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arramus

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Everything posted by arramus

  1. Here's the thread specifically for the Wasteland Mod. While it uses the NPC Mod to power the NPCs, things like that are very much a feature of that overhaul. The creator is very active and will certainly respond and offer assistance.
  2. From what I've seen, Rifleman will have no impact on laser weapons or plasma weapons of that class type. Apart from the heavy weapons skill mags/skill, I do not believe there are any other hookups beyond their own specific New Age Cowboy and book series. They have really been given their very own identity, and makes for a whole new adventure on that alone. As for a World, here is a prepared 8K for Wasteland that is still viable. This was checked to ensure it has all of the primary POIs, and a multitude of secondary types multiple times. The towns (not cities) are very slightly expanded and there'll be a heap of Wasteland POIs to experience. It has 1 spawn point and on play through gives a progressive story feel. https://www.moddb.com/games/7-days-to-die/addons/wasteland8k01 And of course, you can create your own, as the RWG is actually very good at ensuring there is a nice spread of Wasteland POIs. Pille created the Teragon Programmable World Generator. We got some good news that one of the issues where RadPoi quests couldn't be added to Worlds, may well be resolved. Teragon makes some awesome Worlds and I hope to see Bdubyah's creations out there as time permits.
  3. Hi Chinotek. I see you're using the GNS Modpack which contains The Wasteland and all of its required Mod, along with a whole host of POI packs, and a World with a token gesture placement of the Wasteland POIs placed on it. I don't mean to upset things, but I really recommend starting again with only The Wasteland Mod and its required folders on an RWG you make yourself, or one that is shared in the community specific for The Wasteland. Here are the reasons: - Some of those POI packs add buffs. Since the Wasteland Mod is a full on overhaul, the chances for conflict are real. This could impact any number of interactions. - The provided World has a scattering of Wasteland POIs, but there are a fair few that don't appear at all, and those that do are just once. This will make it hard to have the full on Wasteland experience. If you're already using your own RWG it will be better, but those other POI packs are competing for space and access to Wasteland specific loot and interactions will still be reduced, especially for Traders. It could be that there is another issue at hand, and the log certainly shows a couple of errors popping up, but with these other things in the background there's always a possibility or conflict and it makes it harder to verify and confirm.
  4. SpecBytes did a second play through episode in Preppo. It's still really desperate early day stuff where stamina is like walking through treacle but it's the start off stage of things. The next episode will probably showcase Prepper Stockpile Part 1 for some part which emphasizes getting some initial food stocks in place. As there are 3 players in the party, the player specialising in cooking (SpecBytes) can share the assets to those who can't make the recipe yet and ensure everyone benefits. Further up the chain, that responsibility can be passed off to other members of the party who specialise in the next skill, such as farming traits.
  5. There is a recommendation not to add these to an existing game save, and there have been issues caused by it which can cause a multitude of block issues; particularly for the Coops.
  6. A21 is already added to the threads new title in order to distinguish.
  7. This is the A20 Wild West Mod thread, and I shared that link as it is also A20. I assumed you posted in this thread specifically for A20 related connections. For A21, Telrics horses are slightly different but not ready to be released yet as they are waiting for a buff which allows them to animate. This buff has been acknowledged by TFP as a 'bug' but nothing has been patched yet.
  8. Yes, there is for this A20 version, for the most part. They were made by Telric and the thread is here.
  9. Here are a few updates for A21.2 Stable. Crafting Skills max skill has been pegged to the last unlock and rounded up/down to base 5 for conformity. Horde idle sounds are added as gallop could sometimes be heard in idle state. Guppy Vulture and Friends, known as the Crispy Family have a slightly reduced range as those stabby beaks were unreal. Karate Chicken was scaled down to 0.9 since the attached cow skull is taking on the overscaling for the chicken head which is certainly more than 1.0 scale at default. Lazman's Eliminate Horde Quest no longer points to the Quest Marker on dedicated servers for A21. SP is just fine but it's another victim of netcoding... It has been changed to Eliminate Crispy Horde since they have their own wave in Horde Night (bdubyah suggestion) and players both hate it and love it with equal volume. Custom loot containers also appear to be a victim on netcoding and Caught Chicks and Queen Bees can be harvested from trees at a low rate. UI was patched as 80% was still showing 100% and is displaying appropriately with a resize. Localization updates. POI updates.
  10. Thank you. The aim is a fun, balanced, and bug free experience. They all seem to be aligning quite nicely these days.
  11. Here is a small update for Preppocalypse. Again, with animals in mind. A20 and A21 have not effectively integrated custom loot containers into overhauls. The required values have been inconsistent and there appears to be a potential issue. This was tested for both Preppocalypse and the Wild West Mod for custom blocks and their containers and things are not working out as well as hoped. Moving to A21.2 has actually made it worse. As such, the Caught Chicks were added to Tree Harvesting. The same issue has been seen for the Catfish from traps. As a workaround, the Catfish has also been placed in a Bear's mouth. Simply take it from the Bear. ^^ An image to demonstrate. The Bear has a Catfish in its mouth. Eliminate the Bear and Harvest. Players are guaranteed the one Catfish each time.
  12. Here are a few animal updates to reflect changes from A20 to A21, and a change from early A21 to A21.2 Stable. - Animals have been given their timid or hostile tracking features and hooked into Animal Tracking Perk Skill. - Scaling and decoration has been revised where appropriate. - Spawning has been re-balanced. A few images to demonstrate. This image shows Bad Bunny and Battle Chicken with their red hostile icons. These will appear with Animal Tracking Skill Perk 1. Both Bad Bunny and Battle Chicken can appear at any time now at a low rate but will be more present during Horde Night. The Battle Chicken was scaled down a little because the Skull Helmet was scaling up far too big. It is still a little on the big side but has less clipping and is more proportional to its surroundings. Paindeer has also been given its 'deer' icon in red. Paindeer has seen a slightly increased spawn rate in the Snow Biome to give it context and a location for hunting. Gory Grace lost her zombie texture due to a recent update in A21. She has now been renamed to G.I. Grace and has a Sensor attachment. She can be a bit fierce but can't be missed. In addition to snakes, hostile animals will also be more noticeable once it gets dark...
  13. Now that A21.2 has gone stable, here is a last update for Progression. - Lockpicking has been renamed to Prepper Lockpicking and given the following increases benefits. No Skill - No change Skill Perk 1 - 33% Faster unlocking with a 25% reduction in breakage. Skill Perk 2 - 66% Faster unlocking with a 50% reduction in breakage. Skill Perk 3 - 100% Faster unlocking with a 75% reduction in breakage. The reason for this upgrade is simple because lockpicking is not really working out well on dedicated servers. The instant and repetitive chance to break lockpicks even at Skill Perk 3 does not appear to be proportional to the default gains. This allows players to keep some level of skill component without relying on candy. Here is an image to summarise how this update works. From 20 seconds, to about 16, to about 13, and then to 10 with their sliding reductions in breakage.
  14. SpecBytes kindly invited me to her YouTube channel for the start of her Preppocalypse stream.
  15. Here is a small update for the Caught Chicks: - Caught Chicks also have a small chance to be harvested from trees to offset loot issues with nests in some circumstances. Harvesting from trees is very reliable. - Excess Caught Chicks can be added to a recipe for Chick Sticks. These are a snack that offer more food than cans but less than traditional recipes. They have a -5 thirst factor but provide 22 food, and a 1% Infection Cure which is reflective of the Acorn Flour. A few images to demonstrate. Chopping down a tree has a 5% chance (the same as Queen Bees) to find 1 or 2 Caught Chicks. Chicken often make 'nests' around bushes and at the base of trees and it is in context. 3 Caught Chicks can be used as part of a Chick Sticks recipe. It has no unlock requirement and has trade offs. It provides 22 food which is a little better than cans and also offers the 1% infection.
  16. Here is a small update: - A21.2 Stable has arrived and sees KhaineGB's lockable player inventory slots removed. This is because this feature has now become default. KhaineGB's lockable vehicle slots remain just as they are. ^^ - Caught Chicks at 150% server loot were dropping at 1-2.5% with only 2 found from 145 nests. This is clearly not working out with their 'very low' 5% setting which should increases on 150% servers. As a tester, Caught Chicks are changed to 'low' 20% setting. We shall see if this is too much and change according if it is. There is no default 10% loot drop and making one can upset the default settings. An alternative may be tree harvest drops as that is not dependent on loot % values for the server and remains consistent. This could be paired with reducing nests in the World overall since they are relootable. Chickens make 'nests' in bushes and under trees so the context is possible. And here is the start of a stream from Eduho who posts in this forum. It is in Spanish and it's nice to see an introduction for Spanish speakers. It is also using the Preppo8K02 World which offers a little more of a story feel about it for the first starting spawn point.
  17. I was unable to verify any errors when making a new World in RWG and starting a new player in it. Maybe it will help to share your log as it can often show the reasons for any errors.
  18. Here is a small progression update for 2 Skill Perks for Perception and Intelligence. Treasure Hunter is Reworked to Prepper Stash Hunter with the following: - 5 Skill Perks unlocking under Perception at attribute 1, 3, 6, 8, 10 - Skills 4 and 5 reduce treasure indicator guide with 2 and 1 block dig to build from 3 and Skill Perk 3 - Skill Perk 4 adds 40% Treasure Gain and known as Bloodhound - Skill Perk 5 adds 50% Treasure Gain and known as Prepper Stash Hunter The reason for this update is to provide additional mid/late incentive to continue Treasure Hunting for Buried Quests and Treasure Map Quests. The Daring Adventurer is Reworked to The Daring Prepper Adventurer with the following: - 5 Skill Perks unlocking under Intellect at attribute 1, 3, 6, 8, 10 - Skill Perk 5 adds 25% more dukes up from 20% for Skill Perk 4 - A proportional increase for access to better Trader Items - Skill Perk 5 still only offers 2 quest rewards as with Skill Perk 4. However, 2 quest rewards now unlocks at attribute 8. These updates range from 'token gesture' to notably generous and are done with mid/high GS in mind, or to reward players who specialize in these tracks from an early GS. These updates were tested on an existing World, and showed no issue with a current player save. As always though, if this update is to be used, make backups first in case of the need to roll back.
  19. I have experienced this issue with a certain server provider who didn't publicize their RAM allocation, but are generally considered respectable enough. On the first attempt to start a World, the server wouldn't even fully initialize, and they gave me another 2GB RAM. On the second attempt the world would start but the struggle was real with no trees and a clear struggle to render. I later learned I had been upgraded from 3GB RAM to 5GB RAM. ^^ It was a 24 hour trial period and we could depart on good terms. lol I'm certainly not suggesting this is the cause, but there appears to be performance challenges based on the explanation of events.
  20. Pushed a further small update to reflect A20 changes and A21 changes mid version. - Changed wrench to forge for Quest since wrench is a Starter Item and is no longer a prerequisite for a Workbench recipe. The forge is useful before needing to make the pipe weapons just in case pipes are hard to come by. - Workbench is switched from Craft and Place to just Place since duplication can be a pain at such low GS. - Reduced Seed recipes by 1 to reflect server admin wishes since an abundance of trees is better in A21, but still not quite ready to be a full on player forest. - Gas Can fetch from 10000 to 8888 to reflect changes even in A21.0 to A21.1. This is sufficient for the 2000 shale and 5 Gas Drill Cans.
  21. Hello Lexxius. This is an unusual crash case because it was tested on a dedicated server with a few players over the period of a month after initial release and we all tried every single weapon as we found them. The Polearm was tested by everyone because it drops by regularly from the loot machine and players were eventually crafting their own. It is also the first time this kind of crash instance has been shared, although it's possible it has happened elsewhere but simply not been reported. It sounds like you're hosting server side only mods as a client host that friends can join. If that's not the case, please elaborate further. All we can really do at this stage is check their game logs as the crash and potential error will show up. If possible, a copy of the server/client host log is also helpful to see if that also shows anything at the moment they depart/crash from the game.
  22. And now that the POI releases appear to have stabilised, ATMs have now received a small bonus feature in the form of Skill Point 'Bonds'. They drop at a low rate for 1 Skill and 2 Skill Point variants.
  23. Here is an additional custom RWG World for Preppocalypse simply named Preppo8K02. https://www.moddb.com/games/7-days-to-die/addons/preppo8k02 It has 15 traders of which an instance is the Preppo-Tech Trio. There is only 1 player spawn point in the far North West quite near the border to offer an extra challenge to reach the first trader. A spoiler for anyone who would like a peak of the 'map'.
  24. I'd always considered The Wasteland, even with its association to Fallout, to be a direct nod to the 1988 Wasteland RPG 'predecessor/influencer' of Fallout, and its franchise. ^^
  25. Here is a small Quality of Life update for Preppocalypse: Military Cartons There are 4 military cartons, empty, cap, full, and tarp covered. All have been made lootable and relootable except the empty one. The reason is two fold. They look very functional. They are pretty rare beyond military installations. They will only provide a token gesture reward of ammo. They receive the same amount as you would find in a small ammo pile. Since this loot reward is dependent on Game Stage, it will increase in 'quality' as you progress. The 'Cap', 'Full Carton', and 'Tarp Covered Full Carton' showing empty loot status. A Full Carton waiting to be looted. Level 1 content although the GS for Wasteland will be quite a bit higher and also increase loot modifier.
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