Jump to content

arramus

Members
  • Posts

    2,189
  • Joined

  • Last visited

  • Days Won

    14

Posts posted by arramus

  1. For anyone making a new game for the upcoming update, this World was also updated in preparation for the new release.
    It was made in RWG at 8K but has a custom Biome with some additional hand placed Wasteland POIs since 3 did not appear.

    https://www.moddb.com/games/7-days-to-die/addons/wasteland8k01

     

    Highlights:

    - 3 Red Rocket Traders appropriately placed and spaced out in 3 separate biomes

    - Each and every custom Wasteland POI at least once

    - 3 Crashed UFOs awaiting discovery

    - 2 Vaults

    - Multiple appearances of lower tier Wasteland POIs in all of the towns

    - 1 Player Start Point in the deep south to assist communities, and offer a 'storyline' intro

  2. Here is a small update for Preppocalypse

     

    1. Prepper Ammo Press

    The Prepper Ammo Press is from the Oakraven Collection and customized for Preppocalypse.

    It unlocks at Level 40 under Workstations Crafting Skill and is the 2nd item in the Cement Mixer list.

    It is compact with a 1 block width and has a low heat footprint and won't call in the Screamer Hordes unless you are really pushing things.

    Benefits:

    - Itemizes ammo into | Ammo | Regular Ammo | HP Ammo | AP Ammo | for All to specialist type

    - Halves the time for Bulk Ammo Crafting

    - Has an animation and gentle audio while in operation

    - Provides an ambient light source

     

    Thank you to Oakraven for releasing this Mod for A21.

    Here are some images to demonstrate.

     

    Crafting recipe requirements are balanced and associated with Unlock Level 40 for Workbenches.

    spacer.png

     

    Tabs allow players to select between all or selective ammo types. Breaching Slugs stay in Regular Ammo as they are in that grey zone.

    spacer.png

     

    Oakraven has created a superb Ammo Bench Press Workstation at a very compact size both in game and for the Mod at less than 7mb.

    [img]https://i.imgur.com/4iAQaxK.jpg[/img]spacer.png

     

    This is working in a dedicated server at Day 30 on an existing save. There were no errors, warnings, or player save issues. Checking the inventory showed no items switching.
    As always though, since this is a Block item, be sure to make a backup of your Saves for your current World just in case you need to perform a Roll Back.

  3. Here's a small update for the Ammo Press.

     

    1. Categorized tabs for Ammo / Regular Ammo / HP Ammo / AP Ammo

    The Ammo Press can show 4 categories for all ammo types in a list, or in their separate types. The breaching slug has been added to regular since it's kind of in limbo. ^^

     

    The first tab is for Ammo and show all types.

    spacer.png

     

    The last one is specific to AP Ammo.

    spacer.png

     

    Apologies for another update, but it had to be done eventually and time permitted to get it completed.

  4. If anyone has downloaded the Ammo Bench, a small update was added to give it a default Output Window where the ammo is collected once crafted. It was using a custom one which didn't exist and was remnant to A20. It may get expanded in time, we shall see. If already downloaded, go to Config, XUi, XUi.xml and change windowOutputArmoury to WindowOutput.

  5. Here is an update to the Oakraven Collection.

    Oakraven Ammo Press can be downloaded here.
    https://www.moddb.com/mods/oakraven-forest-collection/downloads/a21-oakraven-ammo-press

     

    The Oakraven Ammo Press for A21 provides a compact form factor solution to ammo production. It follows regular ammo economics, but will free up your Workbench with its space saving design. It unlocks at Level 40 as a Tier 3 item in the same track as the Mixer for Workstations.

    spacer.png

     

    spacer.png

     

    Production UI is the same as with the Workbench. The recipe to craft an Oakraven Ammo Bench is tier specific, and its 'heat' footprint is low since it performs a limited but highly functional task.

    spacer.png

     

    spacer.png

     

    Terms of Use apply on this Mod, as with all Oakraven Collection Mods.

    Permission is required to use any of these Mods in overhauls or Modpacks and is governed by TFPs guidelines. Do not upload any of Oakraven Collection Mods on places such as Nexus.

  6. Patrol Nation and 6906 Gaming will be going head to head in a PvP type showdown.
    It'll be the Texas Rangers vs The Outlaws. I don't know which team will be which but there'll be two separately streaming parties all hooked up for it.

     

    Patrol Nation

     

    6906 Gaming

     

     

     

     

     

  7. Things are certainly get updated and pushed as the stand alone collection mods assets, and once that's all in place Oakraven will see where he'd like to combine them in a mod pack feature. Some things like the Orcs weren't updated for A21 since they are NPC Mod features, but Oakraven projects are still alive and active.

  8. It is possible to add the content of each log directly to https://pastebin.com/
    This is actually recommended by the 7D2D Game Developers when sharing logs for bugs.

    Once the details are added, there is a 'Create new paste' tab at the bottom which will give you a unique link to share in here.

    For your privacy, you can remove any identifiers that may be inside the log such as real names.

  9. SpecBytes is still very early into her Preppocalypse play through and just getting through the first Prepper Quest stage.

    A Day 7 Horde Base has been scouted and should do the job quite adequately. Meeting both that Hazmat Baton entity and Wandering Horde at night was a bit of a challenge.

     

     

  10. The first things to share, if possible, is your log as the host machine and your husband's log as the client joiner. They will both show his attempts to join and display possible warnings/errors/network issues and so on. A last thing to try is to delete his own AppData\Roaming\7DaysToDie\SavesLocal folder for the save specific to connecting to your machine. Even after reinstalling, this area does not get deleted unless manually removed or requested to be fully purged.

  11. Here is a small update for the Wild West Mod:

     

    1. Winchester Rifle.

    The Winchester Rifle has received an update for A21 to ensure the texture shows that brass finish that makes it identifiable and matches the icon.

    spacer.png

     

    2. Optional Mods

    The Wild West Mod Discord is hosting a number of Quality of Life Mods requested by members, or being used in community servers. These are as follows:

     

    - Khaine's 15 slot toolbelt with a slight customisation to retain the Wild West Mod extra UI information.
    - An elevation mod that allows players to see the elevation, even when in a Balloon.

    - Khaine's 96 slot inventory. The Wild West Mod already uses the 60 slot version, and this additional mod allows it to be further expanded.

    - Wild West Factory Mod that allows industrial automation of ammo and for mining. These use the Wild West Mod custom mixers for context.
    - Always open trader feature specifically requested by a partner community for their Wild West server.

  12. Ah, OK. Got to that stage and understandably with all those misadventures.

    If energy and motivation permit, one last grace would be to install the 1-DarksSoldierz who accept regular coin and will appear a lot more frequently from the NPC-Mod Pack thread since they are compatible. That way you could at least keep any special ones for special occasions and use the Soldierz as expendables...

     

    In A20, we had a pack running from the Fall Out Vault Dwellers and it worked out very well. Unfortunately, that wasn't brought over to A21 but the Soldierz have a Fall Out faction feel about them as well. Whatever you decide, you certainly made the effort. ^^

     

     

  13. What map are you using by the way, Fisher? There is a Rad Cats Trader POI that typically appears 2-3 times on a regular RWG and they stand out pretty well due to the Red Rocket that elevates above the countrytown/rural type buildings. That is very much an NPC hub for hiring.

  14. I wouldn't know about how to decrease the radiated area of effect. If things are getting to that stage, would you consider grabbing a Hazmat Suit or power armor rad mod instead as those RadPOI are going to become a thing anyway if you haven't already got to that stage.

     

    The Mutants and Raiders have a very hair trigger sense of alertness and stealth doesn't really help. However, there is a way to calm that feature down for the NPC Mod side of things which governs the sleepers. It isn't perfect but it will make things better and they'll behave a bit more like zombies.
    Go to your 0-Score folder and in the Config folder you'll see blocks.xml
    Search for <property name="AttackVolumeInstantAwake" value="true" /> and change true to false. There was a mod for this but it hasn't been added for A21 yet. They are basically becoming instantly alert long before you even reach their trigger boundaries. I used this in A20 for The Wasteland. They are as tough as ever but at least you'll get a few stealth shots off and the realism is there.

    You can see 'Variable NPC Sleepers' in this thread from A20 and it should still work for A21. You can also ask the creator to update it as well.

     

  15. The Oakraven Chicken Coops Mod has been updated as follows:

    Snap to Ground
    A21 provides a greater amount of blocks that sit flush on the ground even if the ground is at an angle. The egg nests have also received this update in the default game and The Oakraven Chicken Coops Mod matches that same featured. Here is an image to demonstrate:

     

    The nests can sit on slopes and other irregular shapes even if they are not full blocks. This allows them to sit on the side of hills and on top of half block rooftops.
    Since the nests do not break when looted, the option to break after looting is always there. There is a small harvest reward for each nest. Otherwise, they will be repopulated every 4 default days.

    spacer.png

  16. Here is a small update for Preppocalypse:

    1. Egg Nests

    The egg nests are from Oakraven's Collection. The A20 version sat flush on a regular 1 block height and pretty flat on terrain. The A21 egg nests are using the 'snap to ground' feature where they will sit flush on the ground at any angle. This includes half blocks, ramps, and other shapes and sizes. This allows egg nests to sit on slopes and half block roofs. Here is an image to demonstrate.

     

    spacer.png

     

    2. References
    In the quest and recipe for Coops and Hives, references to 'Use Queen Bee' or 'Use 2 Chicks' have been removed. This could cause confusion during the Quest where it could be seen as an instruction. It was added in the Oakraven version because players weren't always sure what the Caught Chicks were for. Naturally, nobody reads description. ^^
    This is the lesser of the two issues as adding Caught Chicks, Queen Bee, and Bait comes later in the Quest line since they need to be in the inventory to pass that stage.

     

    3. Optional Mods
    Here are two optional mods for players to customize their experience.

    - 96 Slot Inventory. Preppo is already using Khaine's 60 Slot Inventory. This mod removes/overwrites/replaces it. Khaine's mods are quality and while I have seen other players use other creators mods for even larger than 60 slots, it is the natural choice to stay with Khaine's 96 slot as compatibility and quality are essential.

    - Always Open Trader. This mod simply does as it says. It offers a very mellow play through feature where trader interactions are not limited. This was very beneficial on a community server that has 4 hour day cycles with a whole hour dedicated to night. For players who prefer the full on feature of open and destroyable, there are mods out there for that.

    These Optional Mods can be found here.
    https://github.com/arramus/A21-Preppocalypse-Optional-Mods

  17. All good. It would be nice to have a stand alone horse mod back in the community for sure as either a vehicle or roaming wild as background animals.

     

    Telric mentions a few posts down about the update issue for A21 version of the riding type. It is on the TFP 'bugs' list but we're all still waiting.

     

  18. 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.

     

  19. 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.

  20. 2 hours ago, Chinotek said:

    Hello,

    I've experienced a bug recently where if I loot anything my screen gets stuck and I can't escape. I can still press any shortcut such as "M" or "N" but I still cant escape/close the menu. It could be from updating the mod and I didn't create a new world but I only experienced it when one of my Brotherhood of Steel died and looted their inventory.

    Here is the log:

    https://pastebin.com/AP6msPk4

    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.

  21. 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.

     

     

  22. 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.

×
×
  • Create New...