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(A21) Old West Migration

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  • Start date Start date
Old West Migration Modlet has been updated to A21.

All of the POIs were updated to the A21 block types with a few manually updated in the editor where the convertor had nothing appropriate as a replacement.

The Old West Migration now adds the Old West Outskirt by default.

PzmTlyI.jpg


All POIs have been given a name which will appear when the POI is in close proximity.

MdaSfUC.jpg


kQbcDQP.jpg


As this is an experimental A21 release, there may need to be a few tweaks here and there for both the 7 Days tiling system and the mod.

However, it is functional and does as intended.

 
Not sure if it is intended or not, but the Trader Bob from this mod is spawning in huge numbers in the Wilderness. On my current map (standard 8k) there are more than 70. Given the 5-6 of the other traders, that's 65ish. Can't say for sure because it's named the same as the default Bob.

*Edit: A21

Search "bob" (70 hits in 1 file of 1 searched)
  C:\Users\xxx\AppData\Roaming\7DaysToDie\GeneratedWorlds\South Cibexilo Valley\prefabs.xml (70 hits)
    Line 4353:   <decoration type="model" name="trader_bob" position="1642,45,-2872" rotation="1" />
    Line 4354:   <decoration type="model" name="trader_bob" position="-3308,68,-3322" rotation="2" />
    Line 4355:   <decoration type="model" name="trader_bob" position="3442,69,2678" rotation="3" />
    Line 4356:   <decoration type="model" name="trader_bob" position="-1958,66,3428" rotation="2" />
    Line 4357:   <decoration type="model" name="trader_bob" position="-2408,56,-3322" rotation="1" />
    Line 4358:   <decoration type="model" name="trader_bob" position="3142,56,1778" rotation="0" />
    Line 4359:   <decoration type="model" name="trader_bob" position="-3608,70,-2272" rotation="0" />
    Line 4360:   <decoration type="model" name="trader_bob" position="742,47,-3472" rotation="3" />
    Line 4361:   <decoration type="model" name="trader_bob" position="-1208,43,1778" rotation="1" />
    Line 4362:   <decoration type="model" name="trader_bob" position="3592,70,578" rotation="0" />
    Line 4364:   <decoration type="model" name="trader_bob" position="-3608,82,-1072" rotation="1" />
    Line 4371:   <decoration type="model" name="trader_bob" position="178,44,-3423" rotation="3" />
    Line 4372:   <decoration type="model" name="trader_bob" position="2992,70,3128" rotation="2" />
    Line 4385:   <decoration type="model" name="trader_bob" position="-3458,53,578" rotation="3" />
    Line 4386:   <decoration type="model" name="trader_bob" position="3442,56,-2572" rotation="1" />
    Line 4392:   <decoration type="model" name="trader_bob" position="1492,50,-3472" rotation="2" />
    Line 4393:   <decoration type="model" name="trader_bob" position="-3008,41,-2572" rotation="1" />
    Line 4426:   <decoration type="model" name="trader_bob" position="-3608,62,-1522" rotation="2" />
    Line 4428:   <decoration type="model" name="trader_bob" position="2692,54,2378" rotation="2" />
    Line 4429:   <decoration type="model" name="trader_bob" position="-3608,71,2378" rotation="3" />
    Line 4430:   <decoration type="model" name="trader_bob" position="-2108,61,-22" rotation="1" />
    Line 4443:   <decoration type="model" name="trader_bob" position="-3158,58,-172" rotation="1" />
    Line 4444:   <decoration type="model" name="trader_bob" position="-2708,52,-172" rotation="0" />
    Line 4451:   <decoration type="model" name="trader_bob" position="3592,90,2978" rotation="0" />
    Line 4452:   <decoration type="model" name="trader_bob" position="-158,34,-772" rotation="1" />
    Line 4453:   <decoration type="model" name="trader_bob" position="-308,55,1178" rotation="1" />
    Line 4464:   <decoration type="model" name="trader_bob" position="1792,43,-3322" rotation="3" />
    Line 4465:   <decoration type="model" name="trader_bob" position="-3608,64,-772" rotation="0" />
    Line 4466:   <decoration type="model" name="trader_bob" position="292,58,-922" rotation="2" />
    Line 4467:   <decoration type="model" name="trader_bob" position="-3308,49,2078" rotation="0" />
    Line 4472:   <decoration type="model" name="trader_bob" position="592,48,428" rotation="1" />
    Line 4476:   <decoration type="model" name="trader_bob" position="-2708,59,2078" rotation="3" />
    Line 4477:   <decoration type="model" name="trader_bob" position="-3308,43,-1372" rotation="0" />
    Line 4478:   <decoration type="model" name="trader_bob" position="-2858,55,-1972" rotation="1" />
    Line 4479:   <decoration type="model" name="trader_bob" position="1165,53,-3618" rotation="2" />
    Line 4519:   <decoration type="model" name="trader_bob" position="-2858,55,1178" rotation="3" />
    Line 4520:   <decoration type="model" name="trader_bob" position="292,53,-472" rotation="3" />
    Line 4521:   <decoration type="model" name="trader_bob" position="442,49,728" rotation="2" />
    Line 4522:   <decoration type="model" name="trader_bob" position="-1808,41,128" rotation="3" />
    Line 4531:   <decoration type="model" name="trader_bob" position="-3608,57,-2872" rotation="2" />
    Line 4532:   <decoration type="model" name="trader_bob" position="592,41,2078" rotation="2" />
    Line 4533:   <decoration type="model" name="trader_bob" position="-2108,52,1178" rotation="0" />
    Line 4542:   <decoration type="model" name="trader_bob" position="-2108,54,1478" rotation="0" />
    Line 4543:   <decoration type="model" name="trader_bob" position="-1658,63,2978" rotation="2" />
    Line 4545:   <decoration type="model" name="trader_bob" position="-3008,43,-1672" rotation="2" />
    Line 4552:   <decoration type="model" name="trader_bob" position="-608,36,-1972" rotation="1" />
    Line 4553:   <decoration type="model" name="trader_bob" position="2692,63,-1672" rotation="1" />
    Line 4559:   <decoration type="model" name="trader_bob" position="-1508,48,2078" rotation="1" />
    Line 4560:   <decoration type="model" name="trader_bob" position="3592,61,3278" rotation="1" />
    Line 4561:   <decoration type="model" name="trader_bob" position="-8,42,1178" rotation="1" />
    Line 4562:   <decoration type="model" name="trader_bob" position="-1208,51,-2422" rotation="3" />
    Line 4564:   <decoration type="model" name="trader_bob" position="-908,70,428" rotation="2" />
    Line 4598:   <decoration type="model" name="trader_bob" position="-3008,47,-2272" rotation="3" />
    Line 4608:   <decoration type="model" name="trader_bob" position="592,53,3278" rotation="1" />
    Line 4609:   <decoration type="model" name="trader_bob" position="-1358,62,-1072" rotation="2" />
    Line 4610:   <decoration type="model" name="trader_bob" position="-1508,51,-1372" rotation="1" />
    Line 4611:   <decoration type="model" name="trader_bob" position="-3608,94,1778" rotation="1" />
    Line 4612:   <decoration type="model" name="trader_bob" position="1342,51,2828" rotation="1" />
    Line 4619:   <decoration type="model" name="trader_bob" position="-2858,51,2528" rotation="2" />
    Line 4622:   <decoration type="model" name="trader_bob" position="442,37,128" rotation="2" />
    Line 4626:   <decoration type="model" name="trader_bob" position="142,56,2828" rotation="3" />
    Line 4627:   <decoration type="model" name="trader_bob" position="3292,58,-1372" rotation="1" />
    Line 4628:   <decoration type="model" name="trader_bob" position="-158,57,1478" rotation="1" />
    Line 4637:   <decoration type="model" name="trader_bob" position="1642,63,2978" rotation="3" />
    Line 4638:   <decoration type="model" name="trader_bob" position="-908,53,-1522" rotation="2" />
    Line 4639:   <decoration type="model" name="trader_bob" position="-308,54,1928" rotation="2" />
    Line 4650:   <decoration type="model" name="trader_bob" position="-2108,44,1778" rotation="1" />
    Line 4651:   <decoration type="model" name="trader_bob" position="-1808,53,1178" rotation="0" />
    Line 4652:   <decoration type="model" name="trader_bob" position="1042,60,3278" rotation="1" />
    Line 4654:   <decoration type="model" name="trader_bob" position="292,69,1778" rotation="1" />

 
Last edited by a moderator:
Not sure if it is intended or not, but the Trader Bob from this mod is spawning in huge numbers in the Wilderness. On my current map (standard 8k) there are more than 70. Given the 5-6 of the other traders, that's 65ish. Can't say for sure because it's named the same as the default Bob.

*Edit: A21

Search "bob" (70 hits in 1 file of 1 searched)
I can't see the problem...

ibt4Jqv.jpg


Ya, thanks for reporting. It was quite the eye opener when I spawned into a new World and forget he also needed some attention as the Gateway and Trader placement has been overhauled.

I just added an update to the Github and removed him for now. The new one is actually really cool anyways and properly set up. Probably best not to meddle with that.

The new one is 60 x 60 which Old West doesn't accommodate, and has some new tags for locations and distance from other Bobs (set to 1000 blocks).

Another issue is the decoration mini POIs aren't appearing. I'll spend some more time with that but it's not critical for now.

 
That's better.

IWaHpQU.jpg


But that's not... Some 8K Worlds drop 2-4 Old West Towns and others nothing.
The Wild West Mod overhaul was easy to make it the only Town that appeared simply by removing the rest from placement, and a slider for Town type would be nice to guarantee weightings.

LYhuJ8d.jpg


 
A small update:

1. Added some simple decorations to the 3 stables (one is default TFP and updated a little to match its A21 version) and GFV.

The decorations are horseshoes and the new piano.

v7b2pbo.jpg


WNYPtwS.jpg


I could also test a World to see how the A21 update is impacting the tiling system and capability to make an Old West Outskirt. A20 was very reliable and showed consistency.

A21 does have some irregularities and may need to be reported as it is performing a feature that was built into the code for toggling on/off.

This was the test seed and specifications. The right side with the desert shows 2 Old West Towns. One is a full on town and outskirt, and the other has only produced the outskirt.

LH8IXzW.jpg


Full town and outskirt.

7dWL7Fx.jpg


Outskirt only.

MpVNkfB.jpg


The updated Gateway tile did appear on the full Old West render which shows one of the toggle options has taken.

I'll tinker some more and test a few more Worlds.

It will also be possible to resize the custom Bob trader to 42 x 42 so it can fit in the Old West and give it oldwest tags. It can be renamed to 'Trader Old West Bob' so it does not replace the default.

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

1. Trader Old West Bob

This trader is tagged to appear in an Old West Town with no greater repeat appearances than once every 800 blocks.

In testing on a World, it appeared 4 times, and this was in the 4 Old West Towns that were placed.

The Old West accommodates 42 x 42, 25 x 25, and 25 x 50 POI size. Trader Old West Bob is sized for 42 x 42.

This fixes the issue where it was spawning too frequently and forces it to be placed in the Old West.

Ye1Gmd0.jpg


 
Here is a small update:

1. RWG Mixer

The RWG Mixer for placing the expanded Old West Towns was unstable for making the Old West as an outskirt of a central Old West. It would predominately leave the town with a big hole in the middle. This has been updated to remove the Old West outskirt but increase the amount of Tiles an Old West Town can populate.

The reason for adding the outskirt in the first place was because Old West tiling was unstable. However, A21 has greatly improved and both scenarios have switched places. ^^

Here is an image with the result on a 6K. All 3 of these Towns are Old West (with their own trader inside the town) and the tiling has greatly enlarged.

UubC2Ec.jpg


 
I'm using the mod in my current series (High Noon) along with Doughs Weather Core mod and loving it so far. It's one town in the middle of the scorching desert. Thank you for your work on this. 

The series:











 
I'm using the mod in my current series (High Noon) along with Doughs Weather Core mod and loving it so far. It's one town in the middle of the scorching desert. Thank you for your work on this.
Bravo. The location is very appropriate and anything from Doughs collection is enhancing. It was very scorching for much of the video stream. ^^

Thank you for sharing. I shall add it to the first post.

 
Here is a small update for Wild West Bob Trader to bring it up to A21 standards.

Vending machines provide the drink and food type separately.

n6fgtO0.jpg


The new format for keeping players out of the Trader area when it is closed it a teleport volume which allows for high precision on where it takes effect.

The lower part of the trader will allow players to walk up to the outer walls even at night when it is closed. However, if a player attempts to jump over the wall or climb up, the teleport lip is protruding outward into the street to keep it 'safe'.

Pj0QM97.jpg


All types of mostly broken but potentially working workstations have been added to match regular traders.

There may or may not be a lootable construction box and car parts box somewhere around the compound.

 
A21-OldWestMigration that whole folder can just go into the mods folder right? Or does one of them need to go into the prefabs folder?

- figured it out! 

 
Last edited by a moderator:
A21-OldWestMigration that whole folder can just go into the mods folder right? Or does one of them need to go into the prefabs folder?

- figured it out! 
Excellent.

For anyone who is not so familiar with mods, and how to use the 'Mods' folder and hierarchy, this has been added to the first post.

The whole mod (A21-OldWestMigration) can be placed in the 'Mods' folder. 7 Days will be able to read and use the Prefabs from directly within the mod.

Ensure that the mod is not nested with other folders. The hierarchy will be 'Mods / A21-OldWestMigration / Config, Prefabs, ModInfo.xml, and Old West Migration Tiling.txt'

If it is something like Mods / A21-OldWestMigration-main / A21-OldWestMigration... it will not load as the ModInfo.xml file must be where the game can see it. ^^

 
I love this mod but feel it can sometimes be a bit too much on the generation phase of making maps. Is there a way to edit it to be somewhere between vanilla and where the mod is now, in terms of creating these Old West towns? Seems like its producing too many for my group atm. Love the flavor though, just want to tone down the amount they show up slightly.

Btw, I only saw in the config where the number of tiles were used, so not sure how changing those will limit the formation of Old West Towns to get a nice in-between.... like how many tiles does it even take to form an Old West town portion? Maybe I'm looking at it wrong.

 
There are two important areas in the rwgmixer inside the A21-OldWestMigration\Config\ folder.

These two important areas govern:

1. Amount of possible times the Old West will appear in a World depending on the World size.

Case scenario: If you made a 6K World using 'Many' for Towns, but feel there are too many Old West Towns, change:

<set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='many']/@value">4</set>

4 to 3 or 2 to reduce it by 1 or 2 and allow another type of Town to appear instead. The same applies for few and default. This is on the premise that you aren't changing anything below as it will reduce the amount of Old West Towns and not the size of Old West Towns.

2. Minimum and Maximum amount of tiles the Old West will cover depending on the World size. This is the size of Old West Towns.
Case scenario: If you made a 6K World and feel that the Wild West Towns are simply too big and cover too much surface area, change:

    <set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='mintiles']/@value">6</set>
    <set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='maxtiles']/@value">16</set>

the number following 'mintiles' or 'maxtiles' to something more appropriate. 6 is set for 'mintiles' and that is actually very reasonable. It creates a High Street with possibly a single intersection branch. 16 set for 'maxtiles' can make a pretty large Old West Town. Setting 'maxtiles' to 10 will allow a High Street and a possible intersection branching off in a few places. 16 allows for a 'square' type Town whereas anything less with retain the long stretches of street. It is set to 16 to allow the chance of a 'square' type full Town and some branching Street Towns as it is based on random selection.

It is very subjective but that 'maxtiles' value is the biggest factor for players who would like to tone things down a little and bring in more appearance potential for Country Town, Town, and other areas like that.

 
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There are two important areas in the rwgmixer inside the A21-OldWestMigration\Config\ folder.

These two important areas govern:

1. Amount of possible times the Old West will appear in a World depending on the World size.

Case scenario: If you made a 6K World using 'Many' for Towns, but feel there are too many Old West Towns, change:

<set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='many']/@value">4</set>

4 to 3 or 2 to reduce it by 1 or 2 and allow another type of Town to appear instead. The same applies for few and default. This is on the premise that you aren't changing anything below as it will reduce the amount of Old West Towns and not the size of Old West Towns.

2. Minimum and Maximum amount of tiles the Old West will cover depending on the World size. This is the size of Old West Towns.
Case scenario: If you made a 6K World and feel that the Wild West Towns are simply too big and cover too much surface area, change:

    <set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='mintiles']/@value">6</set>
    <set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='maxtiles']/@value">16</set>

the number following 'mintiles' or 'maxtiles' to something more appropriate. 6 is set for 'mintiles' and that is actually very reasonable. It creates a High Street with possibly a single intersection branch. 16 set for 'maxtiles' can make a pretty large Old West Town. Setting 'maxtiles' to 10 will allow a High Street and a possible intersection branching off in a few places. 16 allows for a 'square' type Town whereas anything less with retain the long stretches of street. It is set to 16 to allow the chance of a 'square' type full Town and some branching Street Towns as it is based on random selection.

It is very subjective but that 'maxtiles' value is the biggest factor for players who would like to tone things down a little and bring in more appearance potential for Country Town, Town, and other areas like that.
Awesome!
Thank you for such a detailed response. Will try it out.
Great mod btw!

 
Here are a few 'small' updates for the Old West Migration Mod:

1. Infested Quest Mode

Of the 51 Old West Questable POIs (custom and default), 6 have been hooked up to 'Infested' Quest Mode.

This is a very nice new Quest Mode from TFP and serves POIs in a few ways:

- Allows them to add +1 to their Tier level. If the POI is a T3, hooking up for 'Infested' allows them to appear in T4 due to the extra challenge.

- Provides a fun and novel experience for POIs we may know well.

- Expands the Old West Migration Mod with T4 Quests which none of the POIs are made for.

- Simply expands the options available.

Here is an example:

Sunny Side School is a T3 with the potential for Clear, Fetch, and Restore Power.
With A21, this now expands to a T4 Infested that will be listed with T4 Quest opportunities  possibly from Old West Trader Bob.

kCSoslu.jpg


It usually has a max capacity of between 30 to 45 spawning hostiles. With the Infested Mode, a count of what spawned brought it up to 54. That is a fair chunk of zombies in a high density environment.

QL0I0nW.jpg


For these Infested Quests, the trade off for the extra challenge is a Tier specific Infested Loot Box on top of the regular Loot Box.

Y0qcqnE.jpg


2. Decorative Update

A few POIs have been given a little decorative update since some of the new A21 additions are very specific to the type of POI.

There are still more to do, but this start will be noticable. For example, Nitrary could receive its fertiliser bags. It is also a T5 hooked up for the T6 Infested. ^^

gpNsEsN.jpg


Liberty Bank also received an ATM out front as well as it's Infested status. That's going to be an interesting one...

nGW8haj.jpg


 
Last edited:
Pushed a small update:

1. Infested

- 3 more POI (T1 x 2 and T2 x1) were given Infested Mod just to bring a few more low Tier versions into play for players willing to take the risk for an Infested Loot Box.

2. Vehicle Parts

- Added a few more Pass 'n' Gas or Vehicle Parts Boxes to offset the reduction of vehicles in the Old West Tiling System.

 
I just did a check up on TFP Old West POIs and there has actually been a lot of updating both visually and for the Infested game mode.
The Old West in general will be a lot more stimulating, and with the Old West Migration expansion, will make it pretty viable for Tier 1 to Tier 4 completion with a token gesture for T5(+). The additional deco includes things like the Old West hanging lantern at Fine Swines, the Old West Piano, Horse Shoes, and context specific pallets for flour, fertiliser, etc.

Whichever TFP/Partner member(s) took the time to do this, much appreciation here as it really adds to the immersion and game play value.

 
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Very impressed with the way the mod is shaping up. I will finish my series (based on an earlier version of the mod) on day 21, but I will definitely be coming back to it in a few months. 

Does the "Wild West Mod – 7 Days in the Wild West "mod integrate any custom buildings from the Old West Migration mod? 

 
The Wild West Mod brings in all of the Old West Migration Mod POIs with a little customisation to further age them, a heap of Old West POIs from Chaz (30+), and some very high quality POIs from POI creators as custom POIs. There are over 100 regular kinds and another 30 or so hand placed ones. It's quite an experience in there these days since the World is also hand crafted with paths and tracks instead of roads.

 
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