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arramus

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Everything posted by arramus

  1. Consider switching to the Snufkin Custom Zombies Plus. It has all of the well loved Snufkin Zombies in addition to 17 more community made versions. https://github.com/arramus/SnufkinCustomZombiesPLUS-A19-2021Sept20 The default spawn probability is quite a lot higher than the regular Snufkin Zombies version and you will see a lot more spawning action. If you feel there are too many spawning, then there is a 'lite' version you can switch to. The 'lite' version is still higher than the regular Snufkin Zombies spawn rates and you will see a lot more than 2 within 120+ playtime for sure. The thread for the PLUS version can be found here:
  2. I visited the Nuka Factory with the mix of Raiders, Zombies, and Radiated Ghouls for good measure. Very testy at times but well worth tackling as a quest brings so many returns on top of a healthy net gain in ammo from stashes and Raider loot. Not really a place to tackle until your armor is up to it and you've found a few useful books.
  3. Just on the testing repo version. And aptly named as you venture further in. It never used to be this challenging to obtain a laser pistol though. The new radiation field particle effect is superb. Missed a couple on the way in. Yep, the test updates give a more polished feel on top of the abundance of extras.
  4. The Old M1911 has taken to the mod very nicely and I don't know how long it tool to tweak the modifier settings for the reflex mod but it looks and responds superbly. Low level for sure, but it holds its ground to the Tier 2 Maria and I shall be using it for head popping in the first Blood Moon on this server.
  5. Rename entitygroups_only_horde_night_version.xml to entitygroups.xml and overwrite the original (after you make a back up). This should allow your server to only have the Snufkin Zombies for Blood Moon and not in regular gameplay. There is no custom entitygroup for ZombiesPineForest, ZombiesPineForestNight, ZombiesDesertNight, or ZombiesWastelandNightHard any more because they were removed for the entitygroups_only_horde_night_version.xml. This error should not be a problem for the server. If you don't want to receive the 'Loading and parsing 'spawning.xml' failed' error, you can delete the spawning.xml file because you don't need it any more. The spawning.xml file is for regular Snufkin Zombie gameplay and not for Blood Moon Horde Night game play. If you don't want the error message and don't want to delete the spawning.xml file, then you will need change all of the Snufkin Zombies probabilities to 'prob="0"/>' so they don't spawn in regular game play.
  6. Let me check if I understand. Did you change your entitygroups.xml to the 'only_horde_night_version'? The spawning.xml file is not loading and this contains instructions for adding spawn instructions for the Forest, Desert, and Wasteland biomes. Are you running any other mods which also change spawning.xml?
  7. Getting specific medical loot from a nurse in those early days when honey and antibiotics can be very hard to come by is a decent minor tweak that is still very relevant. It appears this will be even more relevant for A20 as TFP suggested the infection probability will be increasing.
  8. One of the late night watchmen doing the rounds in The Wasteland Mod. There is a smile in there somewhere.
  9. Since White River - Tools of Citizenship that @ShoudenKalferas has kept very up to date and continues to build on, has been incorporating Snufkin Zombies into the quests, it was considered proper to let this continue without adding anything to this mod beyond Snufkin's original Juggernaut quest. For example, the use of the Juggernaut and Wendigo to receive some awesome rewards through sophisticated multilayered quests is far and beyond. They can be very challenging and nicely follow player gamestage/level. I hope this quest mod continues to add further zombies into the story line as every server that I play on that runs both the Snufkin Zombies and the White River quests has been a very positive experience.
  10. Questing with the Wasteland Test update version has been interesting with an expansion on standard type zombies. There are a lot of first responder type zombies; enforcement, military, and medical, and some regulars as well. Vanilla zombies are great but repetition is frequent and gives the appearance of a cloning experiment disaster. The addition of a range of regular type zombies helps to break up the repetition and keep it much more dynamic. It'll be time to name them all next for localisation since a lot of servers like to use the HUD name/health bar for entities these days. I found a UFO and naturally the next step was all about collecting the loot but there was a kind of attack I haven't experienced before as I was heading up the outer shell. Without giving anything away for now, you can just make out a tasing cattleprod type weapon on the lower right of the image. I didn't last long after this because there was more than one. Those UFOs are not easy pickings any more.
  11. The Wasteland Mod Test Version has received some very interesting updates that further enhance the nature of each biome and allow players to choose how much of a challenge they really want to face. If you head into the Wasteland you are going to meet a giant mutant scorpion, and this image is one of the low level ones that practically sucks the life out of you. And if it's not giant mutant scorpions, it'll possibly be the armadillo looking mutant dogs. The Wasteland biome just got a whole heap more deadly.
  12. Can you confirm all of these things:- - This version is running in the Vanilla 7D2D and not an overhaul. - Any zipped folders were appropriately unzipped. - You have created a 'Mods' folder in the main player game directory. - You have placed Bdubs Vehicles inside the 'Mods' folder. - Bdubs Vehicles folder is the top layer folder and the next layer of content is a 'Config, Prefabs, Resources, UIAtlases' folder and 'ModInfo and NitroGenPOIinfo' file. - You have installed Bdubs Vehicles in both the server and player game folders if you are attempting to join a server and receiving this error. (The server cannot push this content to each player and needs to be manually installed).
  13. I have an answer for this based on using the hop feature, since I've seen it used in another vehicle mod to great effect. It also works beautifully on the Dirt Bike which is my vehicle of choice when I am using the Wasteland Mod. It can get some very nice air time and lift even at full speed. In fact, you'll be able to jump over obstacles such a vehicles at will. In the vehicles.xml with the Dirt Bike as a test, change: <property name="hopForce" value="1, 1"/> to <property name="hopForce" value="8, .1"/> It may give you the effect you are looking for even without a ramp, and with a ramp it should be all the more interesting.
  14. Quite possibly that. Even at 10 minutes, for players who aren't aware that it's better to have only 1 auger than 3, it is still a wonderful amount of time for those that have spent their skill points on crafting time/received the lower time by default. If the lower crafting time is by default and players do not have to do anything to benefit from it, it may be worth experimenting with the Auto Bot crafting time to see if increasing it will allow things not to go into possible negative values and potentially increase the crafting time. For example, if the recipes.xml was changed from craft_time="3600" to "4200", it may increase 1 level 6 from 3 minutes to a higher time depending on the craft mod settings. My thinking is trying to find a value where a single level 6 auger would require 10 minutes, and then reduce to 6 minutes with 2 and then 3 minutes with 3 accordingly. Trying to bring them back into synch with the craft mod. It'll be trial and error for sure and may just be best to let players know using one decent auger for 3 or so minutes is best as that is pretty awesome as it is.
  15. The poop can sometimes gloop but sometimes loop. If they are too close to another guard or other asset they may not always spawn and this will be permanent and they will never pop from what we have experienced. They are all coded to pop and spawn but the game physics has its own way of doing things. However, if they are placed on a slightly uneven surface and burrow underground a little, they can also spawn repeatedly and you can end up with a lot more than you expected. We win some and lose some in that regard. The best thing is to make sure they have a clear one block space around them and are on as flat a surface as possible. The mod developer is aware of these issues but with A20 coming closer is holding off any changes to see how the AI code is amended.
  16. Thanks for reporting the time issue on your server. I attempted to duplicate it and added the images. 1 level 6 auger takes 49:40. 2 drops to 39:20 And the third brings it to 29:00. 3 minutes and 10 minutes sound like there is possibly another mod that overrides these default production speeds, which are consistent with the original modders' versions, through either a skill or some other workstation production speed setting. If that's the case, it may cause timings to decrease below zero and loop back into time increases. I'm not totally sure how that works out but have seen some odd action with minus timings in the past.
  17. It would be interesting to see how they responded to that kind of shutdown death. In the early days of the mod some players found the explosion debris to cause block issues as they could penetrate a wall and cause players to get trapped. That's a big reason debris was removed from the Juggernaut rockets. It was left with the bomber as it was much rarer since the self detonate feature is very buggy and doesn't occur so often.
  18. The example of a custom trader I have seen in action was made with all the attributes of the current trader spawn block beyond being given its own custom "SpawnClass" and naturally, the connected custom trader with its own model. Making your own spawn block appears to be the way to go based on current practice and feedback.
  19. A bit on the late side but still valid and may carry on to further builds. I did a bit of tinkering to make a 'multi-trader' and here are a few things that I can infer or what appears to be the case. Don't consider any of this totally accurate though as I can not be fully sure. Upon placing a trader or open sign, the IndexBlockOffsets code is added automatically to the bottom of the xml. However, I'm not sure if the code is residual for previous builds but it still added or if it still carries any weighting in current builds. For example, I placed 2 open signs and 5 traders in a multi-trader but only 1 open sign and 1 trader was added to the IndexBlockOffsets as follows: <property class="IndexedBlockOffsets"> <property class="TraderOnOff"> <property name="0" value="26, 4, 18" /> </property> <property class="Trader"> <property name="0" value="28, 1, 20" /> </property> </property> Regardless of what was added, both open signs worked just fine with trader timings and all 5 traders were functional. To get all 5 traders into the Prefab I opened each default trader and used the Z block to highlight the trader block and copy/paste function to bring over as they are saved in the clipboard. Just needed to rotate them to ensure they faced in the direction of players. Apart from that, I pretty much kept to the default values beyond keeping <property name="TraderAreaTeleportCenter" value="0, 0, 0" /> all 0. This offsets the TraderAreaTeleportSize for what reason I do not know. The default Traders are typically from 0 - 3 blocks. The only other thing for Prefabbers to consider is that it's necessary to add a POI Tannoy Speaker to activate announcements and also use only the Iron 3 x 2 gate and iron doors as they are scripted to automatically close and lock at closing time. Using other door types or the roller garage did not automatically close and lock. The Tannoy and iron gate/doors must be scripted as with the open signs. Other settings can be copied directly from a default trader such as <property name="QuestTags" value="trader" /> and <property name="TraderArea" value="True" />. If anyone makes any Prefabs for new Traders/POIs, be sure to visit the https://discord.gg/KVNu7kMTnu (CompoPack) to submit as the community is always hungry for them.
  20. Give me temporary Admin rights on your server during a Horde Night, Bandit Raid event, or Mutant Mash and I'll gladly spawn a horde over a preset time period that need to be defended against. ^^
  21. Interesting... Destroying an acid sack to weaken attack or break through a thickened breast plate to expose the soft underbelly takes us back to the fundamentals of early arcade boss battles that never got old.
  22. The Game Stages increase in increments rather than 1 by 1 units by default in the vanilla files and this is fine. There are some differences between the default and Snufkins these days. Either intentional from the beginning or caused by updates. Based on these 5 boss zombies, I recommend: GS1 to GS247 are all prob="0.1" (but the zombieScorcher and zombieMotorhead at .05 because one is a flame beast and the other a block destroyer and can be invasive) GS255 to GS672 are all prob="0.15"(but the zombieScorcher and zombieMotorhead are at 0.1) GS683 to GS1206 are all prob="0.37" (but the zombieScorcher and zombieMotorhead are at 0.175) GS1218 to GS1768 are all prob="0.41" (but the zombieScorcher and zombieMotorhead are at 0.2) GS1782 to GS2391 are all prob="0.45" (but the zombieScorcher and zombieMotorhead are at 0.23) GS2407 to GS3136 are all prob="0.62" (but the zombieScorcher and zombieMotorhead are at 0.27) GS3153 to GS4086 are all prob="0.7" (but the zombieScorcher and zombieMotorhead are at 0.3) This is because - Scarecrow is a pretty gentle battle Cowhead can be beastly head on but pretty gentle behind a defense Bomber is all show and doesn't have the Demolisher kind of power Motorhead has high block damage and can strip a base pretty well and from lower GS bases may not quite be ready for it Scorcher is incredibly invasive from pretty long range and if it keeps spawning too often will become tiresome as it's health lowering potential is fast and health packs can't keep up with a stream of them. This method is also fine and was a feature used in the earlier version of the enZombies. However, 0.03 will see diminishing returns as GS increases. Simple zombies have a probability of 100% chance, feral will come in at 0.26 from GS44 and get to 0.7 at peak. And as more entities become included such as Radiated, the Snufkin Zombies will slip further down the probability list and the higher and stronger you get, the less you will see them. It looks like entities added in earlier Game Stages will be cached and not be changed unless they are changed in a later Game Stage based on how the default entitygroups.xml is laid out. The latter Games Stages will just amend previous settings if they are 'repeating' and not remove any. Game Stages will typically build on what came before and amend what came before should it need higher probability.
  23. @Nerhesi On second thought, it will be required to add the 5 to exactly the same format as the original file as the default files will remove them in the next Game Stage it applies and delete your original setting. Snufkin counteracted that by adding them all in the same sequence as default vanilla settings. Tiresome for sure but using Notepad++ allows you to make a batch change to large chunks of the Horde Night text in one instance which can reduce amendments to 7 individual edits using the 'Find what' > 'Replace with' > Replace All feature. Needing to change them all is one BIG reason it hasn't been feasible to make a single or per zombie version of this mod due to the clerical nightmare.
  24. The entitygroups.xml is split into two main components; Regular game play and Horde Night game play. If you change the entry line above, it will give you: a) Only the 5 zombies in that list for Horde Night (on top of the default ones) from Game Stage 153. b) Game Stage settings from GS153 will be applicable from GS153 but default will wipe them further on so that they need to be applied at all Game Stages to match default. If you want the Snufkin Zombies to appear in regular game play then there is no need to change any other settings if you are using the entitygroups.xml which allows it. If you would also only like these 5 appear or none to appear in regular non Horde Night game play, then it will require further changes. If you are only using the 'entitygroups_only_horde_night_version (rename to entitygroups and place on Config)' version, than your own amendments are sufficient. See next post...
  25. Snufkin appears to have stepped back from the forum for a while and I'm not sure if you'll get a reply. A couple of modders updated the auto miner and put it on dedicated modding download sites. One I added in this forum combines Snufkin's auto miner and an ammo maker into one mod but with two separate workstations. The auto miner has the shale to gas loop 'exploit' removed since the community I game with preferred it that way. You have the choice of this one or the updated types on 7daystodiemods or Nexus. I'm sure we'll see more of Snufkin one way or another as we hit A20.
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