• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

(A21) Old West Migration

  • Thread starter Thread starter Guest
  • Start date Start date
Pushed a remaining 3 viable remnant Old West POIs and 2 regular type Old West POIs which contained sleeper volumes to spawn zombies but were not questable.

This brings them all into T1 questing and gives that tier an overwhelming choice of 23. Plenty for beginner GS players to contend with.

nLpRx5F.jpg


 
Pushed a new 42 x 42 T3 (All quest types) POI for the Old West Migration Modlet.

Old West Mine
The default POIs have a coal factory and this brings in a supporting mine.

At 42 x 42 it will be placed on the rarer Corner of T junction tile and may only appear once in a World.

It provides number 8 for the T3's and further expands this tier variety.

The top area is fenced off and has minimal features. The entrance for miners, a pulley system at the back to bring up resources, and some simple decoration.

2m4u4Si.jpg


Gameplay takes place underground on different levels and areas. The tunnels were made with the Developer Shovel Tool. It seems to be very rarely used but is perfect for making smooth circular tunnels of a decent size.

lfeuHVh.jpg


This shaft leads up to ground level and shows the maximum depth. It's not overly extreme.

s1ZFXdX.jpg


 
Last edited:
Pushed a T2 POI (all quest types) onto a small 25 x 25 location.

Old West Mini Strip

This POI has 4 buildings built into a terraced format. It is 25 x 25 wide and fills up the maximum size. If two of these identical POIs spawned next to each other there would be no gap for 50 blocks (this is unheard ^^). Any additional Mini Strip type POIs will be 24 across to leave a one block gap for thoroughfare. Maybe a new Mini Strip type in the future can also be 25 x 25 to offer that 50 block terraced strip which emulates some Old West photographs from the past.

This strip is split into 4 separate buildings for some 'well known' game characters.

Yo, Joe, Moe, and Boe. A florist, arms dealer, bar, and book shop respectively. Moe the bar owner...now where did I hear that one before.

givVGDm.jpg


 
Pushed a small update to the Old Migration Mod.

A new tile 'straight_02' expands on the existing straight. It is added because there are 5 42 x 42 POIs (2 default and 3 custom) and they weren't always all getting placed.
This straight_02 brings in an additional 42 x 42 on top of 25 x 25 and 25 x 50 versions.

ZXugJah.jpg


The 42 x 42 replaced a 25 x 50 and those extra 8 blocks were filled with a small wagon repair stop built into the tile.

pMHWd4c.jpg


The straights can be quite long and this shows the 42 x 42 zombie church on the right opposite the 25 x 50 band stand barbecue.

9NdF9Ci.jpg


 
A small update for the Old West Migration modlet:

Bric-a-brac

This was originally shared with the Not Medieval Mod but ports over quite nicely for the Old West and offers one more 'General Store' feature to mix up the loot assets a little bit. It is a T2 clear and fetch and brings up T2 choices to 12.

7CeqyZJ.jpg


 
Added 2 more POIs for the Old West Migration mod to support T2 questing and push the total up to 14.

This provides a very satisfactory mix for T2 with greater potential to complete that tier with all unique quests.

Market

This offers a remnant market and was brought over for one shared with the NMM. It is hooked up for all Quest types.

Jj4SZJp.jpg


Stables 02

This is a second addition for the stables and is also brought over from an NMM submission. It provides a double stable for T2.

WAtufMT.jpg


 
Added a small update which is optional and requires uncommenting an area of the rwgmixer.xml file to make it activate in the same way as for the 'rural' addition.

This update adds a custom outskirt tiling system around the perimeter of the Old West Town. This tiling system contains a rail track to give a different environment. In addition, the tiling system will also add Old West POIs which will allow for greater duplication. It is possible a large town may contain pretty much all of the POIs available in that one place.

A few images to demonstrate.

This overhead map shows the central Old West Town area with the traditional gravel wagon road.

The outskirts surrounding the Old West Town has a rail track and has the potential to complete a whole circuit.

gBMKsBP.jpg


The trail is metre guage as per the block size. It's possible to ride a 4x4 along the track for testers.

PHsEh9B.jpg


The squiggly areas of 'road' have been given an angled crossing. This allows the track to join up. It's crude but does the job.

mBwWyiw.jpg


This shows the scaling against the 4x4 and also how T junctions are handled. It seems to be appropriate blocks but better suggestions are welcome.

1kpxALo.jpg


Removing the !-- and -- from the beginning and ending of these rwgmixer.xml entries will allow the RWG to add this feature in when a world is being created. It is optional and turned off by default.

2 entries to remove those punctuation tags from, just as with adding 'rural'.

    <!--append xpath="/rwgmixer/township[@name='oldwest']">
        <property name="outskirt_district" value="oldwestoutskirt"/>
    </append-->

    <!--district name="oldwestoutskirt">
        <property name="district_spawn_weight" value="0"/>
        <property name="district_required_township" value="oldwest"/>
        <property name="district_preview_color" value="0,0.5,0"/>
        <property name="spawn_custom_size_prefabs" value="true"/>
        <property name="poi_required_tags_all" value="oldwestoutskirt"/>
    </district-->

 
Here's an update for the Old West Migration modlet.

Station 01

This POI uses strip_01 as its base and is customised to give the Station theme. It will appear in both the regular Old West Town and the added outskirt area for anyone that chooses to use that as well.

It offers a 9th T3 POI and covers all quest types. This further mixes up the T3 variety. It sits on a 25 x 50 POI area which are abundant in the town.

53OaX89.jpg


The quest is pathed in reverse of strip_01 and changes the types to Book, Post Office, Gun Store, and Station.

E5WYefu.jpg


 
Added a new T1 clear and fetch to the Modlet.

It is another Station variant to support the railtrack option but will still appear in the regular street as well.

FQwUQqK.jpg


 
A small update.

There is now an options folder bundled with the Old West Migration modlet as follows:

The folder is called OldWestMigration - Options Folder.

It contains 3 expansion mods that can change the regular Old West tiling system. Two have been posted about already but required manually setting them up. These mods will do that automatically when taken out of the Options Folder and placed in the Mods folder so it can launch.

1. OldWestMigration-Outskirt (Adds another Old West around the Old West)
2. OldWestMigration-RailtrackOutskirt (Adds another Old West around the Old West but this one has a rail track)
3. OldWestMigration-RuralOutskirt (Adds the TFP rural tiling system around the Old West for a farming suburb)

Pictures for 1. and 2. are already in the thread. Here is a pikkie for 3.

The central road is for the base Old West and the surrounding tiles are for the Outskirt Old West. It is a convenient way to grow the town using a nice feature of the tiling system.

dLzmb0a.jpg


 
Hi Arramus, really love the Old West mod. Currently running it on a server with several other mods.

Not sure if this is related to your mod or not, so wanted to check. Been on this new server for 3 or 4 days and for the first time today, noticed floating furniture in the Old West town, just outside of where I'm building a base. It wasn't there yesterday in the same location. Not sure if this might be related to your mod or to others, so wanted to see if you've had this bug before.

Thanks!

 
Hi Arramus, really love the Old West mod. Currently running it on a server with several other mods.

Not sure if this is related to your mod or not, so wanted to check. Been on this new server for 3 or 4 days and for the first time today, noticed floating furniture in the Old West town, just outside of where I'm building a base. It wasn't there yesterday in the same location. Not sure if this might be related to your mod or to others, so wanted to see if you've had this bug before.

Thanks!
Intriguing. I've been using the mod in the Oakraven Forest Modpack, and a variant in a Wild West mod that is just going through some last quality control checks and updates, and I can't see it's been mentioned yet. The Oakraven Forest Modpack seems to be getting some fair usage based on the messages and download counts, and has this Old West Migration mod integrated pretty much without any change apart from a custom model here and there. This comment hasn't been mentioned yet and I take care to watch those threads for bug fixing. Feel free to share a screenshot if this is a regular thing.

 
Those POI's look amazing and love that you added the ability to have a trader spawn in that area. If only vanilla had more old west towns spawned. 

 
An additional set of slider options for town types, like we have for biome percentages, would be helpful to give that option directly built into the game's RWG. Just before A20 was released a few other RWG options were discussed and I hope they make it into A21.

 
Here is a small update that adds an additional POI:

Bank 01 (A T3 Quest POI hooked up for Fetch, Clear, and Restore Power)
It is a more challenging POI with some stronger type entities but the rewards are also worth the effort.
It is a strip type POI at 25 x 50 and uses both ground level and underground to route players to the end loot.
There are plenty of keys to unlock to keep in context with the Bank style location.

zdw9mfY.jpg


Here it spawned across from the Sheriff and next to the Gold store. ^^
F2GkDn1.jpg


 
I recently downloaded this mod and wanted to try it out. I have a few questions regarding how to use it.

I used it to generate a new RWG world using the dedicated server application, problem is you can't set parameters for cities and mountains etc there. Can I also use it with the ingame world creator?

Is there a way to make the western towns only spawn in a certain biome?

 
Creating a world using the in-game RWG will allow parameters to be set for Biome percentages, flat amount, mountain amount, and hill amount.
This can then be uploaded directly to the Data / Worlds folder and assigned in the serverconfig folder.

'Repainting' the biomes.png in the World you create will allow you to assign western towns to a certain Biome. It's outside the scope of this thread though.

Instructions on how to do this can be shared in the Tallman Brad Gaming Community as that is something they specialise in.
https://discord.gg/vc2XmnNWB8

 
Creating a world using the in-game RWG will allow parameters to be set for Biome percentages, flat amount, mountain amount, and hill amount.
This can then be uploaded directly to the Data / Worlds folder and assigned in the serverconfig folder.
Yeah that's nice, I can work with that.

Creating a world using the in-game RWG will allow parameters to be set for Biome percentages, flat amount, mountain amount, and hill amount.
This can then be uploaded directly to the Data / Worlds folder and assigned in the serverconfig folder.

'Repainting' the biomes.png in the World you create will allow you to assign western towns to a certain Biome. It's outside the scope of this thread though.

Instructions on how to do this can be shared in the Tallman Brad Gaming Community as that is something they specialise in.
https://discord.gg/vc2XmnNWB8
Thanks, I shall check that link out.

 
Here is a small update for the Old West Migration Mod.

1. Old West Saloon 01.

This POI is a 25 x 25 T2 for Fetch and Clear. It is a 'Barroom Saloon' on two floors and provides another social venue as these are quite limited.

ZJQsynv.jpg


2. Old West Cabin 11 (TFP)
This is TFP's Cabin 11 that spawns in the Wilderness. It has been updated as a T2 Fetch and Clear and moved into a 42 x 42 compound.
tAHzqLG.jpg


3. Trader Bob
Trader Bob has been retro fitted to be an Old West Wagon trader. It is not possible to ensure he spawns into the same area as an Old West township but it is possible to place it manually through the World Editor or World Prefabs.xml file.
duJJEyI.jpg


4. Appers POI
Appers POI removed the rabbit and chicken from the back yard area. The rabbit is inside a sleeper volume and was counted as an entity for Clear quests. However, it doesn't show up as a red dot on the targetting sensor. This is a known bug and expected to be fixed in a 7D2D update.

For anyone who would like the full immersive experience, consider download the Wild West Mod which incorporates the Old West Migration Mod in addition to a whole host of custom POIs. It can be found here.

 
Here is an additional POI for the Old West Migration Mod.

Oldwest Nitrary 01
This POI is a Potassium Nitrate processing 'plant' for saltpeter/gunpowder purposes.
It is a 42 x 42 Fetch + Clear. It is the first T5 added to the collection. Compact and potentially intensive.
nhAQWcj.jpg


 
Back
Top