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(V1) Outback Roadies

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Yes. Outback Roadies will require an exact copy of files for both the server and clients.

Fortunately, what is downloaded and placed in the Mods folder for the Mod Launcher, can be uploaded to the server Mods folder. That way, you know it will be identical.

If you decide to add extra Mods to the server that are not part of Outback Roadies, then it is essential the clients also have the same copies.

If you use something from the Optional Mods folder for Outback Roadies, that is all server side only and the changes will be pushed to clients even if they don't install it. For example, upgrading to the 96 Slot Backpack mod.
Right i think i understand now. I thought i was able to just install the mod files onto server and everyone was fine to play through the normal 7days launcher

 
Anyone having an issue not having the map show up? Go to create a world and the special australian map is not selectable atm

 
The Worlds is in the Mods folder as a zipped file. This is because it is huge and the hosting site will not allow single files above 100mb. It needs to be unzipped and placed in the Mods folder, since it is a Mod.

it can be unzipped and uploaded to a server but needs to be extracted from the Worlds folder and placed in the Data/Worlds folder or where the server host requires it. 

 
I think their may be an issue somewhere not allowing the mod to work on server hosting sites, if thats even possible. Did all the steps correct and it keeps failing right as it about to initialise the world. Also had same issue trying to join a random person server aswell. Have no trouble running a single player world or having friends join that way. Just seems to be an issue around the server 

 
Here are the exact steps to running the World for client and server.

Client

1. Unzip the V1-Australia10K-OutbackRoadies.zip file to its own folder inside the Mods folder.

2. Ensure that it hasn't double nested as V1-Australia10K-OutbackRoadies with another V1-Australia10K-OutbackRoadies folder inside.

The hierarchy should be top layer folder V1-Australia10K-OutbackRoadies and inside there will be a Worlds folder and ModInfo.xml folder. If it has double nested it will not load. The game needs to see the ModInfo.xml file at the top folder layer.

Server

1. Unzip and go inside the Worlds.

2. Place the Australia 10K Outback Roadies folder directly in the server's Data/Worlds folder where we can find Navezgane.

It is also possible to run the World as a Mod in the same way as the Client method.

The server World will be:

<property name="GameWorld"                        value="Australia 10K Outback Roadies"/>

 
I think their may be an issue somewhere not allowing the mod to work on server hosting sites, if thats even possible. Did all the steps correct and it keeps failing right as it about to initialise the world. Also had same issue trying to join a random person server aswell. Have no trouble running a single player world or having friends join that way. Just seems to be an issue around the server 
I can't comment on server hosting sites, but I have recently setup a server and have it being played on with friends.

Honestly the bit that was the hardest for me to find was the GameWorld setting, everything else was normal, extract mod to mods folder, extract map to mods folder, and then from client side we are all just using the mod launcher.

I do have an issue with this mod though, the slot lock doesn't seem to work for myself or my friends playing on the server. You click the button, and the UI doesn't change and show the locks allowing for slot locking, I'm wondering if this is an issue with the change from first x slots locked to the new individual slot lock stuff.

Happy to provide any logs (server or client) although nothing comes up on client side when clicking the button.

 
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I do have an issue with this mod though, the slot lock doesn't seem to work for myself or my friends playing on the server. You click the button, and the UI doesn't change and show the locks allowing for slot locking, I'm wondering if this is an issue with the change from first x slots locked to the new individual slot lock stuff.
Thanks for reporting. It is added to the 96 BBM optional mod, but not updated for the default 60 slots. It has been updated and added to the Mod Launcher for download.

However, this is something you can do manually for now on the server and it would be pushed to all friends as it is a server side configuration.

Head to:

V1.0-OutbackRoadies\Mods\V1-OutbackRoadies\Config\XUi\controls.xml

and replace the top part to:

<!-- Make cells not look like crap and item icons fit properly - KhaineGB -->
<kh60_backpack_item_stack controller="ItemStack" on_scroll="false" allow_dropping="true" prefix_id="false" show_favorites="false">
<rect controller="${controller}" style="kh60_itemStack, hover" collider_scale="1.0" on_scroll="${on_scroll}" allow_dropping="${allow_dropping}" prefix_id="${prefix_id}" show_favorites="${show_favorites}" tooltip="{tooltip}" >
<sprite depth="2" name="backgroundMain" sprite="menu_empty3px" pos="-3,3" width="63" height="63" color="[black]" type="sliced" fillcenter="false" />
<sprite depth="3" name="background" sprite="menu_empty3px" width="58" height="58" color="{selectionbordercolor}" type="sliced" globalopacity="true" fillcenter="false"/>
<sprite depth="2" name="highlightOverlay" width="57" height="57" color="{backgroundcolor}" pos="0,0" type="sliced" globalopacity="true"/>

<texture depth="3" name="backgroundTexture" material="Materials/Transparent Colored" size="58,58" globalopacity="true"/>
<sprite depth="8" name="favoriteIcon" width="24" height="24" sprite="server_favorite" pos="2,-2" foregroundlayer="true" visible="{isfavorite}"/>
<sprite depth="6" name="itemIcon" width="55" height="55" atlas="ItemIconAtlas" sprite="{itemicon}" pos="30,-25" pivot="center" foregroundlayer="true" color="{iconcolor}" />
<sprite depth="8" name="lockTypeIcon" width="17" height="17" sprite="{locktypeicon}" pos="2,-2" foregroundlayer="true"/>
<sprite depth="8" name="itemtypeicon" width="24" height="24" sprite="ui_game_symbol_{itemtypeicon}" pos="2,-2" foregroundlayer="true" visible="{hasitemtypeicon}" color="{itemtypeicontint}" />

<sprite depth="3" name="durabilityBackground" width="56" height="7" sprite="menu_empty3px" color="[darkGrey]" type="sliced" pos="1, -50" foregroundlayer="true" visible="{hasdurability}" />
<filledsprite depth="4" name="durability" width="56" height="7" sprite="menu_empty2px" color="{durabilitycolor}" fill="{durabilityfill}" type="filled" pos="1, -50" foregroundlayer="true" visible="{hasdurability}" />

<sprite depth="5" name="disabledOverlay" width="57" height="57" color="[darkGrey_half_alpha]" pos="1,-1" type="sliced" visible="false"/>

<label depth="7" name="stackValue" pos="-2,-45" width="55" height="17" text="{itemcount}" font_size="26" effect="outline" justify="{#hasdurability ? 'Center' : 'Right'}" />
<label depth="7" name="timer" pos="35,-38" width="55" height="21" font_size="24" justify="center" pivot="center" effect="outline" color="[beige]"/>
<sprite depth="9" name="cancel" sprite="ui_game_symbol_x" width="55" height="55" color="255,0,0,255" type="sliced" visible="false" foregroundlayer="true"/>
<sprite depth="13" name="assembleIcon" size="28,28" sprite="{stacklockicon}" color="{stacklockcolor}" visible="{isassemblelocked}" pos="14,-14" foregroundlayer="true"/>

<button name="rectSlotLock" depth="15" style="press, hover" width="65" height="65" visible="{userlockmode}" sprite="" hoverscale="1" use_selection_box="true">
<sprite depth="16" name="button" width="17" height="17" sprite="{# userlockedslot ? 'ui_game_symbol_lock' : 'ui_game_symbol_unlock' }" pos="50, -10" style="icon32px" pivot="center" color="{# userlockedslot ? '222,206,163' : '255,255,255' }" />
</button>
<sprite depth="15" name="iconSlotLock" width="13" height="13" sprite="ui_game_symbol_lock" pos="50, -7" style="icon32px" pivot="center" visible="{# userlockedslot and !userlockmode}" color="[white]" />
</rect>
</kh60_backpack_item_stack>




or simply add this slither at the bottom just before </rect>

<button name="rectSlotLock" depth="15" style="press, hover" width="65" height="65" visible="{userlockmode}" sprite="" hoverscale="1" use_selection_box="true">
<sprite depth="16" name="button" width="17" height="17" sprite="{# userlockedslot ? 'ui_game_symbol_lock' : 'ui_game_symbol_unlock' }" pos="50, -10" style="icon32px" pivot="center" color="{# userlockedslot ? '222,206,163' : '255,255,255' }" />
</button>
<sprite depth="15" name="iconSlotLock" width="13" height="13" sprite="ui_game_symbol_lock" pos="50, -7" style="icon32px" pivot="center" visible="{# userlockedslot and !userlockmode}" color="[white]" />




Thanks for reporting, as these things can sometimes slip past the quality control checks.

886kHax.jpeg


 
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Yes. A bit of Wombat Choco Poco and Fairy Bread. Nothing more than that.

 
Question, do I need to actually UNZIP this Large Outback Roadies World or just place the zipped file into the outback roadies folder? I am confused

 
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V1-Australia10K-OutbackRoadies.zip is extracted to the Mods folder.

It is a World within its own mod and can be read directly from the Mods folder.

It should be extracted to V1.0-OutbackRoadies\Mods\ and not within a folder of itself or it'll be double nested and unable to load. Within the top showing folder will be a ModInfo.xml file. This is necessary for the game to be able to load it.

If it's being used on the Mod Launcher, it helps to place it in the Modlets folder, as it'll be wiped if an update is added, which requires the World to be unzipped again.

Since the World is over 200mb, and one of the files alone is 200mb, it needed to be zipped so the hosting company accepts it. This reduces the overall size to about 30mb.

 
6906 Gaming kindly streamed an introductory YouTube to show how life begins in Outback Roadies.

It shares the challenges, benefits, and overall theme of Roadies in a group party setting.



 
Hello Arramus! if i wanted to add other npcs and zombies to the overhaul how would i go about doing that? Like the soldiers addon or raider girlz.

Also, could the same be done on any other overhaul?



slenderror1 said:
Hello Arramus! if i wanted to add other npcs and zombies to the overhaul how would i go about doing that? Like the soldiers addon or raider girlz.

Also, could the same be done on any other overhaul?
nevermind, disregard this one.

 
It looks like you figured things out. I'll just post a response as this is a common question in the Discords for how the Add On Packs work alongside some of the overhauls.

In the case of Outback Roadies, it is encouraged to add NPC Mod Add On Packs such as Darkstardragon's Raider Gurlz or Soldiers. They have been designed to simply add to the game play rather than replace. They are simply put in the Mods folder and will be seen in the biomes just as with the default entities and base NPC Mod characters.

 
Here's an update for Outback Roadies.

1. Changing naming to V1 rather than V1.0 or V1.1 for future compliance. Anyone downloading from the Mod Launcher will need to purge their V1.0 version and manually delete all references to V1.0. The new naming will be V1 from hereon. It was originally called V1.0 as that was the only option given in this forum for V1.0. It was assumed the used of b366, etc. would be the naming format based on that. However, things have moved to V1.1 and references to V1.0 are dated.

2. A new entity from Oakraven called the Oakraven Siren Head has been added as a boss type entity. It has its own elimination quest and resides in the Burnt by day, and Wasteland at any time. It will also appear in the Horde Night waves.

S4jIpLv.jpeg


3. FriendZ are joining the NPC Helpers. They are zombies with weapons with a 'Day of the Dead' ability to shoot weapons. They roam the biomes, can be hired with meat, and can be hired from the traders with a Hire Note. There are 8 to collect.

A7QjL94.jpeg


4. Fred was realigned on the spiders as a recent update made him float in the air. Remember shoot for the eyes above the fangs as shooting Fred is just a waste of ammo.

8xbX5Fg.jpeg


 
Here is the start of a play through from Jean's Gaming. Jean streams all of the overhauls and likes to ramp up Horde Night to those 100 per player or more (when solo) settings and takes some things to the extreme. All in all, it's a very thorough introduction to the basics for those first few levels.



 
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