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(A21) Old West Migration


arramus

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Added 2 more POIs for the Old West Migration mod to support T2 questing and push the total up to 14.

This provides a very satisfactory mix for T2 with greater potential to complete that tier with all unique quests.

 

Market

This offers a remnant market and was brought over for one shared with the NMM. It is hooked up for all Quest types.

Jj4SZJp.jpg

 

Stables 02

This is a second addition for the stables and is also brought over from an NMM submission. It provides a double stable for T2.

WAtufMT.jpg

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Added a small update which is optional and requires uncommenting an area of the rwgmixer.xml file to make it activate in the same way as for the 'rural' addition.

 

This update adds a custom outskirt tiling system around the perimeter of the Old West Town. This tiling system contains a rail track to give a different environment. In addition, the tiling system will also add Old West POIs which will allow for greater duplication. It is possible a large town may contain pretty much all of the POIs available in that one place.

 

A few images to demonstrate.

 

This overhead map shows the central Old West Town area with the traditional gravel wagon road.

The outskirts surrounding the Old West Town has a rail track and has the potential to complete a whole circuit.

gBMKsBP.jpg

 

The trail is metre guage as per the block size. It's possible to ride a 4x4 along the track for testers.

PHsEh9B.jpg

 

The squiggly areas of 'road' have been given an angled crossing. This allows the track to join up. It's crude but does the job.

mBwWyiw.jpg

 

This shows the scaling against the 4x4 and also how T junctions are handled. It seems to be appropriate blocks but better suggestions are welcome.

1kpxALo.jpg

 

Removing the !-- and -- from the beginning and ending of these rwgmixer.xml entries will allow the RWG to add this feature in when a world is being created. It is optional and turned off by default.

 

2 entries to remove those punctuation tags from, just as with adding 'rural'.

 

    <!--append xpath="/rwgmixer/township[@name='oldwest']">
        <property name="outskirt_district" value="oldwestoutskirt"/>
    </append-->

 

    <!--district name="oldwestoutskirt">
        <property name="district_spawn_weight" value="0"/>
        <property name="district_required_township" value="oldwest"/>
        <property name="district_preview_color" value="0,0.5,0"/>
        <property name="spawn_custom_size_prefabs" value="true"/>
        <property name="poi_required_tags_all" value="oldwestoutskirt"/>
    </district-->

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Here's an update for the Old West Migration modlet.

 

Station 01

This POI uses strip_01 as its base and is customised to give the Station theme. It will appear in both the regular Old West Town and the added outskirt area for anyone that chooses to use that as well.

It offers a 9th T3 POI and covers all quest types. This further mixes up the T3 variety. It sits on a 25 x 50 POI area which are abundant in the town.

53OaX89.jpg

 

The quest is pathed in reverse of strip_01 and changes the types to Book, Post Office, Gun Store, and Station.

E5WYefu.jpg

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  • 2 weeks later...

A small update.

 

There is now an options folder bundled with the Old West Migration modlet as follows:

 

The folder is called OldWestMigration - Options Folder.

It contains 3 expansion mods that can change the regular Old West tiling system. Two have been posted about already but required manually setting them up. These mods will do that automatically when taken out of the Options Folder and placed in the Mods folder so it can launch.

 

1. OldWestMigration-Outskirt (Adds another Old West around the Old West)
2. OldWestMigration-RailtrackOutskirt (Adds another Old West around the Old West but this one has a rail track)
3. OldWestMigration-RuralOutskirt (Adds the TFP rural tiling system around the Old West for a farming suburb)

 

Pictures for 1. and 2. are already in the thread. Here is a pikkie for 3.

The central road is for the base Old West and the surrounding tiles are for the Outskirt Old West. It is a convenient way to grow the town using a nice feature of the tiling system.

dLzmb0a.jpg

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  • 3 weeks later...

Hi Arramus, really love the Old West mod. Currently running it on a server with several other mods.

 

Not sure if this is related to your mod or not, so wanted to check. Been on this new server for 3 or 4 days and for the first time today, noticed floating furniture in the Old West town, just outside of where I'm building a base. It wasn't there yesterday in the same location. Not sure if this might be related to your mod or to others, so wanted to see if you've had this bug before.

 

Thanks!

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1 hour ago, vendoskeleton said:

Hi Arramus, really love the Old West mod. Currently running it on a server with several other mods.

 

Not sure if this is related to your mod or not, so wanted to check. Been on this new server for 3 or 4 days and for the first time today, noticed floating furniture in the Old West town, just outside of where I'm building a base. It wasn't there yesterday in the same location. Not sure if this might be related to your mod or to others, so wanted to see if you've had this bug before.

 

Thanks!

Intriguing. I've been using the mod in the Oakraven Forest Modpack, and a variant in a Wild West mod that is just going through some last quality control checks and updates, and I can't see it's been mentioned yet. The Oakraven Forest Modpack seems to be getting some fair usage based on the messages and download counts, and has this Old West Migration mod integrated pretty much without any change apart from a custom model here and there. This comment hasn't been mentioned yet and I take care to watch those threads for bug fixing. Feel free to share a screenshot if this is a regular thing.

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  • 1 month later...

An additional set of slider options for town types, like we have for biome percentages, would be helpful to give that option directly built into the game's RWG. Just before A20 was released a few other RWG options were discussed and I hope they make it into A21.

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  • 4 weeks later...

Here is a small update that adds an additional POI:

 

Bank 01 (A T3 Quest POI hooked up for Fetch, Clear, and Restore Power)
It is a more challenging POI with some stronger type entities but the rewards are also worth the effort.
It is a strip type POI at 25 x 50 and uses both ground level and underground to route players to the end loot.
There are plenty of keys to unlock to keep in context with the Bank style location.

zdw9mfY.jpg

 

Here it spawned across from the Sheriff and next to the Gold store. ^^
F2GkDn1.jpg

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I recently downloaded this mod and wanted to try it out. I have a few questions regarding how to use it.

I used it to generate a new RWG world using the dedicated server application, problem is you can't set parameters for cities and mountains etc there. Can I also use it with the ingame world creator?

Is there a way to make the western towns only spawn in a certain biome?

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Creating a world using the in-game RWG will allow parameters to be set for Biome percentages, flat amount, mountain amount, and hill amount.
This can then be uploaded directly to the Data / Worlds folder and assigned in the serverconfig folder.

 

'Repainting' the biomes.png in the World you create will allow you to assign western towns to a certain Biome. It's outside the scope of this thread though.

Instructions on how to do this can be shared in the Tallman Brad Gaming Community as that is something they specialise in.
https://discord.gg/vc2XmnNWB8

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13 hours ago, arramus said:

Creating a world using the in-game RWG will allow parameters to be set for Biome percentages, flat amount, mountain amount, and hill amount.
This can then be uploaded directly to the Data / Worlds folder and assigned in the serverconfig folder.


Yeah that's nice, I can work with that.

 

13 hours ago, arramus said:

Creating a world using the in-game RWG will allow parameters to be set for Biome percentages, flat amount, mountain amount, and hill amount.
This can then be uploaded directly to the Data / Worlds folder and assigned in the serverconfig folder.

 

'Repainting' the biomes.png in the World you create will allow you to assign western towns to a certain Biome. It's outside the scope of this thread though.

Instructions on how to do this can be shared in the Tallman Brad Gaming Community as that is something they specialise in.
https://discord.gg/vc2XmnNWB8


Thanks, I shall check that link out.

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  • 1 month later...

Here is a small update for the Old West Migration Mod.

 

1. Old West Saloon 01.

This POI is a 25 x 25 T2 for Fetch and Clear. It is a 'Barroom Saloon' on two floors and provides another social venue as these are quite limited.

ZJQsynv.jpg

 

2. Old West Cabin 11 (TFP)
This is TFP's Cabin 11 that spawns in the Wilderness. It has been updated as a T2 Fetch and Clear and moved into a 42 x 42 compound.
tAHzqLG.jpg

3. Trader Bob
Trader Bob has been retro fitted to be an Old West Wagon trader. It is not possible to ensure he spawns into the same area as an Old West township but it is possible to place it manually through the World Editor or World Prefabs.xml file.
duJJEyI.jpg

4. Appers POI
Appers POI removed the rabbit and chicken from the back yard area. The rabbit is inside a sleeper volume and was counted as an entity for Clear quests. However, it doesn't show up as a red dot on the targetting sensor. This is a known bug and expected to be fixed in a 7D2D update.

 

For anyone who would like the full immersive experience, consider download the Wild West Mod which incorporates the Old West Migration Mod in addition to a whole host of custom POIs. It can be found here.

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Here is an additional POI for the Old West Migration Mod.

 

Oldwest Nitrary 01
This POI is a Potassium Nitrate processing 'plant' for saltpeter/gunpowder purposes.
It is a 42 x 42 Fetch + Clear. It is the first T5 added to the collection. Compact and potentially intensive.
nhAQWcj.jpg

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  • arramus changed the title to (A21) Old West Migration

Old West Migration Modlet has been updated to A21.

 

All of the POIs were updated to the A21 block types with a few manually updated in the editor where the convertor had nothing appropriate as a replacement.

The Old West Migration now adds the Old West Outskirt by default.

PzmTlyI.jpg

 

All POIs have been given a name which will appear when the POI is in close proximity.

MdaSfUC.jpg

 

kQbcDQP.jpg

 

As this is an experimental A21 release, there may need to be a few tweaks here and there for both the 7 Days tiling system and the mod.

However, it is functional and does as intended.

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Not sure if it is intended or not, but the Trader Bob from this mod is spawning in huge numbers in the Wilderness. On my current map (standard 8k) there are more than 70. Given the 5-6 of the other traders, that's 65ish. Can't say for sure because it's named the same as the default Bob.

 

*Edit: A21

 

Spoiler

Search "bob" (70 hits in 1 file of 1 searched)
  C:\Users\xxx\AppData\Roaming\7DaysToDie\GeneratedWorlds\South Cibexilo Valley\prefabs.xml (70 hits)
    Line 4353:   <decoration type="model" name="trader_bob" position="1642,45,-2872" rotation="1" />
    Line 4354:   <decoration type="model" name="trader_bob" position="-3308,68,-3322" rotation="2" />
    Line 4355:   <decoration type="model" name="trader_bob" position="3442,69,2678" rotation="3" />
    Line 4356:   <decoration type="model" name="trader_bob" position="-1958,66,3428" rotation="2" />
    Line 4357:   <decoration type="model" name="trader_bob" position="-2408,56,-3322" rotation="1" />
    Line 4358:   <decoration type="model" name="trader_bob" position="3142,56,1778" rotation="0" />
    Line 4359:   <decoration type="model" name="trader_bob" position="-3608,70,-2272" rotation="0" />
    Line 4360:   <decoration type="model" name="trader_bob" position="742,47,-3472" rotation="3" />
    Line 4361:   <decoration type="model" name="trader_bob" position="-1208,43,1778" rotation="1" />
    Line 4362:   <decoration type="model" name="trader_bob" position="3592,70,578" rotation="0" />
    Line 4364:   <decoration type="model" name="trader_bob" position="-3608,82,-1072" rotation="1" />
    Line 4371:   <decoration type="model" name="trader_bob" position="178,44,-3423" rotation="3" />
    Line 4372:   <decoration type="model" name="trader_bob" position="2992,70,3128" rotation="2" />
    Line 4385:   <decoration type="model" name="trader_bob" position="-3458,53,578" rotation="3" />
    Line 4386:   <decoration type="model" name="trader_bob" position="3442,56,-2572" rotation="1" />
    Line 4392:   <decoration type="model" name="trader_bob" position="1492,50,-3472" rotation="2" />
    Line 4393:   <decoration type="model" name="trader_bob" position="-3008,41,-2572" rotation="1" />
    Line 4426:   <decoration type="model" name="trader_bob" position="-3608,62,-1522" rotation="2" />
    Line 4428:   <decoration type="model" name="trader_bob" position="2692,54,2378" rotation="2" />
    Line 4429:   <decoration type="model" name="trader_bob" position="-3608,71,2378" rotation="3" />
    Line 4430:   <decoration type="model" name="trader_bob" position="-2108,61,-22" rotation="1" />
    Line 4443:   <decoration type="model" name="trader_bob" position="-3158,58,-172" rotation="1" />
    Line 4444:   <decoration type="model" name="trader_bob" position="-2708,52,-172" rotation="0" />
    Line 4451:   <decoration type="model" name="trader_bob" position="3592,90,2978" rotation="0" />
    Line 4452:   <decoration type="model" name="trader_bob" position="-158,34,-772" rotation="1" />
    Line 4453:   <decoration type="model" name="trader_bob" position="-308,55,1178" rotation="1" />
    Line 4464:   <decoration type="model" name="trader_bob" position="1792,43,-3322" rotation="3" />
    Line 4465:   <decoration type="model" name="trader_bob" position="-3608,64,-772" rotation="0" />
    Line 4466:   <decoration type="model" name="trader_bob" position="292,58,-922" rotation="2" />
    Line 4467:   <decoration type="model" name="trader_bob" position="-3308,49,2078" rotation="0" />
    Line 4472:   <decoration type="model" name="trader_bob" position="592,48,428" rotation="1" />
    Line 4476:   <decoration type="model" name="trader_bob" position="-2708,59,2078" rotation="3" />
    Line 4477:   <decoration type="model" name="trader_bob" position="-3308,43,-1372" rotation="0" />
    Line 4478:   <decoration type="model" name="trader_bob" position="-2858,55,-1972" rotation="1" />
    Line 4479:   <decoration type="model" name="trader_bob" position="1165,53,-3618" rotation="2" />
    Line 4519:   <decoration type="model" name="trader_bob" position="-2858,55,1178" rotation="3" />
    Line 4520:   <decoration type="model" name="trader_bob" position="292,53,-472" rotation="3" />
    Line 4521:   <decoration type="model" name="trader_bob" position="442,49,728" rotation="2" />
    Line 4522:   <decoration type="model" name="trader_bob" position="-1808,41,128" rotation="3" />
    Line 4531:   <decoration type="model" name="trader_bob" position="-3608,57,-2872" rotation="2" />
    Line 4532:   <decoration type="model" name="trader_bob" position="592,41,2078" rotation="2" />
    Line 4533:   <decoration type="model" name="trader_bob" position="-2108,52,1178" rotation="0" />
    Line 4542:   <decoration type="model" name="trader_bob" position="-2108,54,1478" rotation="0" />
    Line 4543:   <decoration type="model" name="trader_bob" position="-1658,63,2978" rotation="2" />
    Line 4545:   <decoration type="model" name="trader_bob" position="-3008,43,-1672" rotation="2" />
    Line 4552:   <decoration type="model" name="trader_bob" position="-608,36,-1972" rotation="1" />
    Line 4553:   <decoration type="model" name="trader_bob" position="2692,63,-1672" rotation="1" />
    Line 4559:   <decoration type="model" name="trader_bob" position="-1508,48,2078" rotation="1" />
    Line 4560:   <decoration type="model" name="trader_bob" position="3592,61,3278" rotation="1" />
    Line 4561:   <decoration type="model" name="trader_bob" position="-8,42,1178" rotation="1" />
    Line 4562:   <decoration type="model" name="trader_bob" position="-1208,51,-2422" rotation="3" />
    Line 4564:   <decoration type="model" name="trader_bob" position="-908,70,428" rotation="2" />
    Line 4598:   <decoration type="model" name="trader_bob" position="-3008,47,-2272" rotation="3" />
    Line 4608:   <decoration type="model" name="trader_bob" position="592,53,3278" rotation="1" />
    Line 4609:   <decoration type="model" name="trader_bob" position="-1358,62,-1072" rotation="2" />
    Line 4610:   <decoration type="model" name="trader_bob" position="-1508,51,-1372" rotation="1" />
    Line 4611:   <decoration type="model" name="trader_bob" position="-3608,94,1778" rotation="1" />
    Line 4612:   <decoration type="model" name="trader_bob" position="1342,51,2828" rotation="1" />
    Line 4619:   <decoration type="model" name="trader_bob" position="-2858,51,2528" rotation="2" />
    Line 4622:   <decoration type="model" name="trader_bob" position="442,37,128" rotation="2" />
    Line 4626:   <decoration type="model" name="trader_bob" position="142,56,2828" rotation="3" />
    Line 4627:   <decoration type="model" name="trader_bob" position="3292,58,-1372" rotation="1" />
    Line 4628:   <decoration type="model" name="trader_bob" position="-158,57,1478" rotation="1" />
    Line 4637:   <decoration type="model" name="trader_bob" position="1642,63,2978" rotation="3" />
    Line 4638:   <decoration type="model" name="trader_bob" position="-908,53,-1522" rotation="2" />
    Line 4639:   <decoration type="model" name="trader_bob" position="-308,54,1928" rotation="2" />
    Line 4650:   <decoration type="model" name="trader_bob" position="-2108,44,1778" rotation="1" />
    Line 4651:   <decoration type="model" name="trader_bob" position="-1808,53,1178" rotation="0" />
    Line 4652:   <decoration type="model" name="trader_bob" position="1042,60,3278" rotation="1" />
    Line 4654:   <decoration type="model" name="trader_bob" position="292,69,1778" rotation="1" />

 

Edited by Skullfracture
forgot to add it's A21 (see edit history)
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12 minutes ago, Skullfracture said:

Not sure if it is intended or not, but the Trader Bob from this mod is spawning in huge numbers in the Wilderness. On my current map (standard 8k) there are more than 70. Given the 5-6 of the other traders, that's 65ish. Can't say for sure because it's named the same as the default Bob.

 

*Edit: A21

 

  Hide contents

Search "bob" (70 hits in 1 file of 1 searched)

 

I can't see the problem...

ibt4Jqv.jpg

 

Ya, thanks for reporting. It was quite the eye opener when I spawned into a new World and forget he also needed some attention as the Gateway and Trader placement has been overhauled.

I just added an update to the Github and removed him for now. The new one is actually really cool anyways and properly set up. Probably best not to meddle with that.

The new one is 60 x 60 which Old West doesn't accommodate, and has some new tags for locations and distance from other Bobs (set to 1000 blocks).

 

Another issue is the decoration mini POIs aren't appearing. I'll spend some more time with that but it's not critical for now.

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That's better.

IWaHpQU.jpg

 

But that's not... Some 8K Worlds drop 2-4 Old West Towns and others nothing.
The Wild West Mod overhaul was easy to make it the only Town that appeared simply by removing the rest from placement, and a slider for Town type would be nice to guarantee weightings.

LYhuJ8d.jpg

 

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A small update:

 

1. Added some simple decorations to the 3 stables (one is default TFP and updated a little to match its A21 version) and GFV.

The decorations are horseshoes and the new piano.

 

v7b2pbo.jpg

 

WNYPtwS.jpg

 

I could also test a World to see how the A21 update is impacting the tiling system and capability to make an Old West Outskirt. A20 was very reliable and showed consistency.

A21 does have some irregularities and may need to be reported as it is performing a feature that was built into the code for toggling on/off.

 

This was the test seed and specifications. The right side with the desert shows 2 Old West Towns. One is a full on town and outskirt, and the other has only produced the outskirt.

LH8IXzW.jpg

 

Full town and outskirt.

7dWL7Fx.jpg

 

Outskirt only.

MpVNkfB.jpg

 

The updated Gateway tile did appear on the full Old West render which shows one of the toggle options has taken.

 

I'll tinker some more and test a few more Worlds.

 

It will also be possible to resize the custom Bob trader to 42 x 42 so it can fit in the Old West and give it oldwest tags. It can be renamed to 'Trader Old West Bob' so it does not replace the default.

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Here is a small update for the Old West Migration Mod.

 

1. Trader Old West Bob

This trader is tagged to appear in an Old West Town with no greater repeat appearances than once every 800 blocks.

In testing on a World, it appeared 4 times, and this was in the 4 Old West Towns that were placed.

The Old West accommodates 42 x 42, 25 x 25, and 25 x 50 POI size. Trader Old West Bob is sized for 42 x 42.

This fixes the issue where it was spawning too frequently and forces it to be placed in the Old West.

 

Ye1Gmd0.jpg

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  • 2 weeks later...

Here is a small update:

 

1. RWG Mixer

The RWG Mixer for placing the expanded Old West Towns was unstable for making the Old West as an outskirt of a central Old West. It would predominately leave the town with a big hole in the middle. This has been updated to remove the Old West outskirt but increase the amount of Tiles an Old West Town can populate.

 

The reason for adding the outskirt in the first place was because Old West tiling was unstable. However, A21 has greatly improved and both scenarios have switched places. ^^

 

Here is an image with the result on a 6K. All 3 of these Towns are Old West (with their own trader inside the town) and the tiling has greatly enlarged.

 

UubC2Ec.jpg

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  • 2 weeks later...

I'm using the mod in my current series (High Noon) along with Doughs Weather Core mod and loving it so far. It's one town in the middle of the scorching desert. Thank you for your work on this. 

 

The series:

 

 

The individual locations:

 

 

 

 

 

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2 hours ago, flatlander said:

I'm using the mod in my current series (High Noon) along with Doughs Weather Core mod and loving it so far. It's one town in the middle of the scorching desert. Thank you for your work on this.

Bravo. The location is very appropriate and anything from Doughs collection is enhancing. It was very scorching for much of the video stream. ^^

Thank you for sharing. I shall add it to the first post.

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Here is a small update for Wild West Bob Trader to bring it up to A21 standards.

 

Vending machines provide the drink and food type separately.

n6fgtO0.jpg

 

The new format for keeping players out of the Trader area when it is closed it a teleport volume which allows for high precision on where it takes effect.

The lower part of the trader will allow players to walk up to the outer walls even at night when it is closed. However, if a player attempts to jump over the wall or climb up, the teleport lip is protruding outward into the street to keep it 'safe'.

Pj0QM97.jpg

 

All types of mostly broken but potentially working workstations have been added to match regular traders.

There may or may not be a lootable construction box and car parts box somewhere around the compound.

 

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