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arramus

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Everything posted by arramus

  1. Here is an update to the Snufkin Community Pack Server Side Vehicles. Download: https://github.com/arramus/Snufkin-Community-Pack-Server-Side-Vehicles-A19-Stable-2020Nov15 This update brings 2 features; a cosmetic change to the Shark Blimp and a new vehicle, which is a Work in Progress, called the Bath Blimp. 1. Shark Blimp The Shark Blimp was added to the community pack for fun and it was not expected to become so popular. Visits to busy servers have seen it used as a primary vehicle for both air and 'ground' transport very frequently due to its high speed and maneuverability. oakraven always intended for the Shark Blimp to be given a cosmetic update in time to remove any residual underlying properties from the original blimp. That has been achieved and here it is in its fully glory. The blimp fins, undercarriage, and body are no longer visible which allows the shark model to be viewed in its own right. 2. Bath Blimp This addition attaches the bath to the blimp and allows it to roam free using the same physics and settings as the Shark Blimp. In addition, a flashlight has been attached to the 'front' as a night light. It is a Work in Progress and gets its maiden voyage for testing. In time, we will consider the possibility of adding a mist or other item to hide the players feet and backpack. It does not float which at least allows it to be used for its original purpose.
  2. Here is an update for the Snufkin Weapons Xpansion mod. Download: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-2020Nov15 Part of this update was possible thanks to the support of @PeNa1979 for sharing valuable feedback on first hand gameplay and the dynamics which make the mod overly frustrating or fun. PeNa's feedback has been taken into consideration for recipes and loot probability which can be seen in this update. In more detail, updates are as follows: 1. Black Widow (by oakraven) This new bow is a weapon of precision. It will fire all types of arrow but also has its own buffed ammo for greater effect. This weapon will come at the cost of a crucible and 100 steel along with other 'basics' to make to level 1 and will require a little time before newer players have access. The new ammo is Blue Widow and Red Widow. The Blue Widow ammo will occasionally cause the recipient to receive an electric shock in line with the built in default system. The Red Widow ammo will cause knock down and bleeding. This knock down effect will be noticeable on even the biggest of beasts should you take it hunting for bears. In addition, the arrows are color coded, and drop colored sacks should the entity harboring it disappear. They both have recipes to match the context of use. This bow can serve you as a highly effective primary weapon. Taking out a vulture from 30 meters or so. And lunch from a good 50 meters out with a slight 5 degree calibration. 2. Recipes Love them or hate them all weapons have recipes up to Level 1 except for those very few which Snufkin had already given progression. Level 1 weapons will give you a taster of what is to come through looting and the Add On machine. However, these recipes are not so forgiving and will be a large investment for lower level players if they opt to build a special weapon. This helps to keep balance where the Add On machine and looting are essential for reaching those higher tiers. 3. Looting Probability Weapons - The probability percentage for each type of weapon appearing, as they compete among themselves, remains unchanged, but the overall probability of a weapon appearing in comparison to another type of item has increased from 0.1 to 0.15. This is a very small increase but just allows that little extra probability. This is because servers running the Snufkin type of mods are rather popular and loot can be rather sparse and exacerbates the existing rarity. Furthermore, loot is only found in one place; the hardened metal chests. Addon - In addition, the probability for tickets to appear for those running the Add On has also increased by a similar amount. The most amount of tickets to be found at one time will be during a Blood Moon event and for those running Snufkin Zombies which drop boss loot, the chances of getting access to the rarer Add On machine weapons is greatly increased. Each update is gradually bringing further balance and weapons. The next major consideration was progression. However, the slight increase in finding tickets may well be enough to keep the system as it is and ensure the Add On and looting do not become redundant features.
  3. I visited 7 locations with a hardened chest and got lucky on 2 occasions. That's certainly where the tickets and weapons are at.
  4. Here are the boxes/containers/entities to find tickets. id=41 - Small, fancy hardened chest (Green, Yellow, Red) id=61 - Buried Loot Stash Chest /Treasure hunting (Green, Yellow, Red) id=70 - Rare random drop off from regular zombies (Green, Yellow) id=71 - Rare random drop off strong zombies (Green, Yellow, Red) id=73 - Rare random drop off bosses (Green, Yellow, Red, Purple) It looks like Blood Moon will see the greatest amount of tickets, especially with Snufkin Zombies who are given 'bosses' status. Other than that, looting the hardened chests in houses will bring the most. I suppose rooftops on the skyscrapers will be a chance as well for those with hardened chests. The weapons only use id=41 as well. My best loot was 2 x Xpansion weapons and 2 x tickets in the same hardened chest. I believe Snufkin was quite conservative with the probabilities to make it a worthy challenge and increasing the probability or looting respawn is always a good option.
  5. The code shares 2 ways to get the tickets. We can craft: 10 green to get a yellow. 10 yellow to get a red. 10 red to get a Purple. The tickets are found in loot boxes with probability to match the rewards. Going to be big as copying from Smartphone. <item name="Green Ticket" prob=".2"/> <item name="Yellow Ticket" prob=".01"/> <item name="Red Ticket" prob=".001"/> <item name="Purple Ticket" prob=".0001"/ So an abundance of green tickets in many kinds of loot boxes.
  6. @PeNa1979 Thank you PeNa. Everything should be working just fine and the Newcomen and others can take attachments like the extended magazine. They also have more mod slots on Snufkin weapons. Yes, the Railgun, and a few other weapons have a slight delay to perform their changes and incorporate buffs online. It is a nuisance and we've tried a variety of ways to make it smoother and it's at about the best possible. Other ways to do it slow it down more or make it look bad. And yes, the Savery is very underwhelming even though it suggests much higher damage it doesn't feel like it at all and a pistol is stronger. We'll need a little more time to check on it. We didn't want to touch it because it was Snufkin's choice, but if it's connected to a bug, then it can be touched. Ticket Machine: 1. Have tickets of every color. 2. Choose your loot box from the 4. 3. Select the shopping cart. 4. You will receive a new colored box in your inventory. 5. Open the box and you will get a random weapon from those matching its color. If it doesn't work, I can join your server and see what's happening.
  7. Snufkin_JunkTurretGun_TurretSledge_Flashlight_2020Nov15.zip Here it is @Slawa. The flashlight placement is on the main body using the parent_transform "Head". 😜 It is located at the same height as the Junk Turret Gun but tucked away under the sledging hammer. It can be edited to new coordinates within the entityclasses.xml Finding the place to stick it required a trip into the Unity Asset Studio and checking if it offered any hints. Luckily there was an animation tree offering hints.
  8. Yes, spawning in debug shows they are good. The default mod has low probability spawning. Try this one in your Config folder instead. Make a backup of your entitygroups.xml file and delete it. Replace it with this one, once you've renamed it to entitygroups.xml entitygroups_Snufkin_Party_2020Nov03.xml And hopefully you will enjoy the show after that. If not, let us know. One other thing to consider is the invisible animal bug. As days progress and now you've got past the 130 mark, animals can begin to disappear as they spawn into invisible entities. This also impacts on zombies. After I installed stalliondens invisible animal fix mod, which can be found in the mods area under his own page of collections, a lot more lone zombies began to appear again including Snufkin's. There was plenty more meat out there to harvest as well. If animals haven't been an issue, then disregard this suggestion.
  9. @PeNa1979 Hi PeNa. Here is a test mod with every weapon added for crafting to lvl 1 except for the select few which Snufkin had already created Progression unlocks for. Snufkin_Weapons_Xpansion_A19_Stable_PeNa_TeSt.zip These are the 4 that will not appear in the list because they are already added to Progression level unlocks and Snufkin's own recipes. I shall not touch these. Crossbow Mag Polearm Railgun Thor Hammer This is quite a long list of Snufkin's remaining weapons all given recipes and well as the Xpansion weapons. One thing players are concerned about is making it too easy to acquire these weapons. By increasing the amount of 'higher level' resources we can greatly restrict this as Game Stage will not allow it. Your Newcomen now needs the Impact Driver and is a very good example of this. Even when players can make these weapons it will only be to level 1. The really good weapons will be found in the loot boxes or the Add On. Maybe progression can be added at a later date once everything has been tweaked for recipes and thoroughly play tested. See how it feels when you have time so that we can get closer to a balance. Balrog IX Crimson Hunter DCLXVI Zeus Dre X3 Gamma Gun Glass Baseball Bat Hyper Blaster Klak Attack Knife Baseball Bat Kronos XII Metal Bollard Club PP-19 Bizon Quad Shotgun Savery Star Baseball Bat Vampire Gauntlets Vulcan arramus Fire oakraven X11 Turret Auger
  10. Follow magejosh's post above and also double check that the folder inside your Mods folder is called: Snufkin_CustomZombies_A19-Stable_2020Nov03 and not Snufkin-CustomZombies-A19-Stable-2020Nov03 (This is just a holding folder made by GitHub for zipping. If it is this folder then the one above is inside it and needs to be removed and placed seperately in your Mods folder).
  11. Updating the Junk Turret Gun was just a simple name change and works beautifully Slawa but that was elementary for us already. I'm just trying to work out the parent_transform for the Sledge as it is not taking a "Muzzle". I'm going to ask for some advice from those with more knowledge on the model parts. Need a bit more time. The Junk Turret Gun looks awesome with the flashlight attached though . Another Snufkin special.
  12. I have only ever seen this happen on one occasion so far. It is when we used third person view (f5) and free roam (p) to check on how the weapon looks for other players. After we return to normal first person view it looks like your screenshot. It happens because the 7D2D base game still has a few syncronisation and timing issues. Unfortunately, this is not something we can help with in a mod as it is inherent to the base coding. Such issues generally restore after putting the weapon back in the rucksack and taking it again to allow syncing to refresh. Otherwise, it is necessary to leave momentarily and return. This is one of the issues we describe in the introduction and unfortunately you found it. @PeNa1979 This is how the Railgun looks under the buff attachments.
  13. Thank you. These are sensible suggestions for the Newcomen. Once I return from some things about town, we can get working on the crafting recipe and attachments for this one to get the balance. The good thing with the repair tool and steel is new players will have to work hard to get them and it’s similar to skill progression.
  14. @stallionsden You understood perfectly. A buddy suggests he’s going to work on some new icons and I’ll see about coding them in. I’ll ask if we can post them here for your perusal and maybe remove something from your to do list. Edit: The same applies as above but I just realised the version I have had been stripped down to 7 traps. The same applies though. One for much later.
  15. Hi @stallionsden I've been using the Extended Traps Mod most pleasurably for some time. One thing that brings up regular comments from players is that even though the items connected to the 1 schematic unlock, the book image remains locked and doesn't toggle to the unlocked version even though the tags="learnable is present for each. For the sake of compliance, I removed all of the connected recipe items except for 1 single entry. And that works with the book image showing unlocked status. Would you recommend making a single schematic entry, which is easy enough to do simply using the stock icons for those particular traps, for each and every trap so it's one schematic to one trap rather than the one schematic to the batch of 6 traps, or is there a code entry which can batch them all together in a better way that allows the book to show unlocked status? Thank you as always for the Prefabs Packs, giant snakes, fixed zombie spawns, etc, etc, etc......
  16. @PeNa1979 and the community in general. Here is a run down on the current crafting/progressing/looting dynamics. Lootable Items All weapons are added to the loot container list for the hardened chest although there are probably some weapons considered 'rarer' which should potentially have lower probability. Clucker rounds can be found in bird's nests. Progession Items 1. Railgun (Dead Eye Perk Unlock/Electrocutioner Crafting - Snufkin implementation) 2. CrossbowMag (Archery Perk Unlock/Crafting - Snufkin implementation) 3. Thor Hammer (Skull Crusher Perk Unlock/Electrocutioner Crafting - Snufkin implementation) 4. Polearm (Javelin Master Unlock/Crafting - Snufkin implementation) No other weapons have progression capability. Craftable Items - Snufkin 1. Polearm (with unlock) 2. Railgun (with unlock) and ammo (no unlock) 3. CrossbowMag (with unlock) 4. Thor Hammer (with unlock) 5. Sticky Grenade 6. Stun Grenade 7. All special ammo (I believe) Craftable Items - oakraven 1. All weapons (to level 1) and ammo are craftable. Loot Box Add On It seems weapons can be 'won' from level 2-6 with <qualitytemplate level="1,999999">. I am not sure what this quality template refers to but I don't recall seeing a level 1 Loot Box Add On weapon. Weightings and probability are also assigned to ticket color and associated to weapon color. Available weapons are: Green Ticket - PP-19 Bizon, Quad Shotgun, Turret Auger Yellow Ticket - Newcomen, Savery, Thor Hammer Red Ticket - Crossbow Mag, HyperBlaster, Railgun, Vampire Gauntlets Purple Ticket - Gamma Gun, Kronos XII, Vulcan, Crimson Hunter This leaves the Sticky Grenade, Stun Grenade, Balrog IX, and Polerarm as non Loot Add On items. As the Sticky Grenade, Stun Grenade, and Polearm are craftable, they are also supported in that way or lootboxes. It seems that a weapon like the Railgun is supported by: Crafting Looting Tickets Whereas, the Balrog only has: Looting All in all, it's quite eclectic in there, hence giving items at least a level 1 possibility for Xpansion weapons to offset the gain in the Add On. This is a Borderlands Add On system with traits of 7D2D crafting and progression. I also appreciate that Darkness Falls has Progression issues as reported by Dre and also Recipe issues with the current set up reported by BabyGravy. https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-Test2020Nov10/issues/1 A little chaotic in there at the moment with a few options to bring some order to the chaos. As such, a little time will be needed to find a balance.
  17. That's correct PeNa. There is some progression and recipes for Snufkin weapons, but not all. He said he wanted to do it though. I think the Loot Add On Machine was his alternative at first. This is on the to do list. As for the Xpansion weapons, there are recipes for all but no progression so they will all craft at level 1. However, the hardened loot box will give levels 1-6 of every weapon. Things we need to do: 1. Make a recipe for all missing weapons. 2. Plan a progression tree for all the missing weapons for type and skill level. This is where you can help if you like. If you would like to make crafting suggestions for all of the missing weapons like the Newcomen, we can test it together. Each weapon usually has about 5 items. All of the ammo is already craftable I believe unless we missed something. If you look at the weapon and think about what it would need to make it, this will be sensible choices. If you prefer not to do this, it's no problem as we will do it in time. We have not forgotten about this. It's just that making things stable came first.
  18. Hi wlrguy. For next time when tagging any user, select the name from the drop down menu so it looks like this @Dre instead of @Dre and the user will will be notified. Dre will see this one so no worries on this occasion.
  19. Based on minimal bug reports typically linked to file conflicts, here is an update which takes the Snufkin Weapons Xpansion Mod from Test to Stable build. Download: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-2020Nov12 All Xpansion weapons have received recipes which are as closely in context to their cosmetic and function. In time, the weapons may also be given progression and localisation. However, for now, these recipes allow for a Level 1 build just to get the player started and higher level weapons can be found in reinforced containers or exchanged for tickets in the Loot Box Add On. There is also an additional weapon and this is certainly the highlight of this update. oakraven X11 The oakraven X11 is a highly sophisticated armament in 'raven black' which uses zombie stopping .44 Magnum rounds for the primary weapon and a single shot propelled rocket grenade for the second. Here is where things get interesting though. On the bottom left side of the screen you will see a skull and a kill count. Once your kill count registers 10, a random audio announcement will inform you that your X11 propelled rocket grenade is ready for use. This will be further emphasized because the end of your barrel will display a licking flame. At this time, you simply point at your target and right click. This will release your propelled rocket grenade and impact on or near the target. This grenade has splash damage and requires that you initiate this act with sufficient distance. It took a long time to test this weapon and it underwent multiple coding variants to ensure it worked as intended every time. As with any weapon, any issues are typically inherent to the game timing/syncing/load/optimisation constraints and will be but a minor inconvenience. Have fun with this weapon because it gives the stock .44 Magnum rounds real punch and will instill confidence. And how about the production of that single shot propelled rocket grenade? The empty .44 Magnum shell casings are not discharged away from the weapon but collected in an internal chamber and recycled to form your X11 special reward. A truly highly sophisticated weapon by oakraven. Here are a few images to demonstrate. The oakraven X11 with an accompanying attire. Single kills are being counted in the bottom left in preparation for the 10 kill. The 10th kill has been achieved and the X11 propelled grenade has been modelled and is ready for release. The licking barrel flame and audio announcement will trigger. My shot was off target. Splash damage is sufficient to kill a low level zombie but will be a mere graze to the Demolisher. The kill counter has reset to 0. After collecting another 10 kills I am ready to activate the X11. A direct hit causes massive damage to the Demolisher but does not eliminate it. It also caused a lot of injury to my character as well as lasting incendiary damage to use both. Hence the need to balance distance, which in turn reduces accuracy. This gives the X11 shot balance. Here we face 25 incoming soldiers. After picking off 10, we have access to the X11. Kaboom! End of story. The oakraven X11
  20. An esteemed modder shared an extra comment to this issue and you can ask the Walkers Mod team to help you made amendments that will allow you to run it in their environment. If you are running a mod/overhaul that changes the controls.xml file it will change the lootboxaddon as well. The lootboxaddon controls.xml is found in the mod Config > XUi folder.
  21. Here is an update to the Snufkins Weapons Xpansion - A19 Stable. It introduces a new weapon called the Dre X3. Download: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-Test2020Nov10 As always, please back up your World and Players as a precaution. Dre X3 We have thoroughly tested this weapon and made essential modifications to ensure the best level of stability and fun. This weapon is craftable and exhibits some interesting features. The X3 is designed for all player levels and grows with you as you unlock your skills and access to resources. Here is a breakdown: - 3 types of ammo (Zeus, Arramus, and Dre X3 Clucker Round) that are unlocked but somewhat level dependent - A chicken sound when the ammo is depleted and needs a refill - 3 barrels giving the cosmetic for each type of ammunition - Craftable using resources to fit the cosmetic look. - Dre X3 Clucker Rounds can be found in nests. The Zeus ammo and Arramus ammo are already added to the mod and serve the previous weapon additions. The Dre X3 Clucker Round is a new ecologically friendly type of ammo that utilises scrap resources. The Clucker Round is crafted to look like a chicken as this offers a truer flight path. While it looks like a chicken, it is certainly not a live chicken which is afforded a life of roaming free. Here are some additional images to reflect the features and function. The Dre X3 Clucker Round has a customised bird's nest icon. Production of the Dre X3 requires 2x Blunderbuss, a switch, 2x Red tea, 10x Forged iron, and 3x Duct tape. The Dre X3 Clucker Round (which reflects the author @Dre's public wishes) is highly ecologically friendly and uses Rotting flesh, Iron, Bone, Leather, and Gun powder to create a single round. Looting bird's nests will also supply a pretty abundant amount as well. While highly destructive on direct impact for lower level entities, just like other exploding ammo, the higher level entities will recover. In these images the first entity was released from suffering instantly, while the Demolisher recovered, got mad, and took me out. This weapon will require a level of finesse. * Disclaimer - No living chickens were hurt in the production of this weapon. In fact, as the first image reflects, chickens are our trusted friends.
  22. Thank you for sharing. It is because other members can see your setup and understand the limitations or share advice. @Dre and @magejosh are well versed in changing IDs for lootboxes/containers and other assets to help make this mod become compatible in overhauls like War of the Walkers.
  23. The animal fix did just what is says, and more. It seems the overall invisible animal count may have taken away slots away from other solo spawning zombies as well. The more days that passed, the more barren it became. Restarting the server with this mod was an instant change and felt like Day 1 all over again in that regard. 😜
  24. As Dre suggests, there is always the possibility of a mod conflict. One further consideration is that the vending machine directly interacts with images stored externally by Snufkin on a file sharing website that allows users to connect to them from websites, forums, and software applications which integrate such functionality, such as 7D2D. Depending on Firewalls, image host stability (in this case imgur.com), and any other factor relating to being able to access the images, this is one additional possibility for seeing some but not all of the pictures. Unfortunately, these are Snufkin’s images and stored privately which limits how much help we can offer if this turns out to be the issue. If you share your server details here or by PM we can attempt to join you and see what clients are getting.
  25. Just a small update to the mod to allow the Shark Blimp to become a 2 seater. Thank you to @Dre for testing the seating and finding the best balance as shown in the image. The rear passenger will sit just in front of the Blimp fins with hands on the surface skin. Sure, the feet are poking through a little, but such is the nature of balancing to fit the tools we have. Download - https://github.com/arramus/Snufkin-Community-Pack-Server-Side-Vehicles-A19-Stable-2020Nov09
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