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(A20) Snufkin Weapons Xpansion

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@arramus

So...the green tickets should be findable in loot right ? And from them i can craft other 3 colors for other types of bonus weapons...ok get it...

But, right now i looted the biggest building skyscrapper and found 0 green tickets :( :( :(  

But good news are i dont have that lags from railgun anymore :D  yipííííí :D  

 
@arramus So...the green tickets should be findable in loot right ? And from them i can craft other 3 colors for other types of bonus weapons...ok get it...

But, right now i looted the biggest building skyscrapper and found 0 green tickets :( :( :(
Here are the boxes/containers/entities to find tickets.

id=41 - Small, fancy hardened chest (Green, Yellow, Red)

id=61 - Buried Loot Stash Chest /Treasure hunting (Green, Yellow, Red)

id=70 - Rare random drop off from regular zombies (Green, Yellow)

id=71 - Rare random drop off strong zombies (Green, Yellow, Red)

id=73 - Rare random drop off bosses (Green, Yellow, Red, Purple)

It looks like Blood Moon will see the greatest amount of tickets, especially with Snufkin Zombies who are given 'bosses' status.

Other than that, looting the hardened chests in houses will bring the most. I suppose rooftops on the skyscrapers will be a chance as well for those with hardened chests.

The weapons only use id=41 as well.

My best loot was 2 x  Xpansion weapons and 2 x tickets in the same hardened chest. I believe Snufkin was quite conservative with the probabilities to make it a worthy challenge and increasing the probability or looting respawn is always a good option.

 
I visited 7 locations with a hardened chest and got lucky on 2 occasions. That's certainly where the tickets and weapons are at.

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Here is an update for the Snufkin Weapons Xpansion mod.

Download: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-2020Nov15

Part of this update was possible thanks to the support of @PeNa1979 for sharing valuable feedback on first hand gameplay and the dynamics which make the mod overly frustrating or fun. PeNa's feedback has been taken into consideration for recipes and loot probability which can be seen in this update.

In more detail, updates are as follows:

1. Black Widow (by oakraven)

This new bow is a weapon of precision. It will fire all types of arrow but also has its own buffed ammo for greater effect. This weapon will come at the cost of a crucible and 100 steel along with other 'basics' to make to level 1 and will require a little time before newer players have access.

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The new ammo is Blue Widow and Red Widow. The Blue Widow ammo will occasionally cause the recipient to receive an electric shock in line with the built in default system. The Red Widow ammo will cause knock down and bleeding. This knock down effect will be noticeable on even the biggest of beasts should you take it hunting for bears. In addition, the arrows are color coded, and drop colored sacks should the entity harboring it disappear. They both have recipes to match the context of use.

This bow can serve you as a highly effective primary weapon.

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Taking out a vulture from 30 meters or so.

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And lunch from a good 50 meters out with a slight 5 degree calibration.

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2. Recipes

Love them or hate them all weapons have recipes up to Level 1 except for those very few which Snufkin had already given progression. Level 1 weapons will give you a taster of what is to come through looting and the Add On machine. However, these recipes are not so forgiving and will be a large investment for lower level players if they opt to build a special weapon. This helps to keep balance where the Add On machine and looting are essential for reaching those higher tiers.

3. Looting Probability

Weapons -

The probability percentage for each type of weapon appearing, as they compete among themselves, remains unchanged, but the overall probability of a weapon appearing in comparison to another type of item has increased from 0.1 to 0.15. This is a very small increase but just allows that little extra probability. This is because servers running the Snufkin type of mods are rather popular and loot can be rather sparse and exacerbates the existing rarity. Furthermore, loot is only found in one place; the hardened metal chests.

Addon -

In addition, the probability for tickets to appear for those running the Add On has also increased by a similar amount.

The most amount of tickets to be found at one time will be during a Blood Moon event and for those running Snufkin Zombies which drop boss loot, the chances of getting access to the rarer Add On machine weapons is greatly increased.

Each update is gradually bringing further balance and weapons. The next major consideration was progression. However, the slight increase in finding tickets may well be enough to keep the system as it is and ensure the Add On and looting do not become redundant features.

 
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@arramus I think this is noe almost perfect !!!

Have one personal question : what is that mod for teleportation you use ??? it looks interresting !!!

I have been looking for one, but never actually found it on mod sites :(

 
@arramus I think this is noe almost perfect !!!

Have one personal question : what is that mod for teleportation you use ??? it looks interresting !!!

I have been looking for one, but never actually found it on mod sites :(
Oh yes PeNa. I only installed it about a week ago and it's very useful.

Actually, it's part of a server management service linked to in the forum.



I set up an account with CSMM - Catalysm's Server Manager & Monitor and linked a server to it.

It gives the CSMM website permission to set up commands and run scripts to my server such as teleport, server shop, timed shut down.

It has teleport set up by default.

 
Hi wlrguy. For next time when tagging any user, select the name from the drop down menu so it looks like this @Dre instead of @Dre and the user will will be notified. Dre will see this one so no worries on this occasion.
thanx i dont use forums much as we can tell :)

The lootbox/weapons ones seems to work without any changes. The vehicle one needed a few changes. Do you want the sever side vehicle files? 
  I actually managed to fix the id #s for the vehicles but im clueless how to fix the recipes doing the null reference thing @Dre

 
thanx i dont use forums much as we can tell :)

  I actually managed to fix the id #s for the vehicles but im clueless how to fix the recipes doing the null reference thing @Dre
I don't have the newest version with the new recipes installed yet so not sure. The older one without it from a week ago I've not had any errors apart from some yellow progression related ones (not game killing though so I ignored them). I'll try the new one when I get a chance. If I don't get any errors then it's probably an issue with another mod on your end and I'll let you know. If I do get them I'll try to figure out also. 

 
The newest weapon mod works fine for me, i have it on my public server and no problems so far !!!

But im using there only server-side mods, and not using any other mods on my own PC...

 
thanx i dont use forums much as we can tell :)

  I actually managed to fix the id #s for the vehicles but im clueless how to fix the recipes doing the null reference thing @Dre


I don't have the newest version with the new recipes installed yet so not sure. The older one without it from a week ago I've not had any errors apart from some yellow progression related ones (not game killing though so I ignored them). I'll try the new one when I get a chance. If I don't get any errors then it's probably an issue with another mod on your end and I'll let you know. If I do get them I'll try to figure out also. 
Ok @wlrguy Booted up with Darkness falls and the newest weapons mod/loot box mod. No red errors on boot up. Did not try making any of these weapons recipes but if was me I'd just loot for them and ignore crafting if it caused an issue "in game" rather then troubleshoot it. 

 
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Here is an update for the Snufkin Weapons Xpansion Mod.

Download: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-2020Nov21

There are two changes as follows.

1. Mod Hats with Buffs. (oakraven)

There are 4 new hats which can be added to the player in the color dye area and grant the user buffs. These are being tested at the moment but have worked well in dedicated servers up to now. They will eventually need localisation to explain their function and capabilities.

Cow Helmet:

- +1 damage resistance

- Cold and Heat resistance

- Elemental damage resistance for heat/shock

- Fortitude +1

- Agility +1

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Pumpkin Hat:

- Reduces noise

- +1 damage resistance

- Strength +1

- Fortitude +1

- Agility +1

- Cold and Heat resistance

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Magnet Hat:

- Impact bracing

- Strength +2

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Wagon Wheel 'Hat'

- Bartering Buy/Sell 20%

- Strength +2

- Stamina increase over time

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These mod hats will be tweaked for balance as we receive feedback through play testing.

2. The Junk Guns/Sledge/Auger have all received a night light. Thanks to @Slawa for bringing this mod to everyone's attention so it could receive a new life for A19.

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Testing a 'pet project' by oakraven for addition in the next build.

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Here is an update for the Snufkin Weapons Xpansion Mod.

Download: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-2020Nov22

The changes are as follows:

1. Additional Hat/Clothing/Friend Mods.

Rabbit Friend - (Damage to entities, Strength, Damage resistance, and heat/cold resistance)

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Snake Friend - (Increase in strength and fall bracing)

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Vulture Friend - (Jump strength increase and jump stamina loss reduction weighted with walk and run speed reduction)

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With localization.

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2. As these 7 Mods have been added to hardened chest loot boxes along with the weapons, the probability of finding an Xpansion item has been increased from 0.2 to 0.25 while the probability of the type of item found remains exactly the same. This will ensure a slightly increased chance of finding something since there are so many more items added from the original mod settings.

 
Epic xD.

Btw. does that attach funtion works on trees?

xmas tree with candy weapons and a santa hat on top :p...

 
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Epic xD.

Btw. does that attach funtion works on trees?

xmas tree with candy weapons and a santa hat on top :p...
I believe it would. The only issue is attaching multiple candy weapons to the same tree. For weapons there seems to be soooo many parts to attach to but other things are really limited.

 
How about a Rudolf?
Stag with red (light) nose and santa hat or bag. (Too bad the drop bag is yellow and not red...)
Lootable after kill.

 
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