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arramus

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Posts posted by arramus

  1. 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.

     

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  2. 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.

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    Players are guaranteed the one Catfish each time.

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  3. 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.

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    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.

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    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.

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    She can be a bit fierce but can't be missed.

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    In addition to snakes, hostile animals will also be more noticeable once it gets dark...

  4. 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.

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  5. 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.

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    3 Caught Chicks can be used as part of a Chick Sticks recipe. It has no unlock requirement and has trade offs.

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    It provides 22 food which is a little better than cans and also offers the 1% infection.

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  6. 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.

     

     

  7. 3 hours ago, Bua14 said:

    Unfortunately this Mods only creates error without even starting

     

     

    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.

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  8. 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.

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    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.

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    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.

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    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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

     

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  13. 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.
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    A Full Carton waiting to be looted.

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    Level 1 content although the GS for Wasteland will be quite a bit higher and also increase loot modifier.

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  14. And there was that first visit to the Wasteland biome on Day 11. I had barely stepped into it over the Pine Forest which is only about 30 blocks in the distance and there was one just waiting. If it wasn't for the 'Dark Stranger' appearing, it would have been a real challenge for that GS. Some nice meaty goodness, but no claw on that occasion.

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  15. The following Vehicle Mods have been tested with Preppocalypse and verified as compatible based on the following:
    - No console errors on load out.
    - Unlocking and progression worked appropriately when testing Vehicle Crafting Skills Books
    - Appeared on the Workbench, or in the case of Vehicle Madness, Vehicle Workbench
     

    In alphabetical order:
    Bdubs Vehicles - https://community.7daystodie.com/topic/11875-a21-bdubyahs-modlets/
    Oakraven Monobikes - https://community.7daystodie.com/topic/32157-a21-oakraven-collection/

    Vehicle Madness - https://community.7daystodie.com/topic/21143-vehicle-madness-a21-beta-30-ver-4/

    Not only are they compatible with Preppocalypse, based on the tests, they are also compatible with each other and all 3 Mods can be used at the same time. Now that is vehicle madness extreme.

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  16. These mods are designed for default game play, and there is nothing to fix.

    The first post shows a link to an SMX patch made by a player who wanted to use both SMX and the Cooking Stations at the same time.
    The community is welcome to create additional patches for the same purpose for other mods in the collection.
     

  17. 4 hours ago, reward19 said:

    I like Preppocalypse, but tell me how to upload the files to a server. g-portal needs a zip file to help. Where can I get this. Thanks

    G-Portal allows us to upload with a zip file, or directly through FTP with an application like FileZilla.

    If you're not familiar with FTP, then just a zip file version is best.

     

    A21 Preppocalypse can be downloaded from here as a zip file.
    https://github.com/arramus/A21-Preppocalypse/archive/refs/heads/main.zip

     

    You can also download it manually by visiting the main page first here. If the G-Portal tech team are helping, then they may wish to download manually so they can verify where it comes from.
    https://github.com/arramus/A21-Preppocalypse

    On that page, click on the green Code tab and select Download ZIP.

     

    However, the folder you need for G-Portal requires going down a couple of folder layers as follows:

     

    A21-Preppocalypse-main.zip (This is the name of the zipped folder that is downloaded)
    Inside there is A21-Preppocalypse-main folder. And inside there is a Mods folder. The folder you want for the G-Portal Mods folder is inside this Mods folder. It is called A21-Preppocalypse.

     

    Copy and paste that into your G-Portal tech help communication and they can simply follow the instructions.

  18. (A21) Wild West Mod can be downloaded and played directly through the 7D2D Mod Launcher here.

    Alternatively, it can be manually downloaded and kept up to date through Github here.

     

    Questions about the Wild West Mod can be answered in the Tallman Brad Gaming Community Discord here or through Guppy's Modding Discord here.

     

    Introducing the Wild West Mod - 7 Days in the Wild West
    The Wild West Mod rolls back time to around the Mid 19th Century Wild West America (+/- 20 years).
    It attempts to remove features which are not time appropriate, and introduce additional features to expand and complement the overall experience. A few examples include:

    - A hand made custom World called New Frontier with only the 'Old West' type tiling system with age appropriate POIs and features.
    - Custom wagons replace modern automobiles for salvaging.
    - Weapons have been rolled back with access to Tomahawks, Revolvers, Winchester Rifles, and an early day Gatling.
    - Age appropriate food items.
    - Custom lighting, traps, vending machines, and age appropriate switches of existing assets.
    - Tiered horses as rewards for Quest Tier Completion. Each Tier sees a progressive increase in speed, greater inventory space, and more decorative appeal.

    - Custom hostiles that may or may not be carrying projectile weapons.

    Without giving away too many spoilers, here are a few images to demonstrate.

     

    There are over 100 custom POIs with split into those being placed within the Old West type tileset for Towns, and hand placed POIs out of Town and in the Wilderness.

    Here is Medusa's Paddle Steamer which offers T4 and T5 Infested Quests.

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    Wild West Towns are pretty expansive and offer the full range of T1 to T6 Questing opportunities.

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    Without giving too much away, hand crafted topographic features throughout the bundled New Frontier World by Tallman Brad.
    It is possible to also make a World in RWG by following the instructions in the Guide contained within the Mod.

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    Expect to meet all manner of adversary from both the known...

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    to unknown...

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    And one tip. Don't shoot the Bison, unless they attack you first.

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    Grab a horse from the Oakraven stables, and the World is yours for the taking.

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    Rumor has it that there are many treasures out there to be had in New Frontier, with the biggest ones being found in the Wasteland Crater, although nobody has returned to tell the tale...

  19. Ya, this all checks out as a dedicated server issue and something in the netcoding which isn't quite allowing things to work as intended. The same applies for certain types of Quests as well. SP is just fine, but dedi servers are not working out. I'm just using the 8 plots surrounding 1 water block for now as it's working out satisfactorily. In fact, after a few harvests, the water level/volume is not depleting and may never. If so, a trade off for not having full access to the farming features.

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