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(A21-A20-A19) Oak's Pet Animals and Guards

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Aha! (lols)....thanks.

So this code here <property name="CreativeMode" value="None"/> is this correct or should it say false also?

Also the New York map creator, do we know if hes in this thread at all?  I'd like to enquire about some of the details on the map such as the legend and things
Creative Mode possibilities in TFP xml. There is no reference to True or False as with the way the Spawn Menu functions.

<property name="CreativeMode" value="None"/>

<property name="CreativeMode" value="Player"/>

<property name="CreativeMode" value="Test"/> (commented out)

<property name="CreativeMode" value="Dev"/>

As for the New Yorker World, checking the Prefabs channel appears to be the best place to check for discussion.

 
Thats where I found the map but there isn't a contact thanks. Was wondering what the legend is etc

Creative Mode possibilities in TFP xml. There is no reference to True or False as with the way the Spawn Menu functions.

<property name="CreativeMode" value="None"/>

<property name="CreativeMode" value="Player"/>

<property name="CreativeMode" value="Test"/> (commented out)

<property name="CreativeMode" value="Dev"/>

As for the New Yorker World, checking the Prefabs channel appears to be the best place to check for discussion.
Oh great, I'm adding all this to a little skills share trello board for our team atm.  One thing I can't get working right though is enabling the spawnmenu in the admin permissions for mods etc. Would you know what that may need to be to lock things so they don't have to be level 0 in order to make it function as obviously we want them to be able to work things for events etc

 
Thats where I found the map but there isn't a contact thanks. Was wondering what the legend is etc

Oh great, I'm adding all this to a little skills share trello board for our team atm.  One thing I can't get working right though is enabling the spawnmenu in the admin permissions for mods etc. Would you know what that may need to be to lock things so they don't have to be level 0 in order to make it function as obviously we want them to be able to work things for events etc
If it's not in the list of server admin permissions by default, then it'll require a third party server management mod. I don't believe the spawnmenu is given its own unique permission level. That's very much a 7D2D Admin Coalition question.

 
Sorry i solved this conflict with NPCmod last night and forgot to share. 

Anyone using both needs to open the utilityai.xml and change the line 3 i believe it is which i have commented out here to the uncommented version. The name had a one character change which causes this mod to fail to load this utilityai.xml file.

<!-- mjedit to harmonize with NPCmod -->
<!-- <insertBefore xpath="/utility_ai/ai_packages/ai_package[@name='Zombie_Dumb']" > -->
<insertBefore xpath="/utility_ai/ai_packages/ai_package[@name='Zombie Dumb']" >

@MandyCMoore This solves the conflict with using the NPCMod and Oak's Pet Animals and Guards at the same time.

 
Just a couple probs with the guards here, in terms of server usage other players can just kill them, they don't heal as we know until A21.  The landclaims also don't impact, we don't want them invincible but damaged only by enemies, is there a way to edit the mod to make that work at all?   

 
Just a couple probs with the guards here, in terms of server usage other players can just kill them, they don't heal as we know until A21.  The landclaims also don't impact, we don't want them invincible but damaged only by enemies, is there a way to edit the mod to make that work at all?   
I'm sure Oakraven will respond here if this is something he wants to share publicly. Potential solutions include self healing or a different faction set up.

 
I'm sure Oakraven will respond here if this is something he wants to share publicly. Potential solutions include self healing or a different faction set up.
Until we find a way to stop players killing them for the fun of it we can't really make use of the mod although it does seem pretty good this one!

 
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Until we find a way to stop players killing them for the fun of it we can't really make use of the mod although it does seem pretty good this one!
Over the last few Alpha builds, NPC flexibility has reduced dramatically. A19 could use a very specific 'survivor' NPC which allowed healing from other players. Even so, they were not impervious to attack from other players and they could still be killed. A20 reduced that down to using the 'trader' NPC which sees further reduction in what is possible. Only so much change can be made using xml modding as some features are hard coded and not accessible. Such additions would potentially require Harmony patching. This is what the NPC Mod has achieved.

Players killing them for the fun of it should show player kills in their kill counts. Killing 1 accidentally or killing 10 with intention is typically very clear and maybe such players should be suspended/banned as part of regular Admin activities. Until anything can be changed for the future, maybe this mod is best for small private communities/friends/single players.

 
Over the last few Alpha builds, NPC flexibility has reduced dramatically. A19 could use a very specific 'survivor' NPC which allowed healing from other players. Even so, they were not impervious to attack from other players and they could still be killed. A20 reduced that down to using the 'trader' NPC which sees further reduction in what is possible. Only so much change can be made using xml modding as some features are hard coded and not accessible. Such additions would potentially require Harmony patching. This is what the NPC Mod has achieved.

Players killing them for the fun of it should show player kills in their kill counts. Killing 1 accidentally or killing 10 with intention is typically very clear and maybe such players should be suspended/banned as part of regular Admin activities. Until anything can be changed for the future, maybe this mod is best for small private communities/friends/single players.
Thank you Arramus, as always a gent!

 
Do these animals breed ive been trying to find a mod that have breeding animals.
These animals are split into two systems; free roaming kinds which do not breed, and a Chicken Coop and Rabbit Trap kind. The Chicken Coop kind can produce new chickens which can be placed. New rabbits can be caught. That is as sophisticated as it gets.

WareZUK's Farm Husbandry Mod or Farm additions to Age of Oblivion Mod may have what you're looking for.

https://7daystodiemods.com/war3zuk-farmlife-v3-enhanced/

 
So, Drone as a npc Guard or Pet when? lol I don't if such a thing would be possible though to have the drone as a turret.

 
So, Drone as a npc Guard or Pet when? lol I don't if such a thing would be possible though to have the drone as a turret.
We shall see if TFP implement this into A21. There is some xml code which gives the Drone guard attack features. We didn't really want to start adding things like that to it before TFP do.

 
Interesting to see that there is still some code that allows it to be done.  Hm... how about a vulture as a guard? It would be the first stationary flying guard npc ever if done. But then I don't know how it would work in regard to targeting zombies. Part of me thinks it would work but very janky and not at all good. Especially, since the acid spit they shoot can still be dodged and the question of what if a zombie gets under cover. -sigh- That's what I dislike about making suggestions is that some sound good but once I started thinking about it in-depth. It's like eh, sounds good but because of game limitations. 

 
Code:
Endless appearance of animals. If the tile is in a vertical position - animals appear endlessly until they fill the room. Is it possible to fix this bug so that the tile breaks regardless of its location.
 
Endless appearance of animals. If the tile is in a vertical position - animals appear endlessly until they fill the room. Is it possible to fix this bug so that the tile breaks regardless of its location.

It is not a bug. The tile is not being used as described and intended. As the animal lands on the tile, the tile breaks. That is how the game developers designed this type of tile.
If you walk into the tile, it may break and stop the spawning. If not, it is best to try to use an axe on it.

 
Endless appearance of animals. If the tile is in a vertical position - animals appear endlessly until they fill the room. Is it possible to fix this bug so that the tile breaks regardless of its location.
22999.png
111999.png


It is not a bug. The tile is not being used as described and intended. As the animal lands on the tile, the tile breaks. That is how the game developers designed this type of tile.
If you walk into the tile, it may break and stop the spawning. If not, it is best to try to use an axe on it.
so it is necessary to fix this bug, otherwise bad people can take advantage of it (

Can come up with a life restriction for this item. Life timer. Otherwise, you can spawn infinitely animals.

 
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Endless appearance of animals. If the tile is in a vertical position - animals appear endlessly until they fill the room. Is it possible to fix this bug so that the tile breaks regardless of its location.

so it is necessary to fix this bug, otherwise bad people can take advantage of it (

Can come up with a life restriction for this item. Life timer. Otherwise, you can spawn infinitely animals.
You mean you would like to report an exploit because the rabbits are breeding...like rabbits.
I shall share this with the creator. One option you can do now is to set the tile so it cannot be rotated on a vertical plain.

    <property name="OnlySimpleRotations" value="true"/>
This will stop players turning it vertically and only allow horizontal on the floor.

For example. In the blocks.xml

For every entry similar to this one for the pets and guards (not the Spawner or Animal type)

        <block name="PetRabbit">
            <property name="Extends" value="decoMannequinFemale"/>
            <property name="Model" value="Entities/Animals/Boar/sleeperPose/idleSleepBoar"/>
            <property name="OnlySimpleRotations" value="true"/>         
            <property name="CustomIcon" value="decoClassicDogHouse"/>
            <property name="CustomIconTint" value="ff8080"/>
            <property name="StabilitySupport" value="true"/>
            <property name="DescriptionKey" value="GenericPetDesc"/>
            <property name="Stacknumber" value="1"/>
            <property name="Class" value="PlantGrowing"/>
            <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/>
            <property name="PlantGrowing.Next" value="PetRabbitAnimal"/>
            <property name="PlantGrowing.GrowOnTop" value="PetRabbitSpawner" />
            <property name="PlantGrowing.FertileLevel" value="0"/>
            <property name="PlantGrowing.LightLevelGrow" value="0"/>
            <property name="PlantGrowing.GrowthRate" value="0.01"/>
            <property name="PlantGrowing.IsRandom" value="false"/>
            <property name="PlantGrowing.LightLevelStay" value="0"/>
        </block>

 
Вы имеете в виду, что хотели бы сообщить об эксплойте, потому что кролики размножаются...как кролики.
Я поделюсь этим с создателем. Один из вариантов, который вы можете сделать сейчас, - установить плитку так, чтобы ее нельзя было поворачивать на вертикальной плоскости.

<имя свойства="OnlySimpleRotations" значение="true"/>
Это остановит игроков поворачивать его вертикально и позволит размещать только горизонтально на полу.

Например. В blocks.xml

Для каждой записи, подобной этой, для домашних животных и охранников (не для создателя или типа животного)

<название блока="PetRabbit">
<имя свойства="Extends" значение="decoMannequinFemale"/>
<имя свойства="Model" значение="Объекты / Животные / Кабан/Спящий режим /Бездельничающий кабан"/>
            <имя свойства="OnlySimpleRotations" значение="true"/>         
<имя свойства= значение "CustomIcon" ="decoClassicDogHouse"/>
<имя свойства= значение "CustomIconTint" ="ff8080"/>
<имя свойства= значение "StabilitySupport" ="true"/>
<имя свойства= значение "DescriptionKey" ="GenericPetDesc"/>
<имя свойства= значение "Stacknumber" ="1" />
<имя свойства= значение "Class" ="PlantGrowing"/>
<имя свойства ="PlantGrowing.IsGrowOnTopEnabled" значение="true"/>
<название свойства="Выращивание растений.Next" значение="PetRabbitAnimal"/>
<название свойства = "Выращивание растений.GrowOnTop" значение="Заяц-кролик" />
<название свойства="Выращивание растений.Значение "Уровень удобрения"="0"/>
<название свойства="Выращивание растений.Значение LightLevelGrow="0"/>
<название свойства="Выращивание растений.Значение "Коэффициент роста"="0.01"/>
<название свойства="Выращивание растений.Случайное" значение="false"/>
<название свойства="Выращивание растений.Значение LightLevelStay="0"/>
</block>
Thank you very much)
It is worth updating the mod. Add this parameter to the block.

 
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