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(A20) Wild West Mod - 7 Days in the Wild West

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Where do you can change the chances for the Bee queen ?
Didn't found an entry at the loot.xml
Birds nest will refill allways, so you allways have enough to loot.
 

But tree stumps arn't that common, and the Bee queen is very rare.
I know it exist, because i allready  found one at a previously try, but none at the current.

Ahh found it at the blocks.xml
<append xpath="/blocks/block[@name='treeMaster']" >
        <drop event="Destroy" name="QueenBee" prob=".05" count="1"/>
    </append>

Edit:
Some feedback:

- Silencer, when you allready add steampunk vehicles and junk spitter, you should re-add the silencer too.
Special since the 1.silencer is made 1892
https://en.wikipedia.org/wiki/Silencer_(firearms)

- You should remove writeable storage, or adjust the recipe to be inline with the Wild west writeable storage.
- Unless you have further plans with the different chicken parts, they should be merged into chicken meat.

- The time that the tamed brown horse need break is far to long ! 🙂

 
Last edited by a moderator:
Where do you can change the chances for the Bee queen ?
Didn't found an entry at the loot.xml
Birds nest will refill allways, so you allways have enough to loot.
 

But tree stumps arn't that common, and the Bee queen is very rare.
I know it exist, because i allready  found one at a previously try, but none at the current.

Ahh found it at the blocks.xml
<append xpath="/blocks/block[@name='treeMaster']" >
        <drop event="Destroy" name="QueenBee" prob=".05" count="1"/>
    </append>

Edit:
Some feedback:

- Silencer, when you allready add steampunk vehicles and junk spitter, you should re-add the silencer too.
Special since the 1.silencer is made 1892
https://en.wikipedia.org/wiki/Silencer_(firearms)

- You should remove writeable storage, or adjust the recipe to be inline with the Wild west writeable storage.
- Unless you have further plans with the different chicken parts, they should be merged into chicken meat.

- The time that the tamed brown horse need break is far to long ! 🙂
Some feedback on your useful observations and feedback.

- Silencer

The silencer is found in loot. The production date is too borderline for recipes, but finding a 'prototype' was considered acceptable.

- Writeable Storage Crate.

Made of wood and weak against acid and Score fire mod. Wild West version has the iron ingot requirement and is made of metal and strong against such attacks. This explains the recipe differentiation.

- Domesticated chickens are part of Oakraven's Collection and have their recipes, even though they are currently very limited. Feedback is best added to the Oakraven Forest Collection thread on this incorporated mod.

- Horses cannot be tamed in the New Frontier World and the patch effectively removes the taming capabilities with Note features removed for players using RWG and following best practice guide notes. Best to post in Telrics's thread about the horse taming in the Telric's horses thread as it is used without any changes to the core files for players who would like to experience everything it has to offer.

Thank you for the constructive feedback and I hope the responses addressed them to some extent.

 
- Writeable Storage Crate.

Made of wood and weak against acid and Score fire mod. Wild West version has the iron ingot requirement and is made of metal and strong against such attacks. This explains the recipe differentiation.
Ok,
but then maybe rename them abit. Like

Wooden Storage Crate

Iron Plated Storage Crate (Wild West style)
to reflect their difference.
And maybe add to the description about their resistance.

- Silencer

The silencer is found in loot. The production date is too borderline for recipes, but finding a 'prototype' was considered acceptable.
Thats fine thats not all things arn't craftable.
Just though since i don't found a recipe, but allready found some schematics from other "prototype" stuff i though it isn't ingame.

Edit:

Dang, i allready wanted to suggest for a Raft/boat vehicle.

But then i found out you can ride pretty fast underwater with the horse.
No need to ride all around these lake/river anymore.
image.png

 
Last edited by a moderator:
Eliminate the Horde (Part 2)
It is possible to add a tracking for zombies you have to kill ?
I just tried it and i can't find the last one.
The quest spawn next to a POI, i even cleared that POI, but no luck.
Or maybe change it to kill any zombie, not specific ones.

 
This part of the Mod was kindly shared by Laz Man. While it has been customised to match the Wild West Mod, the overall concept is staying as close to the original as possible.

It sounds like the random placement of the Quest Marker was not very helpful on that occasion. That's unfortunate, but the original creator understood that such things may happen from time to time and ensured this Challenge would be accessible again from Notes found in Loot. The same issue can happen with the Gunslinger Challenge if the spawn happens on a Mountain/Hillside. They can spawn inside the Mountain/Hillside and disappear for good. A safeguard was added to ensure they also spawn in the Wasteland to allow this Challenge to be completed.

Feel free to share such requests/feedback directly at the Tallman Brad Gameplay Community as these topics have been discussed and this thread is primarily for sharing updates. It's not really my place to comment on direct suggestions as it's a group decision. https://discord.com/invite/vc2XmnNWB8

 
Here are some of the highlights of recent updates.

1. The balloons have been given dirigible features thanks to Oakraven. This provides a context to their propulsion.

zzaPR4J.jpg


2. A new 'Chuckwagon Dinner Bell Challenge' was added to the gun belt on player load out (found in creative menu for existing Worlds/Saves) and an accompanying small Quest. Placing the Bell with Catfish smeared around it will attract Scouts and in turn her friends.

TtOvPEl.jpg


3. Multiple small patches here and there for clearer wording, POI fixes, and icon updates.

 
I had a problem with a clear-quest in the prefab "wildwest_apper_01_arramus". The last zombie does not exist. You should check that out please.
Wildwest-apperfail.png
 

 
I had a problem with a clear-quest in the prefab "wildwest_apper_01_arramus". The last zombie does not exist. You should check that out please.
 
The last zombie is a rabbit in the Trapper POI in the middle in the back garden. This side gate is open for accessibility. I shall remove it from this POI in case it causes further misunderstanding because it is does not show up as a target even though it is part of the clear count.

Please also report this to Stallionsden as his Ranch POI also has such rabbits in the front farm yard area.

5bAZUOq.jpg


Rw8qaax.jpg


 
Hi there,

I just had a random horde spawn inside my base where I have already a claim block. There is a big wall exactly at the edge of the claim active area, so they shouldn't have been able to come from outside.  Unfortunately I haven't manage to get a screenshot - I was too busy making sure I don't get killed and my stuff wrecked.

I never had this happening in vanilla (which doesn't mean much). Therefore I'm not sure if this is necessarily related to your mod or not.

Btw, I love your mod! Thanks for making it and sharing it with us.

 
Hi there,

I just had a random horde spawn inside my base where I have already a claim block. There is a big wall exactly at the edge of the claim active area, so they shouldn't have been able to come from outside.  Unfortunately I haven't manage to get a screenshot - I was too busy making sure I don't get killed and my stuff wrecked.

I never had this happening in vanilla (which doesn't mean much). Therefore I'm not sure if this is necessarily related to your mod or not.

Btw, I love your mod! Thanks for making it and sharing it with us.
That is very unfortunate and also the first I have ever heard of it. The Wild West Mod only uses the Vanilla Wandering Horde settings and doesn't have any Harmony C# type patching .dll Mod to support it like some other overhauls are using (very effectively as well). I believe this would have happened in Vanilla as well on very rare occasions. Just a reallllllly unlucky occurance this time. Entities appear to be hooked up to only spawn on certain types of terrain such as dirt and grass and placing other types of blocks can stop it happening. There is a true/false setting which controls this. The Wild West Wandering Hordes are certainly a little bigger than normal and it is possible there was some spawn spill over.

Apart from that, thanks for letting us know you're having a good time with it. Fun through variety and balance have been the priorities here so far.
The Tallman Brad Gaming Discord is always there to meet up with other players and find servers depending on your game style.

 
Thanks for the info! I am using topsoil inside the claim area, to make it look more authentic. Maybe that's the reason.

I'm going to replace it with other type of blocks to avoid anything like this happening in the future.

I'll post some pictures with my base as soon as I get it ready. I just have to figure out how to upload images or finding a host for the images to link from.

Cheers!

 
Thanks for the info! I am using topsoil inside the claim area, to make it look more authentic. Maybe that's the reason.

I'm going to replace it with other type of blocks to avoid anything like this happening in the future.

I'll post some pictures with my base as soon as I get it ready. I just have to figure out how to upload images or finding a host for the images to link from.

Cheers!
Ah yes. I went past my total allowance for forum uploads and was given a very generous allowance for a long time. I started to use imgur as it allows forum linking and provides the code tags for it to make it easier.

https://imgur.com/user/arramus7d2d

 
Hi - I followed the instructions included in the mod folder on how to generate a random world for this mod and couldn't get it to work.  I got the following red error message and the screen was stuck at "Writing Map Data Complete" -

2023-03-23T06:51:49 336.004 INF Writing data files time passed: 35.0646134 seconds
ArgumentOutOfRangeException: ArgumentOutOfRange_MustBePositive
Parameter name: maxValue
  at GameRandom.Next (System.Int32 maxValue) [0x00004] in <ffc99a688d2b435db53bb46aed82ca49>:0
  at GameRandom.RandomRange (System.Int32 _min, System.Int32 _maxExclusive) [0x00000] in <ffc99a688d2b435db53bb46aed82ca49>:0
  at WorldGenerationEngineFinal.Rand.NextInt (System.Int32 min, System.Int32 max, System.Boolean log) [0x00000] in <ffc99a688d2b435db53bb46aed82ca49>:0
  at WorldGenerationEngineFinal.Rand.Range (System.Int32 min, System.Int32 max, System.Boolean log) [0x00000] in <ffc99a688d2b435db53bb46aed82ca49>:0
  at WorldGenerationEngineFinal.WorldBuilder+<generateTowns>d__76.MoveNext () [0x002cf] in <ffc99a688d2b435db53bb46aed82ca49>:0
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <544fca0986d54eca88fc7c56e2a8b4b4>:0

I have no idea what all of that means, so I was hoping you might be able to figure it out...?  Thanks!

 
Thanks for the info! I am using topsoil inside the claim area, to make it look more authentic. Maybe that's the reason.

I'm going to replace it with other type of blocks to avoid anything like this happening in the future.

I'll post some pictures with my base as soon as I get it ready. I just have to figure out how to upload images or finding a host for the images to link from.

Cheers!


Here is the front side of my base. I'm south of the central city in the prebuilt map.

There's only the wall and the tower at the time, but I finished making the wall, the ramparts, and everything about it, including painting.

TJyrDMC.jpg


 
That would make a really nice Trader POI or Quest POI. It looks secure and like its own compound settlement. If you want to export it (or share the saves for this world) and send it over, I can show it off to the devs as a candidate for adding to the collection. That's some decent hours gone into that for sure.

 
That would make a really nice Trader POI or Quest POI. It looks secure and like its own compound settlement. If you want to export it (or share the saves for this world) and send it over, I can show it off to the devs as a candidate for adding to the collection. That's some decent hours gone into that for sure.


I need to finish it first. The courtyard is empty at the moment. I am glad though you like it.

I just wish there was a 5x3 or 5x4 double door or gate (like the 3x2 one) to complement the drawbridge.

 
8K has been very successful in testing. In fact, the dev team are currently working on an RWG with a slight customisation for Biomes and POIs. None have received the following warning yet.

Saying that, this type of error has been seen before, and showed up occasionally with the Not Medieval Mod. The best suggestion is to change the Seed to something else and try again.

 
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