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(A21) Preppocalypse

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Here's a small update for Preppo.

1. Big Night Cop.

He appears in the night spawning groups along with the other big night entities, and Horde Night. His tell tale light is similar to his contemporaries but in his own special way.

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2. Loot bag stay time has been further increased a little to support servers with 2 hour day cycles.

3. A few items have increased their stacking capacity.

 
Here is an update for Preppocalypse:

1. Prepper Stockpile Part 5

The initial prepper quest has been given a Part 5 with 5 individual tasks. Part 5 is all about defenses with collecting ammo, defensive barricades, and displaying 'ownership'. This concludes the Prepper Stockpile Quest collection of 25 tasks. The final reward is a Preppocalypse Vehicle Parts Reward Crate.

2. Recipe Rebalancing

A number of A20 recipes required a significant amount of glue or duct tape. These have been reduced for A21 in consideration of the more limited water supplies for players who prefer to keep one or two water collectors.

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Here's a small update for Preppocalypse:

1.Pictures and Paintings

A21 brought in a variety of new and updated posters and signs that work well as a player decoration. This updates expands the player offerings.

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Here is a small update for Preppocalypse:

1. Stone axe block damage increases by about 10%.

2. A limited number of regular default POIs have been 'upgraded' with a Preppo Security Corporation theme to increase their Tier Level and challenge as well as provide additional Preppocalypse immersion. They will not replace the original POIs, but RWG will have additional versions to chose from.

These include the Working Stiff Superstore with a Preppo Working Stiff Superstore variant.

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Pass 'n' Gas #9 and #10 given the same naming format.

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A Kiosk and overhead Bridge have also received a small update and will be most noticeable when passing through the towns and cities.

 
Here is a small update for Preppocalypse:

1. Spartan Sledge Stamina Mod

This mod can be attached to the Stone Sledgehammer, Iron Sledgehammer, and Steel Sledgehammer for a 15% reduction in stamina use for primary and secondary hits. It will assist players going head to head with the Sledgehammer Tourist.

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It can be found in loot as a Mod or Schematic, or purchased from a Trader for a fair price.

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The recipe requires some Preppocalypse basics.

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And allows players to do more of that before needing a break to recover some stamina.

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This was tested on an existing server play through without issue. As always when adding new items, make a back up first just in case a roll back is necessary. The worst that can happen is one of your items will shift to something different so the risk is there. Since nothing is being removed, experience shows nothing critical will happen. Consider the risk before attempting an update.

 
Hello,

Love the mod so far, especially the killer chickens.  I do have a question though about the forge.  Is there a way to use the no-smelting forge mod, so we don't have to spend time to smelt in raw materials?

 
The no-smelting forge mods remove the windowForgeInput in the XUi/windows.xml

For Preppocalypse, it has been changed to windowThreeForgeInput as it is using Khaine's 3 slot forge.

Changing it from:

<remove xpath="windows/window[@name='windowForgeInput']" />

to

<remove xpath="windows/window[@name='windowThreeForgeInput']" />

will remove the requirement for smelting.

In addition, Preppocalypse also adds 3 of its own recipe items to the forge. Steel Nails, Fish Hooks, and Clear Bullet Proof Glass. They use base materials taken from the smelt area and will need to be removed in the same way a no-smelt mod does it, and then readded with the new recipe alternative. A no-smelt mod will show you how to do that by using its existing method as a template.

If you need more assistance with that, there is an area in the forum just for that purpose here in Discussions and Requests.

https://community.7daystodie.com/forum/40-discussion-and-requests/

 
Arramus, thank you very much for your reply on this.  My friend and I are enjoying your mod, especially your western towns you added.  We also loved the attack chickens as well.  Can't wait to see what other surprises pops up in the next horde night.

 
Here's a small update for Preppocalypse:

1. Boss Fragger and Scorcher

The regular Fragger and Scorcher are joined by a boss version with more health, damage resistance, additional damage, and a few cosmetic changes to distinguish. They will appear in the Wasteland and Burnt to replace the 'regular' kind from Day 1. They will also replace the regular kind for Horde Night at the same stage the Demolisher appears and from GS 100 in the boss POIs. They will offer a greater challenge, but also provide a guaranteed loot bag.

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I just got killed by what looked like a burnt zombie wearing a stove on its torso.  I stared at it coming at me, dumbfounded by what I was looking at, then found out he could set me on fire and kill me very quickly.  I chuckled :)

 
Ah... the burnt zombie wearing a stove and 'fondly' referred to as Crispy. He is pretty much a boss type zombie and can certainly run. Watching him run with the fire particle tailing behind him is quite something...unless you're the one being chased.

 
Out of curiosity, have you considered making the no smelt forges as a permanent thing for your mod?  One of the reasons I asked before was, when re-organizing the base or moving to another location, it takes a lot of time to smelt out the materials before we can pick up the forge.   Thanks again for the info though, keep up the great work with this mod.

 
I have not considered making it a permanent built in feature. I shall add it as optional mod just as with the 96 slot inventory, and always open trader which are linked to in the opening post.

 
This is an additional optional mod for Preppocalypse.

1. Fast Forge Fill And Empty
A request to remove the need to smelt resources and fill the forge was suggested. This reduces the speed of filling the forge since resources are taken from inventory instead of directly from the forge. It also removes the need to empty the forge should a time come to relocate and bring workstations with you.

This is possible by removing all forge smelt recipe items and replacing them with their best alternative. However, there are two issues with this:

a) There is a ratio on some units such as resourceClayLump is 1:5 ratio with unit_clay and resourceCrushedSand is 1:4 ratio with unit_glass. Scaling the replacement recipes to be proportional requires a lot of juggling values.

b) Replacing the recipes no longer allows them to benefit from the passive_effect from increasing skill in Intelligence > Advanced Engineering. Juggling new proportional would no longer allow such passive_effect benefits to be offered. This is an issue we sometimes see in custom food mods that have very low values that cannot receive the passive_effect.

An alternative to this is go directly to the source which is the values for unit_clay, unit_glass, unit_stone, unit_brass, unit_iron, and unit_lead.

This optional mod provides 2 features to address the need to empty the forge quickly and reduce the time it takes to fill the forge which a no smelt mod will address.

Adding base materials for clay, sand, stone, brass, and scrap iron to the forge will be smelted quickly. In addition, they will be able to be removed very very quickly.

This may not be exactly what was suggested but adding the no smelt format will bring its own set of issues which will be commented on in the future and cannot be addressed due to resource:unit ratios. Emptying the forge will sound like the ringing of a fire alarm bell, and it is easy to further amend the timings in the mod as the process is based on simple core values.

This has been added to the optional mods in the opening post.

...it takes a lot of time to smelt out the materials before we can pick up the forge.
A no smelt forge causes issues with Advanced Engineering Skill Perk for recipe amounts. An alternative optional mod has been added to the optional mods in the opening post that allows the forge to be emptied very very quickly and also filled quicker using base resources. Adding a no smelt forge will cause posts in the future about losing Advanced Engineering Skill Perk benefits and replacement recipes cannot gain the benefit since the values are too low to begin with.

https://github.com/arramus/A21-Preppocalypse-Optional-Mods

 
Here is a small update for Preppocalypse:

1. Rocket Fire (Ammo)

This new ammo variant can be added to the Rocket Launcher. It is basically a rocket propelled molotov with greater distance, and a little more precision aiming. It was added to Outback Roadies for the spider infestations but will serve Preppo as well. It unlocks at the same level as other rocket ammo, and can be found in loot and during visits to the trader.

The recipe is quite similar to existing rockets but with closer consideration of the molotov.

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That additional propelled range will add to its effectiveness. It is also good for close range and within the confines of a horde base since its blocks damage is as low as that of a molotov.

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Here's a small update to Preppocalypse:

- 100 HP addition to Electric Fence Post
- Adding Murky Water to Fire Hydrant wrenching
- Boss from 1.25 to 1.2 scale
- Adding Silver Magnum Bullet to Prepper Ammo Press

A Silver Magnum Bullet can be crafted on the Prepper Ammo Press as a bundle of 13 to match the Swiss Vetterlli Rifle, which has not been locked to 13 capacity to reflect its true value. This was added for a few reasons.

- Silver had no function beyond economic.

- Magnum rounds are not fully hooked into Penetration Skill for the Swiss Vetterli Rifle. This new Silver Magnum Bullet is fully integrated.

- This Silver Bullet possesses AP properties and is effective as a boss stopper.

- Provides longevity as Game Stage increases and brings it a little closer to the Sniper Rifle. It will now exceed the Sniper Rifle for this particular bullet, but the Sniper Rifle still has the edge for general usage.

The Silver Vetterli offers ranged damage of 100 compared to 84 for a regular AP Magnum round. However, since it is hooked up for the Penetration Skill, it has the capacity to pass through multiple entities at once. With a Targer Armor of -75% compared to -50% it offers boss stopping power.

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A Box of Silver Vetterli .44 Magnum Ammo contains 13 rounds as a bundle. This matches the set Magazine size for the Swiss Vetterli. This ammo cannot be used on any other weapon due to its additional powder requirements. The Magnum revolver is beefy for sure, but these rounds are best served by a rifle. The recipe is very reasonable for what it can offer.

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Maxing out your Penetration Skill just for this type of ammo will pay dividends as Game Stage increases for single boss types and multiple grunts in a row.

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Are there any end-game goals, besides doing all the the tier 6 quests?  I'm at the point where I literally fear no evil with my 2 tier 6 M60's with drum mags and a few other mods.  Horde night is over after 2 in game hours.

 
Ahhh, that million dukes question. Where and when does it all end?

Preppocalypse, along with other expansion mods/overhauls faces a similar challenge that the base game has not yet added in an end-game beyond reaching that level of 'thriving survivor'. As such, it has been difficult to add anything concrete because we really aren't sure the direction of the game when it goes Gold.

As such, each modder tends to add in a few strategies to address that in their own way. Preppocalypse adds in:

- Weapon specific quests to battle the boss types. Eliminating the baton cop with only a baton being a challenging one that players can take on quite early. The M60 one comes later and is a very easy one. Completing all of those offers an end-game goal since they can be taken at any time depending on weapon finds and specialty.

- Completing all stages of the animal quest for all 4 wave stages offers those cyclic goals for players who like the hunting specific elements.

- Completing those boss T6 Infested POIs, which you appear to have achieved.
(These specifically include the Hell Hole, Floppy's, Preppo Construction Site, and the public Bunker)
- Completing the radiated boss type Quest. This motivates us to visit the Wasteland where they appear in much greater number, and connects to how the game is moving into Biome progression game play, and the boss POIs.

Along the way, you've naturally seen the smaller side quests for the Screamer, zombie elimination loop, and Prepper Quests.

Since Preppocalypse remains quite close to default game play in many aspects, completing your Horde Nights early is certainly caused by eliminating so many zombies so quickly and depleting the Game Stage amounts ahead of time. Now you've become the 'boss' of your own play through, adding further mods to increase that specific challenge to ensure Horde Night remains until 4:00am can help, along with other mods.

Once the game adds in its own end-game, modders will have a much better understanding of where to take things. Until then, it's kind of in limbo because taking end-game in the 'wrong' direction can require huge revision when the official version arrives. Adding in extras now will also require a knowledge of coding and patching beyond xml modding that is pretty limited within the community. The NPC Mod adds in some of those extras now which The Wasteland is incorporating, along with its own.

We know end-game will bring the bandits, and potentially a scripted and progressive story line with the Duke and other specific characters, but even then the core of the game remains those 7 day survival horror moments which an M60 can handle most superbly regardless of what we face. It sounds like you've reached the pinnacle of success based on your weapon choice and other progression points, and the rest is purely maintaining it. This is the way single player tends to play out.

Community/Party players can throw in their own dynamics to extend things and mix it up further since there are so many open world choices to make, such as specialising, competition, custom community events and questing, etc. but until that Gold drops, it is what it is.

 
@arramus, Well, thank you for the detailed answer!  I love the prepper pois, and Floppy's.  Very tough and fun.  I forgot about all those side quests.  Some I'm interested in doing, others, like using a baton, not so much.  Thanks for all the hard work you did/do in making this mod.

 
Here is an update for Preppocalypse:

1. Raised Gyro Heli ceiling from 200 to 260 to match TFP Gyrocopter settings for A21.

2. Added 0-Score Mod to Preppocalypse as an additional stand alone mod.

Here is some more detail about adding in 0-Score. 0-Score is made by @sphereii. This mod serves other mods and overhauls to incorporate additional features that cannot otherwise be done so through regular xml modding. By default, the following has been turned on:

- Craft from Containers from a 12 block distance.

Preppocalypse adds a lot of new custom recipes, and material. Keeping up with the recipes and storage requirements can be a real challenge in community servers. This additional allows for more communal sharing of assets. If a player wants to keep their assets purely for their own needs, they can ensure their storage crate is greater than 12 blocks away from a Workstation. However, for shared assets placed between multiple workstations, it reduces the need for storage crates and helps with logistics and sharing.

This has been a popular feature in Outback Roadies, EndZ, and other overhauls. Preppocalypse can now benefit from it as well.

0-Score offers additional options such as Fire Features, Food Spoilage System, and Advanced Farming. These can be turned on and off in the 0-Score blocks.xml for players who would like to further expand their game play experience. Thank you to sphereii for sharing this tool for the benefit of overhauls and mods.

This image shows that we are able to make Prepper Crushed Card Defences on the Workbench as the materials are in storage within the 12 block range.

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