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(V1) Old West Migration

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Hi, Im making a Mod for my Server at the moment for better rwg generation.

I took inspiration from your better wild west citys mod. I changed a few lines from myself. But its still your code essentially so i would credit you on the Modpage of course.

Im very new to modding (just started a few days ago) and im new to whats ok and what not in terms of code because essentially the xml edits stay the same and i would not now how to use other code for example instead of <setattribute xxxxx/>  to acomplish that.

But of course the Pois and the rest Belongs only to you.

Im totally fine and understand if you dont want that, just thought it might be cool for others.

I also added a RWG filler to have all Poi's and i asked this creator aswell if its ok.

Thanks for your great mods, I appreciate them very much and couldnt play without them.

 
I have shared the following mods with the community:

- Old West Migration Mod

- RWG POI Filler

Permission is not given to repackage these mods into the public domain as part of a Modpack or repackaged with minimal custom edits as per TFP's Terms of Use.
https://community.7daystodie.com/topic/4189-tfp-official-modding-forum-policy/

If you are making your own mod which is referring to the code for inspiration, it's part of the learning process and understood.

If the code is being repackaged and uploaded with minimal changes, permission is not granted.

It seems the end goal is purely for better RWG generation. If that's the case, make a post in the https://community.7daystodie.com/forum/40-discussion-and-requests/

area to describe what the aim is, and the community will be very open to assist with your aims.

 
A game bug we see in b336 Stable, where player made signs with text that are added to custom POIs bring up a warning, is patched in V1.1 b4 Experimental. Once this becomes the new Stable as is, or after a further experimental, the issue no longer presents itself and the signs all show their text again.

 
Here's a small update for the Old West Migration Mod:

- Adding Jean's Steakhouse POI

This is a T4 POI supporting all quest types, including infested. It's a burnt zombie POI to reflect the name, and offer more variety on top of the default Old West zombies group. It sits on a 25 x 50 Old West POI strip and brings some additional variety to other strip type POIs such as Liberty Bank, the Picture House, and 2-3 strip joined POIs.

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- Readding Homegrown Hydroponics. This POI didn't make the transition to V1.0 from A21, but has also been brought back into play.

 
Here is an update for the Old West Migration Mod:

- Added 10 repurposed default POIs with an Old West theme and sizing.

The following have been added to the Old West Migration Mod. Many of the names will be recognisable as quest or non quest POIs.
They have been resized to 25 x 25 to match the requirements of Old West Town placement. They are either T1 or T2 and given as many quest hook ups as possible. They will all have clear, fetch, and infested, with the T2's also support power restore.

The majority of these POIs have been set to reduce repetition by adding a value that stops them from repeating unless they are at least 500 blocks apart. That will allow them to remain more unique and help to keep Book, Vehicle/Gas, and Food specific POIs less of a given. It also helps to break up existing POIs in this pack which are allowed to repeat based on the RWG algorithm. The Old West Migration Mod didn't really cater for T1 POIs since that is handled by default versions. This update addresses that, and reduces yet another trip to the same T1.

The Gas Stations for Old West Pass-N-Gas Store #07 and #08

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The Civic buildings of Old West Mercy Point Camp and Old West Ranger Station Beta

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The Food and Grocery type POIs for Old West Moe's Grocery, Old West Boe's Market, Old West Joe's USA, and Old West Buddies Grain

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And the Book Stores for The Old West Book Barn and Abbey's Crack-a-Book.

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With the latest update I am getting a lot of these errors. 

This last update I am getting a bunch of errors. mostly for cntBookPile03AirRandomLootHelper 

2024-09-03T23:17:48 537.407 ERR Loading prefab "oldwest_store_grocery_05" failed: Block "cntBookPile03AirRandomLootHelper" (22310) used in prefab is unknown.
2024-09-03T23:17:48 537.408 WRN Could not load prefab 'oldwest_store_grocery_05'. Skipping it
2024-09-03T23:17:49 537.667 ERR Loading prefab "oldwest_store_book_04" failed: Block "cntBookPile03AirRandomLootHelper" (22310) used in prefab is unknown.
2024-09-03T23:17:49 537.667 WRN Could not load prefab 'oldwest_store_book_04'. Skipping it
2024-09-03T23:17:49 537.764 ERR Skipping loading of active block data for oldwest_spectabcem_01_arramus because of the following exception:
2024-09-03T23:17:49 537.765 EXC Object reference not set to an instance of an object
  at TileEntitySign.SetText (System.String _text, System.Boolean _syncData, PlatformUserIdentifierAbs _signingPlayer) [0x00014] in <40e9b6e9762f43cf836123d0f549ad32>:0 
  at TileEntitySign.SetText (AuthoredText _authoredText, System.Boolean _syncData) [0x0001a] in <40e9b6e9762f43cf836123d0f549ad32>:0 
  at TileEntitySign.read (PooledBinaryReader _br, TileEntity+StreamModeRead _eStreamMode) [0x00034] in <40e9b6e9762f43cf836123d0f549ad32>:0 
  at Prefab.readTileEntities (PooledBinaryReader _br) [0x0006c] in <40e9b6e9762f43cf836123d0f549ad32>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
Prefab:readTileEntities(PooledBinaryReader)
Prefab:loadBlockData(AbstractedLocation, Boolean, Boolean, Boolean, Boolean)
Prefab:Load(AbstractedLocation, Boolean, Boolean, Boolean, Boolean)
Prefab:Load(String, Boolean, Boolean, Boolean, Boolean)
DynamicPrefabDecorator:GetPrefab(String, Boolean, Boolean, Boolean)
DynamicPrefabDecorator:GetPrefabRotated(String, Int32, Boolean, Boolean, Boolean)
<Load>d__22:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

2024-09-03T23:17:49 537.765 ERR Skipping loading of active block data for oldwest_spectabcem_01_arramus because of the following exception:
2024-09-03T23:17:49 537.765 EXC Object reference not set to an instance of an object
  at TileEntitySign.SetText (System.String _text, System.Boolean _syncData, PlatformUserIdentifierAbs _signingPlayer) [0x00014] in <40e9b6e9762f43cf836123d0f549ad32>:0 
  at TileEntitySign.SetText (AuthoredText _authoredText, System.Boolean _syncData) [0x0001a] in <40e9b6e9762f43cf836123d0f549ad32>:0 
  at TileEntitySign.read (PooledBinaryReader _br, TileEntity+StreamModeRead _eStreamMode) [0x00034] in <40e9b6e9762f43cf836123d0f549ad32>:0 
  at Prefab.readTileEntities (PooledBinaryReader _br) [0x0006c] in <40e9b6e9762f43cf836123d0f549ad32>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
Prefab:readTileEntities(PooledBinaryReader)
Prefab:loadBlockData(AbstractedLocation, Boolean, Boolean, Boolean, Boolean)
Prefab:Load(AbstractedLocation, Boolean, Boolean, Boolean, Boolean)
Prefab:Load(String, Boolean, Boolean, Boolean, Boolean)
DynamicPrefabDecorator:GetPrefab(String, Boolean, Boolean, Boolean)
DynamicPrefabDecorator:GetPrefabRotated(String, Int32, Boolean, Boolean, Boolean)
<Load>d__22:MoveNext()

 
These errors are linked to a bug in V1.0 and a future update to blocks for V1.1

The bug was reported here and is connected to the TileEntitySign.read error. It is patched in 1.1





- Batch replaced cntBookPile03 with new cntBookPile03AirRandomLootHelper in all POI's

This POI, and other conversions of TFP content using that block will not load the POI in 1.0, but causes no harm beyond reporting that blocks error.

1.1 Exp has been out for 4 weeks, and it really can't be that long until it goes stable at which point they will become viable.

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

The last additions have made an impact on adding further variety and reducing repetition. However, here is one more for the mix.

Bub's Gun Range
This is a T5 POI which sits on a 42 x 42 slot. It covers all quest types and offers that T6 Infested option on top.

It is a conversion and reduction of a default Shooting Range and brought to the Old West. It is named Bub's after Bub from 'Day of the Dead' who has competence with weapons, regardless of his zombie status.

M7XPiZ4.jpeg


We have the chance to see an electronic's truck at one POI, and Bub's brings in the chance for an ambulance, and another instance of an army truck.

The gravel, connection to the road, and color help it to blend in with the Old West theme.

XDmzJ4G.jpeg


 
Here's a small update for the Old West Migration Mod:

1. Adding 4 additional Old West POIs to the base Mod and with an update to the September 5K World.

Four additional Old West POIs have been added to the Old West Migration Mod. They include:

- Homesteader (25 x 50 T3 POI for all quest types. This adds in an additional strip type POI to help reduce repetition.)

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- Musical Mam (25 x 25 T1 POI for all possible quest types. The theme is a music school and uses a repurposed abandoned POI.)

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- Old West Junkin (42 x 42 T3 POI for all quest types. This is a default TFP that has been customised for the Old West with the quest feature.)

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- ABA Law School (25 x 25 T2 POI for all quest types. The theme is a small law school dormitory.)

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Here's a last update for this recent batch of Old West Migration POIs:

- Old West Church of Snek

This is a T5 quest POI hooked up to all possible quest types. It is a repurposed rural church with slight expansion and higher density. It has a number of Special Infected types and is best left alone until ready. It sits on a 42 x 42 tile slot and the recent updates ensure this slot is very well covered with a large variety of options for RWG to choose.

zVhNmk4.jpeg


 
Here's a small update for the Old West Migration Mod, to further assist T3 Quest variety, and offer an alternative for the 25 x 50 Strip type POIs.

Life Is A Game POI

The naming reflects a community, a 2 primary streamers Cactus Dan and Sheriff Hawks. The have an Outback/Old West theme about them and it fits the context well.

There are 5 buildings in this strip and it requires through, up, and down routing to complete the course. This adds to the 'traditional' terraced strip theme as an all in one T3 Quest POI that is hooked up to all Quest types.

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Here is an update for the Old West Migration Mod.

1. Old West Junkville Saloon.

This is a repurposed placement of the default Saloon from the Country Town Junkville Saloon POI with customization. It takes out the Saloon building and places it in a 25 x 25 area to fit the Old West Town tiling. Actually... it was already compatible with 25 x 25 and it is possible it was intended to be added to the Old West at some point but was brought to Junkville Saloon POI instead. Either way, it works out as a T3 POI hooked up to all Quest types. Since the parking area brings any kind of visitor, it is a good chance to mix up the types of vehicles that can appear. A Working Stiff Truck, Mo Power Truck, Police Car, and Pickup have the chance to appear, while a farm truck will be guaranteed.

Since V1 changed back from 7 Quests per Tier to 10, it was helpful to add this T3 POI to increase the variety to 15 options to reduce repetition. It can also carry over to the T4 Infested.

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Oh this one looks GREAT! 💜

I specially like that they look very "western movie" style, and the naming: Sheriff Hawks, Cactus Dan, and even a Hats shop 🥰.

Very nice arramus! 

One thing I wonder. Do you plan on keeping the "modern" cars around? Perhaps it is very complicated, or it does not fit your plans for the mod, but changing the models to something a bit more "old western" style I think would be really cool!

Just one of my silly ideas, hehe, thank you for the update 💜

 
I suppose Old West remnant vehicles may have a vintage edge about them, where vintage vehicles were brought out of the sheds and repurposed, but that is not something I've really considered because it has been primarily about the POIs. As the collection started to grow and it became a Town in its own right the first placements were the rusty dusty Pickups. There are a few trades vehicles here and there but nothing too modern looking has been placed so far. I am also good to ensure VM and Bdub's vehicles maintain their presence. The Hot Rods, Old Semi, and other classics from their packs do fit in very well. VM can be subtley amended in blockplaceholders to remove anything too modern and emphasise that classic look.

The Old West Migration concept was migration from more troubled town and city areas back to the outskirts and fringes which brings with it additional modern tech rather than roll back to late 19th to mid 20th Century. It seems there is Wild West leading into Old West and then Ghost Towns. The take for the Old West Migration was Ghost Towns being repurposed during the 'escape'.

 
I specially like that they look very "western movie" style, and the naming: Sheriff Hawks, Cactus Dan, and even a Hats shop 🥰.
Sheriff Hawks and Cactus Dan in the combined strip, SpecBytes Electronics, Jean's barbecue house, Cran5000 Soda, Eko's Guns and Ammo which is specifically related to your Workstation and has a slot for it, and a few others are for community members who have been particularly active promoting mods and overhauls. They have their own POIs with a theme they can typically associate with. It all adds to the mix of business types and variety. It's been very helpful to fill resource gaps and make sure resources are available if players know exactly where to look. For example, V1 Cran5000 Soda doubles as a commercial or country town diner and is the place to axe the leather seating.

 
It seems v1.2 made changes to spawning.xml and it looks like I'm getting an error with that in this mod.  It's related to a duplicate ID.

 
It's on the list of update features, and will be updated soon for V1.2. It is caused by a new feature that gives more random spawning to the zombies in the biomes. Almost there.

 
Here is an update for V1.2 compliance for the Old West Migration Mod:

1. Default spawning.xml now adds an id= feature to assign specific spawning features. The Old West Migration Mod adds its own custom set to the Old West Town. However, it uses a default group of zombies and will function identically to default groups.

2. Old West Trader Bob makes a return on a limited basis. His Trader POI can appear in the Desert Biome directly within the Old West town. This offers a bonus, since the default Trader Bob can still appear on the gateway tile that leads into the Old West. Old West Trader Bob is restricted to only the Desert.

Here are a few images to demonstrate.

Default zombies appear directly in the streets, just in the same way as we see in the towns and cities. It is regulated but ensures the Old West in not a ghost town.

uqFPmp0.jpeg


Old West Trader Bob appears on a 42 x 42 plot. These are often located at the end of a junction and in a prime location. Old West Trader Bob can only appear in the Desert Biome.

9zz0uUV.jpeg


Depending on how the RWG builds the World, a regular Trader Bob may appear on the gateway tile leading into the Old West. Old West Trader Bob is 'guaranteed' to appear regardless of how the RWG assigns this gateway tile plot.

lfUIlgn.jpeg


This update removes any spawning.xml warnings. It was also a good time to bring back Old West Trader Bob now that V1 is settling down.

 
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