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(A21) Server Side Weapons

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Just tested a Day 35 Horde Night. I could snap up about 25 loot bags of mixed type and received a single Weapon Maintenance Mod.

Just the single Mod alone from all that is going to save a heap of maintenance on a primary weapon and for this stage of things all good there. Another player would have got lucky and picket up a ticket or two, and my turn will come. As loot bag drops increase over time, that will also increase the ticket potential.

For Day 35, it was better to be on the low side and allow Server Admin to increase to suit their preferences. Just getting that single Mod was a hint of things to come.

This test was on a dedicated server and an opportunity to see how things were comparing to a very controlled SP test. The result was comparable since the Weapon Maintenance Mod has higher chance to appear than Tickets. One result of having to fill the group a little to calm the Tickets appearing too often is a little more junk in an extra slot on the loot bags. Junk such as ammo related specifically to small, medium and large group for yellow, blue and orange loot bags ^^, an extra book here and there, and regular random stuff. The balance was there and regulated to A21 values, which changed quite a lot from how previous Alphas handled things.

Feedback on this will be very helpful but if this SP test and a dedicated server test were anything to go by, it's looking reasonable where  tickets are very much the exception and not the norm. It will be quite something on a community server when the first player in a party is the lucky one to have a ticket when they clean up the loot bags.

 
hope to see the railgun soon as khaines behemoth modlet has been fixed for A21 and the railgun is the most effective especially with headshots

 
Sorry but there was no intention to add the railgun. Base entity damage was 300 and with headshot and other skill accumulators, it was a bit too much in testing for A21. Since the UMA type Juggernaut and friends with their very high HP can no longer be added, the railgun was pretty much instakill even with body hits for what remains. Since the Zeus is practically identical in many regards and remains at an equally, but more forgiving high of 200, it allows body shots to be heavily damaging but not always instakill. I hear what you're saying about the Behemoth at 5000 HP and this was very much of high level Snukin Zombie level. It is still possible to release the Railgun as a stand alone Modlet without changing any of its settings beyond the needed updates for A21.

 
The Railgun has been added to the Server Side Weapons download area as a stand alone option modlet.

In the days of the Juggernaut, it was viable. Since the entity mod it was made for has brought the HP down to levels just above default, it is a touch too much.

It is there and optional for those who want that.

Railgun

This weapon can be made from Level 75 of the Rifles Crafting Track. It can be made to Quality 6 at Level 100 in increments from 75, 80, 85, 90, 95, and 100. It cannot be found in loot, and is not available from the Loot Box Machine. It remains as close to the A20 version as possible, and apart from re-calibrating aiming sights, it stay true to form.

It can take a scope, if you really need one.

One shotting a Demolisher.

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Pushed a small update for the Railguns Modlet.

It has been given its very own standalone loot group. The loot contains the chance to find:
- A Railgun
- Railgun ammo
- Rifle Crafting Skills Magazines (to get you closer to crafting your own)

This loot can be found in special places like safes and treasure chests.

 
Any chance of new weapons being added? My buddy added this to his server today, but I was disappointed in the lack of any Int-weapons (my primary stat).
 
The opening post explains the situation of how limited the transition from A20 to A21 could be due to a multitude of assets finally being removed even though they hadn't been used by the game developers for 2-3 Alphas. There time had simply come. Remaking can be a long and arduous process and an invitation was offered for anyone who would like to get involved. As such, adding new weapons really depends on community input.

As for your own disappointment in the lack of any Int-weapons (your primary stat).

This is often a very subjective topic and the range across the spectrum of what is considered T0, T1, T2, T3, and T3+ weapon is guided by personal bias and game play preferences. How would you describe Int-weapons and how they match your primary stat? Is it linked to GS viability, game level 0 - 5, rate of fire, HP damage per hit, economics and maintenance, reload speed, close-mid-long distance range, and so on?

Knowing this will allow any potential community creators to consider what kind of gaps there are in these Server Side Weapons alongside the regular default weapons.

 
Hey, 

i love this mod and i´m so happy to see it works for A21 but... nothing works when i installed the mod. 

Idk what i´m doing false.

do you know what i have to do?

♥Honey♥

 
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Hi HoneyBee. Can you check to make sure the folder hierarchy is like this:

Mods > A21-ServerSideWeapons > and then inside the next folder you will see Config folder and ModInfo file. It is important to have the ModInfo file at this level of folder depth.

Sometimes this mod can be nested with:

Mods > A21-ServerSideWeapons-main > A21-ServerSideWeapons.

The first folder with -main is something the storage location sometimes adds automatically and this is not allowing the ModInfo file to be read.

 
Hey,

yes I was an idiot, I didn't delete over the folder, but i had to change a recipe because it needs an empts Jar.

Maybee you can fix it for the next update

 
There are no recipes that require an empty glass jar for A21 Server Side Weapons.

The Crimson Hunter required an empty jar in A20, but that would be only used in 7 Days for A20 and wouldn't be an issue.

 
The opening post explains the situation of how limited the transition from A20 to A21 could be due to a multitude of assets finally being removed even though they hadn't been used by the game developers for 2-3 Alphas. There time had simply come. Remaking can be a long and arduous process and an invitation was offered for anyone who would like to get involved. As such, adding new weapons really depends on community input.

As for your own disappointment in the lack of any Int-weapons (your primary stat).

This is often a very subjective topic and the range across the spectrum of what is considered T0, T1, T2, T3, and T3+ weapon is guided by personal bias and game play preferences. How would you describe Int-weapons and how they match your primary stat? Is it linked to GS viability, game level 0 - 5, rate of fire, HP damage per hit, economics and maintenance, reload speed, close-mid-long distance range, and so on?

Knowing this will allow any potential community creators to consider what kind of gaps there are in these Server Side Weapons alongside the regular default weapons.


I guess I'd describe them as "sciencey," if that makes sense. Weapon-like devices, laser-powered weapons, etc. I'd actually thought the Zeus and the railgun would be intellect weapons, but found they were rifles instead.  Nothing too over the top like a phaser, but maybe hand-built junk laser gun that has to charge after every shot? I dunno.

 
Buenas tardes , este mod es compatible con prepocalipse ? y si fuese asi ,  habria que empezar nuevo juego ?... Gracias de antemano

 
I guess I'd describe them as "sciencey," if that makes sense. Weapon-like devices, laser-powered weapons, etc. I'd actually thought the Zeus and the railgun would be intellect weapons, but found they were rifles instead.  Nothing too over the top like a phaser, but maybe hand-built junk laser gun that has to charge after every shot? I dunno.
The Zeus is the closest there is to a high tech device with the 'electric' bolt particle for its shot. Since it needs fully charging for every shot it certainly has that requirement to ensure it has range and full hit damage. There is no intellect class for such weapons and since this is a simple xml Server Side Only mod, it was released with the smallest amount of invasive properties as possible so it doesn't infringe on other mods.

 
Hi, I'm hosting multiplayer games with my friends and no one else besides me uses mods. I have no mod conflicts whatsoever, this is the only weapons related mod I use.

The Polearm swung by other players crashes their game after a couple of swings. If I do it, all is fine for me. We didn't encounter any issues with Brainsaw and Newcomen (we barely found any of the mod weapons yet).

Any ideas why other players crash when swinging the polearm?

 
Hello Lexxius. This is an unusual crash case because it was tested on a dedicated server with a few players over the period of a month after initial release and we all tried every single weapon as we found them. The Polearm was tested by everyone because it drops by regularly from the loot machine and players were eventually crafting their own.
It is also the first time this kind of crash instance has been shared, although it's possible it has happened elsewhere but simply not been reported.

It sounds like you're hosting server side only mods as a client host that friends can join. If that's not the case, please elaborate further.

All we can really do at this stage is check their game logs as the crash and potential error will show up. If possible, a copy of the server/client host log is also helpful to see if that also shows anything at the moment they depart/crash from the game.

 
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