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

(A21) Preppocalypse

  • Thread starter Thread starter Guest
  • Start date Start date
Status
Not open for further replies.
Here is a small update:

1. Vehicle sets and overhauling received a few changes to match the new (b323) vehicles formatting. This ensures reverse, turbo, and torque are in compliance.

 
Good morning,
 

First and foremost thank you for the quick overhaul update gives us something to play and move forward. While playing last night I noticed that anytime I would accept a quest it would completely freeze my game and wouldn't allow us to loot anything. so I would fix this problem by re-logging only to have the quest erased from our quest log. Just wondering if it might be something wrong with out server or maybe a bug that might need to be looked at.

 
Good morning,
 

First and foremost thank you for the quick overhaul update gives us something to play and move forward. While playing last night I noticed that anytime I would accept a quest it would completely freeze my game and wouldn't allow us to loot anything. so I would fix this problem by re-logging only to have the quest erased from our quest log. Just wondering if it might be something wrong with out server or maybe a bug that might need to be looked at.
I have accepted and completed about 60 POI quests so far in Preppocalypse from Tier 1 to Tier 4 without issue on a community server, and from Tier 1 to Tier 3 on the dev testing server. I can't say I have experienced anything like this yet. Apart from being pushed through blocks and clipping through into underground or another block and getting stuck, nothing else has been out of place. I have also not heard of a similar issue from the other players in the community server and can see them getting through a lot of quests since we party up and I automatically get quest shares. They are eating their way through them for books and so on.

I wonder if there are any other complementary Mods added into the Mods folder to help consider if there are any conflicts along the way.

It would help a lot if you were able to share the dedicated server log if that's where you are playing and/or the client log to see what is happening at those times.

 
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


 
Here is the seed and parameters for the image above. It has 4 old west towns, a nice sized city, and a mix of other features on a 6K.
It's generated with A21 stable which has all of the POI updates, fixes, and revisions for a stable playthrough.

The switch from Old West Outskirt to expanded tiling has been favourable.

jU4gbV7.jpg


 
Here is a small update:

1. Timid Animals Spawning

Forest Rabbits and Chickens by day and Does by night, have been updated to 'Rabbits, Chickens, Does, Stags, and (while not timid but passive) Boars' for day and night since they are required for quests... and that is their natural environment.

2. Hostile Animals Spawning

Forest snakes have been expanded to accept 'Bears, Wolves, and Dire Wolves' at low rates so they will be the exception but will appear.

 
Here is a somewhat small update:

1. Preppocalypse Starter Kit

After putting in a couple of play throughs for A21 and reaching level 100, there appears to be quite a change in progression flow compared to A20 due to the predominant need to find magazines. It appears to be very much left to luck based on what trader you'll start at, the type of surrounding POIs, and so on.

As such, some can say the 'grind' is real. I'm all up for a 'challenge' but these two play throughs have surpassed that.

As such here is a small Starter Kit that players will join the World with. It is optional and can be discarded based on personal preferences. For hardcore players, simply disposing of the Starter Kit allows a scenario with no food or water to begin with. For everyone else the contents may be helpful.

The Starter Kit is found in the toolbelt.

IQbvS4d.jpg


It provides a few basic essentials and nothing game changing. Weapons and Tools are restricted to Q1-3.

o3Jpq6O.jpg


2. Motorcycle
The motorcycle sees a slightly stronger hop to give better clearance on low obstacles. The increase is less than 10% but assists with 1 block objects.

3. Trader Bob has his own Trader allowance for Vehicle Magazines of 1 - 3 each cycle. After reaching level 75+ on 2 play throughs and still being far from getting higher Tier vehicles, it felt like such magazines were trickling in a touch too slowly regardless of maxing out on Grease Monkey Skills and putting in a lot of looting and questing. Trader Bob's allowance has been increased to a possible 2 - 6 to assist with busy servers with many players all competing for this valued item.

On this occasion 4 appeared, not that I could afford them.

geGCh8C.jpg


 
Here is an update for Preppocalypse.

Simple Cooking Pot and High Grade Steel Pan

These melee weapons are hooked up to Clubs crafting and come just after the Baseball Bat and Steel Club for their progression order.

They provide about 10% extra across the range with the High Grade Steel Pan using 5% less stamina. These will allow players to interact with Radiated and Special types one on one most comfortably. It is still easy to get surrounded and overwhelmed when a mass comes after you though so they remain balanced and much better for one on one interactions or 'dominoes'.

A few images that speak for themselves really.

ywAYxmO.jpg


mOy55GG.jpg


tUgKk5f.jpg


f993LpV.jpg


These additions are courtesy of Oakraven, the creator of the Oakraven Collection and numerous other community sharings. Always very much appreciated.

One other nice feature is that when we add the Spike, Chain, or Wire Mod, these weapons will show them connected.

 
I am wondering how to remove the modded zombies with weapons. People on my server like everything with the mod except the weaponized zombies.

 
The whole point of Preppocalypse is the modded zombies with weapons.

The pain is the zombies with weapons.

The gain is the expanded inventory, lockable slots, enhanced vehicles and weapons, and a host of other quality of life benefits.

By deleting the entitygroups.xml in its entirety from with the A21-Preppocalypse / Config folder, it will return the environment to purely regular zombies.

 
Here is a small quality of life update for Preppocalypse.

1. Helipad recipe.

The Helipad from the Trader Compounds has been added to the player recipes on the Workbench for use in bases and landing areas.
It is quite chunky but this isn't actually a bad thing as it provides some clearance from outer protective rails.

qNhQzKh.jpg


Make on the Workbench with simple and accessible items.

nY4WxzI.jpg


It has been given 5000 health, up from its default 2500 and can be repaired with Concrete Mix when required.

mMdTkdg.jpg


NTX3fG5.jpg


 
Here's a small update for Preppocalypse.

- Recipes now include a Large Wood Gate and Large Walls Helper with multiple selection choices to enhance base aesthetics and provide some reasonable level of defense.

- Coops and Hives can down broken down to drop into the inventory for reallocation when in laying/producing stage.

- Oakraven kindly shared a burning shaft mod update for the pot and pan with a nice glowing flambé effect for those special moments. ^^

yCCbxTh.jpg


Recipes requirements are very reasonable since they offer limited defense and are more for player bases than Horde Night.

HP is 2500 for Gates and repairable.

UmayZvh.jpg


The Large Wood Walls are even more reasonable since they will potentially used in mass.

HP is 1500 for Walls and repairable.

ItLbgvP.jpg


 
Last edited:
Just a small update for the loading screen. And this is something that allows anyone to set their own as well.

This image is 1920 x 870 and the hints bit at the bottom fills out the rest of the screen and is added by the game itself. Keeping an image at that aspect ratio stops it stretching.

If you'd like to add your very own image, head the the Textures folder in A21-Preppocalypse and replace the loadingimage.jpg with something of your own. It's simpy jpg for size and the quality is acceptable in that format for the job it does. Switching that to .png is governed in the Config/XUi_Menu/windows.xml for anyone that wants to take it further. ^^

zec34lw.jpg


Added BunnyNZ to the introductory post as she's doing a Preppocalypse series over on YouTube and it's as much about introducing A21 dynamics as Preppocalypse.



 
Here is a small update for Preppocalypse:

1. Prepper Mobility and Plating Mods

The Prepper Banded Armor Plating Mod provides a 2.5 Armor Rating. It is hooked up to appear in sequence for loot and trader inventory. It requires access to diamonds to craft.

KaYHprC.jpg


The Prepper Fittings Mod provides a +0.01 stamina increase on the Brass version and offers a +3.5% Mobility boost (regardless of the percentage shown). It is also hooked up to appear in sequence for loot and trader inventory. It requires access to gold and clear bulletproof glass to craft.

YsjPnhz.jpg


 
Last edited:
Hirnsturz has been kindly streaming a play through of Preppocalypse in German although his English appears to be very strong as well.

https://www.youtube.com/@Hirnsturz

A number of messages in the comments following the stream ask if Preppocalypse is localised into German.

The answer is, it can be, if a kind soul would assist in double checking the end result of an online translation tool to catch any errors or lack of nuance against the original.

 
A small update for some of the basic items in Localisation for the German interface. Corrections are most welcome as this was just fed through a translator with the only checks on compliance.

d2xd9IU.jpg


dGRbgUP.jpg


 
Here is a small update for Preppocalypse.

1. Old West Migration Mod POIs were updated to include 'Infested' Quest Mode and has been update in Preppocalypse since they are bundled together. This update was tested on a dedicated server on an existing World and caused no conflicts or apparent issues when started and could be completed appropriately. Saying that, any changes to an existing World do have risk and a back up is advisable for anyone testing this update.

School Stop is a T3 with T4 list potential due to being hooked up to Infested. Zombie count increased from a potential of 30-45 to an actual 56 on a test.

Y0qcqnE.jpg


 
Here is an update from A20 that could be brought back to A21 thanks to direction from Bdubyah.

1. Quest Note Eliminations

Special entities carry weapons. Finding a Quest Note specific to one of the entities requires a player to complete 25 eliminations.

For example, eliminate 25 Hazmat Entities carrying the Nail Gun. However, there is a catch. The entity can be killed with any weapons, but eliminations are only registered if the player is using a required weapon. The description of each Quest and the Quest requirements show what weapon should be used for each entity.

The Quest instructions show the need to eliminate 25 Stun Baton Hazmat Entities.
The requirement is to only use a Stun Baton.

n1LXcRu.jpg


Completion shows the count has gone to 1 of 25.

febhpcO.jpg


 
Status
Not open for further replies.
Back
Top