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(V1) Preppocalypse

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Thank you for the feedback. Here is some clarification on certain features.

The Preppo Torque configuration settings and 4x4 Torque configuration settings are identical as follows:

<property name="motorTorque_turbo" value="3500, 1500, 4500, 2000"/>

However, some vehicles are given different physics and collision properties. That is done in the Unity application where it is set up for 7D2D. If the Preppocalyptic vehicle was given similar physics to the 4x4 it would certainly get up those inclines easier, but the slightest bump would send it spinning and bouncing around the screen, and it looks really out of context. The buggies and big wheelers are in context for that and generally work out better on those slopes. With turbo and reasonable inclines, the Preppo vehicle received some favorable feedback prior to release and it was left at that. It was primarily added as a token gesture vehicle, because there are already some awesome vehicle mods out there.

Ragsy's Vehicle Madness is fully compatible with Preppocalypse and is encouraged to be used on the introduction in the Mod Launcher. It offers a heap of alternative vehicles for road and off road context.



The same for bdub's vehicles. These vehicle mod packs have been in the community for years, and the intention was just a token gesture in the Preppo Car with these vehicle packs being the go to choices.





The Preppo Car is rough around the edges, and does need the new V1.0 mod attachments properly hooked up for the visuals. It was kindly brought into game by the EndZ team in A21. They are very much working on updating EndZ, but still found time to get the essentials in place to make it V1.0 compatible. For that, it's certainly working out, and the final touches will come in time.

As for vehicle repairs, here is how it works.

The Preppo Car has 15000 HP compared to 8000 for the 4x4.

With no Skill in Grease Monkey, each Repair Kit gives 1000 HP. That'll take 15 to repair the Preppo Car, and 8 to repair the 4x4.

This never used to be a thing in A20, but became a new dynamic in A21 and now V1.0.

However, if you Max Out Grease Monkey Skill Perk, that will all change as Repair Kits become more efficient.

At Grease Monkey Skill Perk 4, that 1000 HP for 1 Repair Kit, now jumps up to just over 8000 HP. At Grease Monkey Skill Perk 4 it will require 2 Repair Kits to fully repair that 150000 HP requirement.

For the 4x4, it will add 5000 HP for that Repair Kit, since it has a proportional gain to overall health. It will go from 70 HP to 5070 HP respectively. This is a default dynamic, and the Preppo Car actually does pretty well out of it.

No Grease Monkey Skill Perk.

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Only 1000 HP per Repair Kit, and a heap of resources.

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Grease Monkey Skill Perk 4 with more efficient Repair Kits.

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8K+ for the first Repair Kit which exceeds the total of a 4x4.

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Fully repaired with 2 Repair Kits.

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Here's a small update for Preppocalypse:

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, and by association Preppocalypse. They include:

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

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

- 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.)

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

2. Slight rebalancing of Quality of Life features:

- Increase in shale allowance.
- Slight reduction in stone and sand probability.

- Adding hooks to fish trap loot.

- Increasing amount of crawfish and probability chance.

- Increasing minimum of honey comb.

- Increasing 1 Chicken to 1,2 chance on hit.

- Increasing Chicken from 0.7 to 0.8 probability.

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nice modpack as usual :)  i have tried to use "96 Slot Bigger Backpack Mod - Preppocalypse (V1)" but then the inventory is not visible anymore. needs an update? or am i doing something wrong? installed prepo and the backpack mod via modlauncher

 
Here's the problem with the Mod Launcher, and I guess it has been installed as a modlet through the modlets add on area.

If the mod is added directly into the Mods folder, it will load properly.

If it is loaded through the Mod Launcher modlets area, it will not load properly. This is because the Mod Launcher reading the description rather than the name. It has been reported as an issue, and it'll be worked out in time. It is one of a few things to be updated.

Load order is important.

V1-Preppocalypse folder loads first.

V1-Preppocalypse-KHA21-96BBM loads second and makes some changes to V1-Preppocalypse folder.

The Mod Launcher is changing the load order, and there is conflict.

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Two ways to resolve it.

1. Simply place V1-Preppocalypse-KHA21-96BBM in the Mods folder. However, this will need to be done again any time you update Preppocalypse.

2. Keep the mod in the modlets folder but change the wording in the ModInfo.xml from:

<DisplayName value="Khaine's 96-slot Bigger Backpack Mod for Preppocalypse" />

to

<DisplayName value="V1-Preppocalypse-KHA21-96BBM" />

Here is how it will look if you accept option 2.

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And when in game.

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Here is an update for Preppocalypse:

1. Magnum Janitor Bub

This new zombie is a nod to 'Day of the Dead' and the zombie character Bub. It is considered Bub has military background based on his functional knowledge of how to use a weapon, regardless of his zombie state. He carries two magnum revolvers and is hooked up to Janitor Sleeper Groups, Horde Night, and the Biomes. There is also a 'Radiated' version who will be in special POIs, the Wasteland, and Horde Night.

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As with other special Prepper zombies, he has his own elimination Quest that requires the player to use a Magnum Revolver to complete it. The Radiated version has no weapon requirement, and is hooked up to the Special Radiated Quest.

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Here is Bub standing outside his Bub's Gun Range POI in the Old West.

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1. POI Updates

Here is a new POI for the Old West Migration Mod and by association it is added to Preppocalypse. It is called 'Old West Church of the Snek' and supports all possible Quest types for T5 and T6 Infested. It is a repurposed and expanded default POI with a greater density of zombies and more challenging default types.

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Meat Loaf POI was given double doors for the main entrance and matching colored doors elsewhere.

 
Here's the problem with the Mod Launcher, and I guess it has been installed as a modlet through the modlets add on area.

If the mod is added directly into the Mods folder, it will load properly.

If it is loaded through the Mod Launcher modlets area, it will not load properly. This is because the Mod Launcher reading the description rather than the name. It has been reported as an issue, and it'll be worked out in time. It is one of a few things to be updated.

Load order is important.

V1-Preppocalypse folder loads first.

V1-Preppocalypse-KHA21-96BBM loads second and makes some changes to V1-Preppocalypse folder.

The Mod Launcher is changing the load order, and there is conflict.



Two ways to resolve it.

1. Simply place V1-Preppocalypse-KHA21-96BBM in the Mods folder. However, this will need to be done again any time you update Preppocalypse.

2. Keep the mod in the modlets folder but change the wording in the ModInfo.xml from:

<DisplayName value="Khaine's 96-slot Bigger Backpack Mod for Preppocalypse" />

to

<DisplayName value="V1-Preppocalypse-KHA21-96BBM" />

Here is how it will look if you accept option 2.



And when in game.



we have chosen the 2nd option and chagned the wording inside modinfo.xml. works fine now. thank you :)

 
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Preppocalypse received a small update as follows:

Super Special Catacorn

This is an Old West POI sitting on a 25 x 50 slot for T4 and all Quest Hooks Ups. The name 'Catacorn' is a play on Catacomb and Corn. That explains it all.

Vehicle Mods

It can be a real slog at times to find vehicle mods, and multiple play through Worlds with the new progression system can make longer journeys a touch restrictive and limiting without their benefits. To offset that, vehicles mods will be a little easier to find when looting vehicles. This maintains the context and will give the looters and salvagers an additional worthy asset on a more frequent basis.

5K Custom RWG for October
On a monthly basis since V1.0 was released, RWGs have been shared with small customised updates to add in Preppo POIs where they are not always being placed due to the small World size and competition. Anything above 5K is generally distributing very well, with larger Worlds being nicely populated. The new trader progression system suits 5K very well for SP and this World is fully up to date. It has 1 player start spawn point in a decent location with two Trader Rekts in visual range with one supporting an Old West Town and the other a Forest Town.

https://www.nexusmods.com/7daystodie/mods/5295?tab=files

(FYI - The 5K World is only compatible with V1.1 (b4) due to a V1.0 bug with player signs.)

 
Code:
perkLockPickingRank1Desc,progression,perk Per,,,Cat Burglar,,Fassadenkletterer,,,,,,,,,,,
FishTrapBaited,blocks,Block,,,[66ff00]Baited Stage,,[66ff00]Köderphase,,,,,,,,,,,
foodCrawfishBoil,items,Food,,,Crawfish Boil,,Langusteneintopf,,,,,,,,,,,
DrillGasCan,items,Item,,,Prepper Drill Gas Can,,Prepper Drill Benzinkanister,,,,,,,,,,,
lblCategoryAmmoPressRegularAmmo,UI,Tooltip,,,Regular Ammo,,Standard Munition,,,,,,,,,,,
lblCategoryAmmoPressHPAmmo,UI,Tooltip,,,HP Ammo,,HP Munition,,,,,,,,,,,
lblCategoryAmmoPressAPAmmo,UI,Tooltip,,,AP Ammo,,PB Munition,,,,,,,,,,,


Hi arramus,

i have found some wrong german translations during my playtime, above are the corrections.

greetings Scomar

 
Thank you Scomar. That's kind of you to share these ones because they are very custom, and there's nothing to match. I shall add these alternative corrections in the next update.

 
@arramus So I was doing some checking around today for some things I may have missed in the mod and I found a couple traps you must have added. 

Trap- Cactus

Trap- Tar

Feedback for both of them

Trap- Cactus

I want to try this out, it sounds interesting however I do think the 20 Yucca fruit is a bit cost prohibitive to make these? It's also eating up 12 Regular nails, and 12 steel nails along with Glue. (ouch, ouch ouch). Without even knowing the stats on this trap I feel like one zombie is going to hit it and it completely get trashed. So I am hesistant about creating it, is it meant to be this high? Oh man, and I even see the 12 forged iron on it as well. 

Trap Tar- You must be a fan of Fortnite save the world, because I used to love the TAR Pit trap, so I made a few of these and was disappointed on how small they were. Is it possible to get them to be bigger? Small complaint if not no big deal. 

 
@arramus So I was doing some checking around today for some things I may have missed in the mod and I found a couple traps you must have added. 

Trap- Cactus

Trap- Tar

Feedback for both of them

Trap- Cactus

I want to try this out, it sounds interesting however I do think the 20 Yucca fruit is a bit cost prohibitive to make these? It's also eating up 12 Regular nails, and 12 steel nails along with Glue. (ouch, ouch ouch). Without even knowing the stats on this trap I feel like one zombie is going to hit it and it completely get trashed. So I am hesistant about creating it, is it meant to be this high? Oh man, and I even see the 12 forged iron on it as well. 

Trap Tar- You must be a fan of Fortnite save the world, because I used to love the TAR Pit trap, so I made a few of these and was disappointed on how small they were. Is it possible to get them to be bigger? Small complaint if not no big deal. 
Thank you for the feedback.

For your reference, these traps have been there since A20. They are also added to the quest progression for Prepper Stockpile Part 3 to ensure they are acknowledged and introduced.

It sounds like you may not have reached this stage of the Prepper Stockpile progression or skipped it. They were added to the Prepper Stockpile quest as a way to introduce them, and pick up some rewards for at least making 1 of each to offset any initial cost. The purpose of the quest is to introduce them, and test them to see if they're worthy as a common trap.

It sounds like the feedback is primarily related to the resource requirements in the recipe, and a feature request for block size.

The Tar Trap and Cactus Trap do not degrade as a zombie walks on them, as with degradation of other traps. As such they do not passively degrade and have to be actively damaged to lose HP. They are very reliable, and can be repaired, or picked up when their health is at 100%. When placed in a bottleneck area, they provide the player with time and softening up since they can quite dramatically slow them down and reduce health when paired. It only requires one of each in a bottle necked area to have a pretty major impact. This also gives reason to why they are 1 block in size as they are designed for 'bottle necked tower defense' rather than broad spread usage.

Since they can be damaged by splash damage from cop spit, clawing, fire, shots, and explosions, it helps to keep them tucked away or closer to the player where they can be repaired as needed. We really don't need many of these in a defensive set up. But if you haven't tested them yet, that waits to be seen.

 
"Prepper Stockpile Part 3 "

Hmm I don't know if I've ever seen this? Ive been doing trader missions and I'm on Tier 6 now 

 
When a player first appears in the World, there is a Note in the toolbelt for a variety of quests. One of them is Prepper Stockpile Quest. This is a series of group quests from 1 - 6. It introduces a number of custom features including the Traps. Each phase has 5 activities with 30 activities in total. And each phase rewards 2 Skill and a gift. Maybe you read it, and it's in the quest list, but simply not acted on.

 
To help me select trader quests based on custom Preppocalypse POIs, I put together a modlet that adds a yellow 'P' after the name of POIs introduced by the Preppocaypse mod and a 'W' for POIs from the Old West Migration mod.

The inspiration was Cautious Pancake's New POI Highlight modlet (https://www.nexusmods.com/7daystodie/mods/5342)

I tested it briefly in 1.0 stable with a standard Preppocalypse install in the Mods folder and with Preppocalypse as an overhaul install in the Mod Launcher. 

This works best with Traders Show POI Names (Robot Edition): https://www.nexusmods.com/7daystodie/mods/4944 

You can grab the Flatlander Preppo POI Highlight modlet here

https://github.com/flatlanderone/Preppo-POI-Highlight/releases/

You should see the modlet in action in my next 7DTD stream on https://www.youtube.com/@flatlanderone

 
Is there a Discord for this mod?
Not at the moment Tatia because managing a Discord server can become quite a consuming activity. I assist in the Mod Launcher, and The Wasteland Discord as an admin/mod and am currently getting the Wild West Mod to public release version with other team members. Once things settle down, I am willing to discuss it with community members who are willing to take an active role.

 
Here's an update for Preppocalypse:

1. Double Trouble 'Toilet' Pistol

The Double Trouble Pistol cannot be crafted. It can only be found in toilets and at the traders. However, players also receive a lower quality one in their Starter Kit which replaces the Pipe Pistol. Weapons found in toilets (Pistol, Knife, and now Double Trouble Pistol) are now Game Staged and will increase in Quality as the player progresses. The reason is because players already start with a level 2-3 knife and toilet knives become redundant from Day 1. In addition, the Double Trouble Pistol cannot be crafted and this offers a way to find it for Q1 ~ Q5. It can also be bought at the Traders at Q6.

Why is it called Double Trouble Pistol?
- It can fire a burst of two shots.
- It uses .22 Short ammo that can be crafted on the player in the backpack or on a workbench.
- It holds 22 rounds.
- One other toilet connection to No. 2's.

It is a repurposed Pistol but has trade offs. It does half damage of a Pistol, which also places it lower than the Pipe Pistol, but has a capacity of 22 rounds. The light ammo make its durability higher than a pistol as well. It has less range but is more stable to fire. These traits resemble the real life version for this caliber in many areas.

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.22 Short Ammo is a small caliber round with limited stopping power. The Double Trouble Pistol has a hire rate of fire and has that 2 shot burst capability. It can be very useful when needed, and will serve players well for those initial few days.

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Since they cannot be crafted, and only found in loot, it will be possible to increase its level as your loot stage increases. I didn't get lucky this time, but better than a handful of No. 2's.

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2. RWG Mixer

Floppy Games POIs is not getting placed so much these days as the commercial area has a lot of competition in V1. This is a good thing, but it would be nice to see a placement or two in RWG without needing to manually add an instance to the World. This updated setting may help... It may require an increase in the future, or even an expansion to the Industrial region since it has that electronics theme.

 
In preparation for the update from b14 experimental to stable, here are some updates:

1. Preppo Pass-N-Gas Plaza

- This default POI has been upgraded from a T3 to T5 with Preppo entities. The default version can still appear, but this take over version will be added to the mix.

It also supports Infested for that T6 hook up. It follows orthodox routing, but the challenge will be noticeably different. This will added further opportunity for higher Game Stage.

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2. .22 Short Ammo

- .22 Short Ammo has crafting time reduced from 3 seconds to 1 second.

- .22 Short Ammo can be crafted on the Ammo Press, in addition to on the player and workbench.

3. POI Bias and Location

Floppy Games Workshop POI and Bunkerlands are being placed a lot less in V1.1. To offset the decrease, they can both be placed in the commercial and industrial zones. They still don't appear as much as they used to even, with a much heavier RWG weighting applied, but they are starting to appear again at least.

 
Now that 7D2D has moved to Stable, that will resolve the console error for POIs with custom player signs added to custom POIs.

Here is a small update for Preppocalypse:

1. The Prepper Animal Hoarder

The Country Town tile area has the animal hoarder POI which is a 7 Days classic. Since we are forced to start in a Country Town type area with Trader Rekt, it has been repurposed as a Prepper POI with Preppo connections. It upgrades from T2 to T3 and is hooked up to all Quest types...

The twist is... it will have the Preppo animals such as 'Bad Bunny', 'Mutant Snake', and 'Battle Chicken'... along with the others. However, it is Game Staged, and will be moderate to begin with. The original will still appear as the T2 version and they will be easy to distinguish.

There are now a pretty nice spread of custom POIs ranging from repurposed default POIs to custom POIs built from the ground up. The overall goal is to ensure they are spread through Rural, Country Town, Commercial, Industrial, Downtown, and all other areas. The Old West is already very well catered for with 75+ custom POIs, some of which are also repurposed but really fit in.

This is the front of The Prepper Animal Hoarder. It's hard to mistake it for the default type. Be careful down there as it is a little more expanded.

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