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(A21) Old West Migration

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Here is a new POI for the Old West Migration Mod:

1. Preppo Safehouse

This is a T4 Quest hooked up for Clear, Fetch, Restore Power, and Infested. It is the first T4 in the Mod, but due to the Infested hook up it can also be used in T5.

VMtCmDg.jpg


An unlocked entrance is at the side after ascending the staircase. It's not quite an iceberg, but there's a nice chunk of bunker action to be had. ^^

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2. In addition, the link has been updated to here:

https://github.com/arramus/A21-OldWestMigration

It adds in the A21 reference to avoid any confusion.

3. The Old West Migration Tiling text document has also been updated because TFP pretty much overhauled the default Old West POIs and it has greatly expanded Old West Town opportunities.

In summary, there are close to 100 Quest Variants with Clear, Fetch, Power Restore, and Infested paired or unique opportunities. Any POI with Infested doubles its Tier spread with the +1 opportunity, and TFP greatly expanded the regular POIs to include this. Additions on top can come for the algorithm that splits when POIs hooked up to all variants of C+F+RP+I will be split up into separates.

 
Pushed a small update for 3 POIs

- Oldwest Apper (Stinky Strip) was updated to Infested to expand the T3 options.

- Bony Xpress required some light updates. The automatic A21 update reversed the red and white industrial lights and this fixes them. It was also updated to Infested while in there.

- School Fix also required some industrial light updates due to the automatic A21 update.

 
@Riamus noticed that Bony Xpress was duplicated in the POI list for localising to their new names rather than file names. A small update removes one instance. It causes no issues if you don't update since the last entry takes precedence but it's there for the taking and for any new downloads. Thank you Riamus for noticing and sharing privately.

 
Here is an update for the Old West Migration Mod.

1. Old Smokey
This is a T2 POI for all Quest types. It is based on the TFP's 'The Clutter Chest' which is a remnant POI of mostly decorative value.

This gives that POI style greater function with its own unique tobacconist appeal.

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2. The Old West Migration Mod has very few vehicles with the odd token gesture in Lyttle Trippers. A few more Old West Migration POIs have have received a Pickup Truck since it is in context with the location. These are added with a random chance to appear and are not guaranteed. There will also be a very small chance to see a junk/complete vehicle here and there but it will be the rare exception. One context placement is outside the Liberty Bank and Sheriff's; the chance to see a police car. ^^

aXfmCkZ.jpg


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

1. Snow Biome Deco POIs.

Here are a couple of deco POIs which appear randomly in the snow biome. They are small additions to complement the new A21 POIs that were added to perform a similar feature but through the regular RWG POI placement. The difference with these ones is they are random and can appear multiple times but placed far apart.

YB5vPbG.jpg


2. Other deco POIs in the desert and pine forest were given an increase in spawning chance. This is because A21 added some additional decorations and they are competing quite aggressively for space.

 
I just tested the download from the Github storage location and was able to download it when clicking on the Green 'Code' icon and selecting 'Download ZIP'.

 
I can see you have joined and can now tag your username directly for sharing the zipped folder. When next visiting Guppy's, it will be possible to find.

 
Change the values in the biomes.xml (inside the Config folder) that look similar to this prob=".0007"
Increase the number for more and decrease for less.

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

1. Entities will appear more often in the streets and around the POIs. The Old West POIs are tagged as 'oldwest'. Any building with this tag will have allow entities to appear more often in their surroundings. This is using the same system that allows Downtown to be busier than out in the Wilderness Biomes. It is a very conservative amount to ensure the streets aren't flooded with zombies, but they will be more visible. It is using the Ghost Town group and will offer no real resistance unless players are low level or it is night.
As with other Towns that see increased zombie appearances, the Wasteland Old West will be the busiest.

This image shows 3 zombies. Two in the foreground, and one on the right side outside the building with 'Beds Games' as a sign.

EyzTnxa.jpg


2. Many for medium sized Worlds has reduced from 5 to 4 based on feedback. Since those 4 Old West Towns are much larger than default, their impact will remain very noticeable.

3. Some POIs with regular spawn groups were reverted back to Ghost Town spawn groups. This is in preparation for a future project.

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

1. Sparks 'n' Hearts POI
This is a T2 POI hooked up for clear, fetch, restore power, and infested to offer that T3 expansion. It offers an additional vehicle chance at the front and provides chems on the ground floor and electronics upstairs as these can be pretty lacking in the Old West. It is a token gesture, but gives players a target for those resources.

YGRq44T.jpg


2. POI updates and clean ups
A few other POIs were given Restore Power and Infested status. A couple also had player building blocks which could be picked up. These are now replaced with regular POI type blocks. There are very few remaining to give Infested status, and these will be updated with the next addition.

 
Here is a small update:

- Woodpecker upgraded to Restore Power and Infested

- Meat Loaf upgraded to Infested (and replaces some player building blocks with regular wood type)

- Gunshop upgraded to Restore Power (and given a couple of deco updates for lights pointing in the wrong direction and new spear books, etc)

 
So I tried adding this mod for the "POI's" to DF. I always get these errors when loading in, is it an issue or way to fix it?

https://imgur.com/a/OXZITKG

2024-01-20T05:44:56 263.386 WRN XML patch for "biomes.xml" from mod "A21-OldWestMigration" did not apply: <append xpath="/worldgeneration/biomes/biome[@name='snow']/subbiome[@prob='0.3']/decorations"  (line 5 at pos 3)
2024-01-20T05:44:56 263.387 WRN XML patch for "biomes.xml" from mod "A21-OldWestMigration" did not apply: <append xpath="/worldgeneration/biomes/biome[@name='snow']/subbiome[@prob='0.392']/decorations"  (line 10 at pos 3)
2024-01-20T05:44:56 263.387 WRN XML patch for "biomes.xml" from mod "A21-OldWestMigration" did not apply: <append xpath="/worldgeneration/biomes/biome[@name='snow']/subbiome[@prob='0.412']/decorations"  (line 15 at pos 3)
2024-01-20T05:44:56 263.387 WRN XML patch for "biomes.xml" from mod "A21-OldWestMigration" did not apply: <append xpath="/worldgeneration/biomes/biome[@name='snow']/subbiome[@prob='0.442']/decorations"  (line 20 at pos 3)
2024-01-20T05:44:56 263.387 WRN XML patch for "biomes.xml" from mod "A21-OldWestMigration" did not apply: <append xpath="/worldgeneration/biomes/biome[@name='pine_forest']/subbiome[@prob='0.392']/decorations"  (line 42 at pos 3)
2024-01-20T05:44:56 263.387 WRN XML patch for "biomes.xml" from mod "A21-OldWestMigration" did not apply: <append xpath="/worldgeneration/biomes/biome[@name='pine_forest']/subbiome[@prob='0.412']/decorations"  (line 47 at pos 3)
2024-01-20T05:44:56 263.387 WRN XML patch for "biomes.xml" from mod "A21-OldWestMigration" did not apply: <append xpath="/worldgeneration/biomes/biome[@name='pine_forest']/subbiome[@prob='0.442']/decorations"  (line 52 at pos 3)
2024-01-20T05:44:56 263.387 WRN XML patch for "biomes.xml" from mod "A21-OldWestMigration" did not apply: <append xpath="/worldgeneration/biomes/biome[@name='desert']/subbiome[@prob='0.29']/decorations"  (line 64 at pos 3)
2024-01-20T05:44:56 263.387 WRN XML patch for "biomes.xml" from mod "A21-OldWestMigration" did not apply: <append xpath="/worldgeneration/biomes/biome[@name='desert']/subbiome[@prob='0.24']/decorations"  (line 72 at pos 3)
2024-01-20T05:44:56 263.387 WRN XML patch for "biomes.xml" from mod "A21-OldWestMigration" did not apply: <append xpath="/worldgeneration/biomes/biome[@name='desert']/subbiome[@prob='0.402']/decorations"  (line 80 at pos 3)
2024-01-20T05:44:56 263.387 WRN XML patch for "biomes.xml" from mod "A21-OldWestMigration" did not apply: <append xpath="/worldgeneration/biomes/biome[@name='desert']/subbiome[@prob='0.412']/decorations"  (line 88 at pos 3)
2024-01-20T05:44:56 263.387 WRN XML patch for "biomes.xml" from mod "A21-OldWestMigration" did not apply: <append xpath="/worldgeneration/biomes/biome[@name='desert']/subbiome[@prob='0.442']/decorations"  (line 96 at pos 3)
2024-01-20T05:44:56 263.539 INF Loaded (local): biomes in 0.19
2024-01-20T05:44:56 263.707 INF Loaded (local): worldglobal in 0.17
2024-01-20T05:44:56 263.753 WRN XML patch for "spawning.xml" from mod "A21-OldWestMigration" did not apply: <append xpath="/spawning/biome[@name='pine_forest']/spawn[@entitygroup='ZombiesAll']/@notags"  (line 6 at pos 3)
2024-01-20T05:44:56 263.753 WRN XML patch for "spawning.xml" from mod "A21-OldWestMigration" did not apply: <append xpath="/spawning/biome[@name='burnt_forest']/spawn[@entitygroup='ZombiesAll']/@notags"  (line 14 at pos 3)
2024-01-20T05:44:56 263.753 WRN XML patch for "spawning.xml" from mod "A21-OldWestMigration" did not apply: <append xpath="/spawning/biome[@name='burnt_forest']/spawn[@entitygroup='ZombiesNight']/@notags"  (line 15 at pos 3)
2024-01-20T05:44:56 263.753 WRN XML patch for "spawning.xml" from mod "A21-OldWestMigration" did not apply: <append xpath="/spawning/biome[@name='desert']/spawn[@entitygroup='ZombiesAll']/@notags"  (line 22 at pos 3)
2024-01-20T05:44:56 263.753 WRN XML patch for "spawning.xml" from mod "A21-OldWestMigration" did not apply: <append xpath="/spawning/biome[@name='snow']/spawn[@entitygroup='SnowZombies']/@notags"  (line 30 at pos 3)
2024-01-20T05:44:56 263.753 WRN XML patch for "spawning.xml" from mod "A21-OldWestMigration" did not apply: <append xpath="/spawning/biome[@name='snow']/spawn[@entitygroup='ZombiesAll']/@notags"  (line 32 at pos 3)
2024-01-20T05:44:56 263.753 WRN XML patch for "spawning.xml" from mod "A21-OldWestMigration" did not apply: <append xpath="/spawning/biome[@name='wasteland']/spawn[@entitygroup='ZombiesWasteland']/@notags"  (line 39 at pos 3)
2024-01-20T05:44:57 263.814 ERR XML loader: Loading and parsing 'spawning.xml' failed
2024-01-20T05:44:57 263.816 EXC Entity group 'ZombieGhostTownGroupGS1' not existing!

 
Last edited by a moderator:
So I tried adding this mod for the "POI's" to DF. I always get these errors when loading in, is it an issue or way to fix it?

https://imgur.com/a/OXZITKG
DF is an overhaul mod so a lot of vanilla code has been changed.

The messages saying did not apply means that when you added this mod to DF, it can't find those paths - which means that the DF code for the biomes changed from vanilla.

The warning message at the bottom lets you know that the code also was changed in the spawning file.

It is recommended not to install two or more overhaul mods at the same time unless the mod creators worked together to make them work together.  Since the theme of this mod contrasts heavily with the theme of DF, I doubt they were designed to work together.

 
Last edited by a moderator:
So I tried adding this mod for the "POI's" to DF. I always get these errors when loading in, is it an issue or way to fix it?
Hello there. Been a while.

Delete biomes.xml and spawning.xml from the A21-OldWestMigration Config folder. These are not critical for the Old West Migration Mod since DF performs these tasks in its own way.

It is intended to use the Old West Town Tiling system for RWG and custom Worlds bundled into the DF overhaul. As such they are fully compatible beyond the biomes.xml and spawning.xml.

biomes.xml adds a few decorative POIs to the biomes and since DF also does this with a number of other blocks, the Old West Migration types are not necessary. They would only reduce the number of DF trees and plants anyway.

spawning.xml adds some regular entities around the Old West Town. Since DF already does that for custom types, it is not necessary.

Spaghetti Western with these fellas.

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One thing that the Old West Migration Mod will take precedence with, is the size of the Old West Town. However, that is intended and I expect it is one of the reasons you are attempting to pair them up. This loaded up with no console warnings or errors on a custom RWG.

8GSG4ws.jpg


Have fun in there.

 
The Old West Migration Mod received a small update as follows:

- Duke Power was auto updated for A21 and then given all the required manual changes for Infested and any further updates. However, one of the lights slipped through the checks, and has also been updated. While in there, the sand piles were changed to coal and nitrate.

ypPbkdk.jpeg


While in there, Nitrary was given a small increase in zombie count and type as well, since it is a T5/T6 POI and a little more challenge seemed fitting.

 
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