to try out again. The junk turret can now be placed next to the human guards and it won't shoot them in the back anymore. The junk turret will still hurt the pets though. The download link on the first post hasn't changed its name, but the content has been updated where the files are stored.
  23. I believe it is not applying because the 'sportingGoods' loot group does not exist, and those types of items can be found among other specialist and generic groups instead.
  24. @cripplethreat10@NeuroP Clearer instructions on how to install Mods and the care we need to take when unzipping has been added to the top post and also within the mod to ensure this stage can be as painless as possible.
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