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(V1.0) Server Side Weapons


arramus

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Here is a link for the (V1.0) Server Side Weapons:

https://www.nexusmods.com/7daystodie/mods/5067

 

V1.0) Server Side Weapons provides players with some custom weapons, hat mods, and a loot box ticket system using only in game assets. As such it only needs to be installed on the server or client host. Other players who are joining do not need to install it.

The concept for this mod was shared by Snufkin in Alpha 18. Original Snufkin weapons still exist in the mod, but they have had to undergo many changes as the game moved through the Alphas to V1.0. Additions and expansion have been added by Oakraven and arramus. The last few updates and necessary transitions have been shared by arramus. The original concept has been retained as much as possible, but removal of game assets and some overhauls to existing assets has required some necessary changes.

Features are as follows:

- A Loot Box Machine crafted on the Workbench
- 12 custom weapons loosely placed into 3 tiers
- A ticket and loot box system that allows tickets to be traded for a loot box which contains a weapon
- Hat mods which can be placed into the helmet/hat dye slot
- Chance to find weapons, mods, and tickets in loot bags, safes, and treasure chests

Known issues:
- The larger bag mod will not remove from the player until they leave the game and join again. It has been a thing since A20 and just one of those things that cannot be resolved. There appears to be a hard coding issue. That appears to be the only known issue at present.

 

A few images to demonstrate:

 

A player with the Pumpkin Head Mod added to the dye slot in their helmet. They are also carrying a Snufkin Kronos auto shotgun. A very powerful combination that will assist with higher tier zombies or Server Side Zombies.

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All of the assets found in the Server Side Weapons mod. The weapons have been laid in rows with 4 in each row. This follows below in the 3 separate columns.

That signifies the way the weapons have been tiered for the Loot Box Machine and chance to appear based on a green, yellow, red, or purple ticket.

It is certainly not an exact science, but it has considered balance.

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The Loot Box Machine can be crafted on the Workbench. Tickets can be traded for a Level 1 - 4 Loot Box. A Level 1 Green Loot Box has a higher chance to pay out a lower tier Server Side Weapon. However, there still remains a chance to receive a higher Tier Server Side Weapon even at this stage. In contrast, A Level 4 Purple Loot Box has a higher chance to pay out a higher tier Server Side Weapon. There is a random and weighted element for pay out.

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A player wearing the Cow Head Hat Mod while using the Oakraven Zeus.

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This image shows the Pumpkin Man Mod being placed in the Assassin Hood in the dye slot.

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The Brainsaw and the updated Dismemberment and Claret system made quite a combination.

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Edited by arramus (see edit history)
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Hey, I love your mods btw. 

 

I used this last alpha. 

 

I want to use these, but make them a bit rarer or harder to craft.. 

 

If I change the green box to 5 tickets, yellow to 10 tickets, red to 15 and purple to 20. 

 

Would you think that would be fair or should I just make them all 15 or 20 tickets to craft? 

 

Not sure if I should increase the amount or if purple is already going to be dropped at a lower rate anyways? 

 

EDIT

 

I see they already drop at a lower rate, so I will probably just keep them all at 10 or 15 each. 

Edited by MrSamuelAdams (see edit history)
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Yes, this is very much a try and see at the moment since there were some loot changes to the main game for V1.0 and any balancing will be based on feedback as it is tried and tested.

 

The grunt, feral, and boss loot bags will are pretty balanced.

Grunt will only drop Green and Yellow tickets. The chance to receive Hat Mods is also low.

Feral will drop all tickets but Red and Purple will be hard to come by as with Hat Mods.

Boss will drop all tickets and Hat Mods with increasing chance for all types since these loot bags are rarer and only come from Demolishers.

In all cases, the weapon durability mod has increased for V1.0

 

Chances from safes and treasure chests remains the same as A21, which is pretty low based on the competition.

 

Horde Night will be the only big chance to really accumulate Server Side Weapons loot, unless players are focussing on the other locations intently.

 

However, if Server Side Zombies is also running then Boss loot drops will be much more of a thing. The trade off for greater chance for better tickets and loot will be the additional challenge of the Server Side Zombies. Their HP has increased quite substantially in some cases because they have also seen some pretty substantial increases for default zombies such as Radiated.

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Hi it's my first time using this mod in 1.0.

I have no idea how to craft the loot boxes.. I have a green ticket but when I try to craft the loot box it just makes me track it. Is there a specific bench I need to craft them in? Thank you!

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16 hours ago, arramus said:

Yes, this is very much a try and see at the moment since there were some loot changes to the main game for V1.0 and any balancing will be based on feedback as it is tried and tested.

 

The grunt, feral, and boss loot bags will are pretty balanced.

Grunt will only drop Green and Yellow tickets. The chance to receive Hat Mods is also low.

Feral will drop all tickets but Red and Purple will be hard to come by as with Hat Mods.

Boss will drop all tickets and Hat Mods with increasing chance for all types since these loot bags are rarer and only come from Demolishers.

In all cases, the weapon durability mod has increased for V1.0

 

Chances from safes and treasure chests remains the same as A21, which is pretty low based on the competition.

 

Horde Night will be the only big chance to really accumulate Server Side Weapons loot, unless players are focussing on the other locations intently.

 

However, if Server Side Zombies is also running then Boss loot drops will be much more of a thing. The trade off for greater chance for better tickets and loot will be the additional challenge of the Server Side Zombies. Their HP has increased quite substantially in some cases because they have also seen some pretty substantial increases for default zombies such as Radiated.

Thank you, and yeah for now I just made it 10 tickets for any loot box instead of 1. 

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3 hours ago, Soapy said:

Hi it's my first time using this mod in 1.0.

I have no idea how to craft the loot boxes.. I have a green ticket but when I try to craft the loot box it just makes me track it. Is there a specific bench I need to craft them in? Thank you!

The Loot Box comes from a Loot Box Machine. A Loot Box Machine is crafted on the Workbench. The Loot Box Machine does not need to be unlocked. Tickets are traded for Loot Boxes inside the Loot Box Machine. Loot Boxes provide one of the weapons with better Tier weapons coming from rarer Tickets.

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6 hours ago, arramus said:

The Loot Box comes from a Loot Box Machine. A Loot Box Machine is crafted on the Workbench. The Loot Box Machine does not need to be unlocked. Tickets are traded for Loot Boxes inside the Loot Box Machine. Loot Boxes provide one of the weapons with better Tier weapons coming from rarer Tickets.

Thank you so much!!! I didn't even see that machine

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Bug report, when I place the burning shaft on the POLEARM I get a RED error: 

 

 

2024-07-02T04:02:51 13109.122 ERR [XUi] Error while updating window group 'assemble':
2024-07-02T04:02:51 13109.129 EXC Object reference not set to an instance of an object
  at MinEventActionAddPart.Execute (MinEventParams _params) [0x00196] in <34a370e167474eb1949fe72b029cec58>:0 
  at MinEffectGroup.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x00037] in <34a370e167474eb1949fe72b029cec58>:0 
  at MinEffectController.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x0001c] in <34a370e167474eb1949fe72b029cec58>:0 
  at ItemValue.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x0001a] in <34a370e167474eb1949fe72b029cec58>:0 
  at ItemValue.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x00092] in <34a370e167474eb1949fe72b029cec58>:0 
  at Inventory.updateHoldingItem () [0x00186] in <34a370e167474eb1949fe72b029cec58>:0 
  at Inventory.SetItem (System.Int32 _idx, ItemValue _itemValue, System.Int32 _count, System.Boolean _notifyListeners) [0x00152] in <34a370e167474eb1949fe72b029cec58>:0 
  at Inventory.SetSlots (ItemStack[] _slots, System.Boolean _allowSettingDummySlot) [0x00004] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUiM_PlayerInventory.SetToolbeltItemStacks (ItemStack[] _itemStacks) [0x00000] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUiC_Toolbelt.UpdateBackend (ItemStack[] stackList) [0x00006] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUiC_ItemStackGrid.HandleSlotChangedEvent (System.Int32 slotNumber, ItemStack stack) [0x0001d] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUiC_ItemStack.HandleSlotChangeEvent () [0x0002d] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUiC_ItemStack.set_ItemStack (ItemStack value) [0x0003f] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUiC_ItemStack.ForceSetItemStack (ItemStack _stack) [0x00043] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUiM_AssembleItem.RefreshAssembleItem () [0x00085] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUiC_ItemPartStackGrid.HandleSlotChangedEvent (System.Int32 slotNumber, ItemStack stack) [0x000c4] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUiC_BasePartStack.set_ItemStack (ItemStack value) [0x00054] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUiC_BasePartStack.SwapItem () [0x000b3] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUiC_ItemPartStack.SwapItem () [0x00020] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUiC_BasePartStack.HandleStackSwap () [0x00022] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUiC_BasePartStack.Update (System.Single _dt) [0x00258] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUiController.Update (System.Single _dt) [0x00084] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUiC_ItemPartStackGrid.Update (System.Single _dt) [0x0001a] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUiController.Update (System.Single _dt) [0x00084] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUiController.Update (System.Single _dt) [0x00084] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUiController.Update (System.Single _dt) [0x00084] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUiController.Update (System.Single _dt) [0x00084] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUiC_AssembleWindow.Update (System.Single _dt) [0x00030] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUiController.Update (System.Single _dt) [0x00084] in <34a370e167474eb1949fe72b029cec58>:0 
  at XUi.OnUpdateDeltaTime (System.Single updateDeltaTime) [0x00159] in <34a370e167474eb1949fe72b029cec58>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
XUi:OnUpdateDeltaTime(Single)
XUiUpdater:Update()
XUiUpdateHelper:LateUpdate()

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Thank you.

 

An update has been added to Nexus. However, it is easy to manually change as it requires an edit in a single line:

 

item_modifiers.xml

 

Line 39 changes from

<property name="FlameEffect" value="ItemModEffects/mod_spear_steel_flamePrefab"/>

to

<property name="FlameEffect" value="@:ItemModEffects/mod_spear_steel_flamePrefab.prefab"/>

 

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Hello! We have been using the mod on our server for years, so thanks to everyone who participated in its creation! :) I found a littlebug in the new version, which was caused by a change in the magazine system.  Black Widow cannot be manufactured because the maximum bow skill is 75 and the weapon requires 95-100.
 
 
 
 
 
 
 
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4 hours ago, vajdaati said:
Hello! We have been using the mod on our server for years, so thanks to everyone who participated in its creation! :) I found a littlebug in the new version, which was caused by a change in the magazine system.  Black Widow cannot be manufactured because the maximum bow skill is 75 and the weapon requires 95-100.

 

Thank you for sharing this feedback, and finding this mismatch. Bow type weapon progression has been changed from Level 100 (in A21) down to 75 (in V1.0). The Railgun also received a little change in its progression since it used to be shared by itself, but replaced the Vampire Knuckles since they no longer match the new character system.

 

An update has been added to Nexus, but if you want to change manually, if you haven't already, here are the changes.

 

progression.xml

 

Black Widow

	<!-- Black Widow -->
	<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingBows']">
		<display_entry item="gunBowT3BlackWidow" unlock_level="70,71,72,73,74,75" />
	</append>
	<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingBows']/effect_group">
		<passive_effect name="RecipeTagUnlocked" operation="base_set" level="70,75" value="1" tags="gunBowT3BlackWidow"/>
		<passive_effect name="CraftingTier" operation="base_add" level="71,72,73,74,75" value="1,2,3,4,5" tags="gunBowT3BlackWidow"/>
	</append>

 

and for the Railgun so it matches other types fairly.

	<!-- Railgun -->	
	<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingRifles']">
		<display_entry item="Railgun" unlock_level="95,96,97,98,99,100" />
	</append>
	<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingRifles']/effect_group">
		<passive_effect name="RecipeTagUnlocked" operation="base_set" level="95,100" value="1" tags="Railgun"/>
		<passive_effect name="CraftingTier" operation="base_add" level="96,97,98,99,100" value="1,2,3,4,5" tags="Railgun"/>
	</append>

I could confirm that all of the other weapons match the max levels, and no other weapon crafting type max level has changed.

 

Much appreciated.

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