Jump to content

(A20) Old West Migration


arramus
 Share

Recommended Posts

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

Link to comment
Share on other sites

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-->

Link to comment
Share on other sites

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

Link to comment
Share on other sites

  • 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

Link to comment
Share on other sites

  • 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!

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

  • 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.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...