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

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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!
This warning ArgumentOutOfRange_MustBePositive often occurs when the RWG is trying to add certain features that it doesn't appear to be able to find. I'm sorry it's not working out for you. I am willing to assist in two ways:

1. Tell me the seed and specifications for the World you are trying to create.

2. Try this 8K RWG World (but customised to replace asphalt with gravel, hand place a few extra POIs that won't appear in regular RWG, and painted a little more of the biome to customise things). It has one spawn point on the East and next to a Travelling Trader on top of a hilly area. Looking down into the plain shows a first town.
https://www.moddb.com/games/7-days-to-die/addons/wwm8k00

 
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.
I got a same issue with the fort.

Some lonely rabbit sitting behind some haybale there and was waiting for his dead.

 
I got a same issue with the fort.

Some lonely rabbit sitting behind some haybale there and was waiting for his dead.
The Fort and Stallionsden's Ranch have also had their rabbit(s) removed in the latest update. I don't think there are any other POIs with rabbits in them and this should resolve it from hereon... hopefully.

 
This warning ArgumentOutOfRange_MustBePositive often occurs when the RWG is trying to add certain features that it doesn't appear to be able to find. I'm sorry it's not working out for you. I am willing to assist in two ways:

1. Tell me the seed and specifications for the World you are trying to create.

2. Try this 8K RWG World (but customised to replace asphalt with gravel, hand place a few extra POIs that won't appear in regular RWG, and painted a little more of the biome to customise things). It has one spawn point on the East and next to a Travelling Trader on top of a hilly area. Looking down into the plain shows a first town.
https://www.moddb.com/games/7-days-to-die/addons/wwm8k00
I've been playing on the WWM8K00 map and it's great!  No need to do anything else, issue solved.  Thanks!

 
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Hello,
did some tier 5 quests today. I have to say some of these "Medusa" prefabs are really just nasty and not fun at all, but I've tried the quest in the "wildwest_fort_01_arramus" prefab twice now and I can't finish it! Each time. It always gets stuck in one of those two places without a quest goal .

wildwest_fort_01.png

Bild1.pngwildwest_fort_02.png

 
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Feel free to share feedback directly to Medusa in the Tallman Brad Discord linked in the first post.

This thread is primarily just to share the mod in the forum.

There is a little guide in the mod which describes Medusa POIs as being more challenging than others. This was actually a request by a majority during initial development and they were reluctant to lower the challenge to provide a more T6 feel. This was potentially influenced by discussion in the CP Discord as it appears there may be more focus in that direction as well. They have been revised here and there over the past month and the current build has been met with the most approval across the spectrum. While those during initial development felt they became a little too light for their liking, they could understand comments on the other side and compromised. I'm not sure what build you are using as the mod is updated quite regularly, including POI balancing. All I can suggest on that is don't select Medusa's POIs as a quest. And if there is a lot of heat from a POI you don't know, it could well be a Medusa POI and best to not enter. I'm not going to mention this to the team because it has received a lot of discussion and rebalancing and this current build has been accepted on both sides.

As for the Fort, removing the rabbit may have introduced an issue. Checking all of the sleeper volumes in the Editor showed none are overlapping, all numbers and groups are appropriate, and all volumes are accessible. This POI was a specific request for the theme. The way it is laid out and the way the game handles spawning may not quite be as the Dev's intended as it is quite an open world type of POI with minimal scripted routing. I shall spend some time with the volumes and consider alternative more orthodox options to ensure it doesn't overwhelm the spawning. The number of spawns in that POI have been regulated to ensure there aren't too many at once as a players works their way through, but such is with open POIs.

 
Just as with rabbits in real life, you can't stop them all stealing your veg first time round.
This used the highlight block and purged them all this time around.

It should be reported as a potential bug to TFP, but since this is a custom feature it is typically frowned on to submit such posts and will be left as it is.

nB5qrra.jpg


 
"wildwest_fort_01_arramus" prefab twice now and I can't finish it!
Hast das gleiche problem wie ich gehabt.
Da ist ist ein hase hinter einem Strohballen, wenn du ins Fort reingehst links vor dem Stall.

You got the same problem like me before.

There is a rabbit behind some haybale, at the left side when you enter the fort.

 
Speaking of Tier 5 missions:

Snakes... why there had to be snakes?

8qR3hk4.jpg


I had such a nasty scare the first time I did this POI... Fortunately I had a small base prepared in front.

 
Yes, these particular POIs can be rough. The creator gives fair warning for what's to come.


The Fort is OK. Enemies are spaced out and you have space to maneuver. And so far they were too many glowing ones.

The Snake Bite though is bordering on ridiculous. Way too many overpowered enemies in that basement, twisting corridors, fake walls, and so on. I just managed to clear it for the first time and it's been kind of frustrating.

 
The Fort is OK. Enemies are spaced out and you have space to maneuver. And so far they were too many glowing ones.

The Snake Bite though is bordering on ridiculous. Way too many overpowered enemies in that basement, twisting corridors, fake walls, and so on. I just managed to clear it for the first time and it's been kind of frustrating.
Yes. The Fort is not one of Medusa's and uses orthodox groups. That other one is a law unto itself for sure. It requires preparation and planning and is most definitely not orthodox. The general consensus has been to leave that particular one as it is. The others have been mellowed to bring them closer, but not exactly, to orthodox setup.

 
Hast das gleiche problem wie ich gehabt.
Da ist ist ein hase hinter einem Strohballen, wenn du ins Fort reingehst links vor dem Stall.

You got the same problem like me before.

There is a rabbit behind some haybale, at the left side when you enter the fort.
You can see in my screenshot that there is NO RABBIT there, unfortunately there is nothing left to find and the quest cannot be completed :(

Feel free to share feedback directly to Medusa in the Tallman Brad Discord linked in the first post.

This thread is primarily just to share the mod in the forum.

There is a little guide in the mod which describes Medusa POIs as being more challenging than others. This was actually a request by a majority during initial development and they were reluctant to lower the challenge to provide a more T6 feel. This was potentially influenced by discussion in the CP Discord as it appears there may be more focus in that direction as well. They have been revised here and there over the past month and the current build has been met with the most approval across the spectrum. While those during initial development felt they became a little too light for their liking, they could understand comments on the other side and compromised. I'm not sure what build you are using as the mod is updated quite regularly, including POI balancing. All I can suggest on that is don't select Medusa's POIs as a quest. And if there is a lot of heat from a POI you don't know, it could well be a Medusa POI and best to not enter. I'm not going to mention this to the team because it has received a lot of discussion and rebalancing and this current build has been accepted on both sides.

As for the Fort, removing the rabbit may have introduced an issue. Checking all of the sleeper volumes in the Editor showed none are overlapping, all numbers and groups are appropriate, and all volumes are accessible. This POI was a specific request for the theme. The way it is laid out and the way the game handles spawning may not quite be as the Dev's intended as it is quite an open world type of POI with minimal scripted routing. I shall spend some time with the volumes and consider alternative more orthodox options to ensure it doesn't overwhelm the spawning. The number of spawns in that POI have been regulated to ensure there aren't too many at once as a players works their way through, but such is with open POIs.
Ok... 
Unfortunately I can't use Discord and only have this opportunity to discuss it, I'm sorry.

Of course I didn't read about the Medusa pois beforehand. Personally, I find this really exaggerated and in my opinion that takes away a lot of the appeal of the mod.
I have now tried your fort a third and a fourth time and could not complete it both times. This time it was at a different point.
I play a lot of mods and never had such problems with the prefabs! Everything always worked with the quest. But here in the Wild West, unfortunately, it doesn't work for me at all. It's a shame, I really liked the mod, but now I'm constantly stuck on these quests that I can't finish and that's annoying.
It's a shame, but there's probably nothing you can do about it. 

Bild1.png

 
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You can see in my screenshot that there is NO RABBIT there, unfortunately there is nothing left to find and the quest cannot be completed :(
I removed the first rabbit, but there were another 3 tucked away in the corners or inside other buildings. It was a pretty long time ago it was made and I don't keep up with such counts. Using the find block removed them and that POI was pushed as an update. It was tested to completion and looks fine now.

 
A bug report has been made to TFP relating to both rabbits (consistently recalcitrant in the HUD for targets) and chickens (periodically appearing as both a target and appearing as well as a passive entity). Any further posts about rabbits will be directed to this report.




I play a lot of mods and never had such problems with the prefabs! Everything always worked with the quest. But here in the Wild West, unfortunately, it doesn't work for me at all. It's a shame, I really liked the mod, but now I'm constantly stuck on these quests that I can't finish and that's annoying.

It's a shame, but there's probably nothing you can do about it. 
This has been reported as a bug for both Rabbits and to some extent chickens that are placed in POIs. While they have been removed from the POIs that I know contain them, there may be more. This may not be the most suitable mod at the moment if it's not working out for you and it's fortunate there are plenty of other mods out there until this has been resolved and stabilises.

 
Good day Arramus

I asked this yesterday on Discord and didn't get an answer, so I'm asking here>

Question: Just wondering, in the Dev. Build version .. has "caughtchick" been removed from Loot.xml .... I was going to adjust to med, so I wouldn't have to search 100+ nest for a chick .. Lol 😉

Thank you and Enjoy, The Old Gamer 😌

 
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Good day Arramus

I asked this yesterday on Discord and didn't get an answer, so I'm asking here>

Question: Just wondering, in the Dev. Build version .. has "caughtchick" been removed from Loot.xml .... I was going to adjust to med, so I wouldn't have to search 100+ nest for a chick .. Lol 😉

Thank you and Enjoy, The Old Gamer 😌
I do believe we discussed this quite recently in the thread and nothing has changed this that time.

For some reason the nest is not working out for your build. I have visited a few online servers this week and each one has been giving Caught Chicks in the Birds Nest.

This is how it works.
There is group Bird Nest 01 and 02. They combine into group Bird Nest.

This is connected to the Bird's Nests we see on the ground and collect from.

1 to 2 items are always taken from 02. Most of the time it is feathers due to the high loot probability. Sometimes an egg is pulled. And quite rarely at about 1 in 10 to 1 in 20 times a Caught Chick appears.
 

<!-- *** Bird_Nest -->
<lootgroup name="groupBirdNest01" count="1">
    <item name="resourceFeather" count="1"/>
</lootgroup>

<lootgroup name="groupBirdNest02" count="1,2">
    <item name="foodEgg" loot_prob_template="medLow"/>
    <item name="resourceFeather" count="1,5" loot_prob_template="high"/>
    <item name="CaughtChick" loot_prob_template="veryLow"/>
</lootgroup>

<lootgroup name="groupBirdNest" count="all">
    <item group="groupBirdNest01" count="1"/>
    <item group="groupBirdNest02" loot_prob_template="high"/>
</lootgroup>

I have no idea why this is not happening in your case. There are two options to resolve this:

1. Share your log so we can see what is happening as the game loads.

2. Invite me into your playthrough so I can check things out.

The Caught Chick feature will not be removed because it is essential and the only way to populate the Coops.

 
Thank you arramus.

Yesterday, that line was missing:<item name="CaughtChick" loot_prob_template="veryLow"/> from the .xml .... But I Played this morning and did a refresh on the game before playing and I just check the file again and it is there,☺️ so I'm thinking somehow that line got dropped when I installed game yesterday.

Everything was and read just you have listed above, except that one line ... I personally have no clue on what happened.

Sorry to have bothered you ... Have a good week and Enjoy. 😌

I'll delete the question on Discord when I log back in.

 
Thank you arramus.

Yesterday, that line was missing:<item name="CaughtChick" loot_prob_template="veryLow"/> from the .xml .... But I Played this morning and did a refresh on the game before playing and I just check the file again and it is there,☺️ so I'm thinking somehow that line got dropped when I installed game yesterday.

Everything was and read just you have listed above, except that one line ... I personally have no clue on what happened.

Sorry to have bothered you ... Have a good week and Enjoy. 😌

I'll delete the question on Discord when I log back in.
I checked the Github update history and this line was never removed which infers it was a one off anomaly for whatever reason, it doesn't matter.
With veryLow you should see a 1 in 10 to 1 in 20 success rate with very very rare occasions of finding 2 at the same time as it does two passes when it gets added to.

 
Personally, I find the weather settings a bit too extreme. As I live in the desert biome, I have to deal with a storm most of the time.

There's a lot of rain (which I find unrealistic for this area). But the most annoying part is that visibility is cut to practically zero, despite the daylight. Not even the add-on for better headlights on the Iron Horse makes any difference. 

AfDeQbZ.jpg


Is there any way to tune the weather settings to keep your original purpose (high-temperature difference between day and night) while allowing for better visibility?

 
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