Old West Migration

7 days to die old west migration, 7 days to die trader, 7 days to die quests, 7 days to die biomes, 7 days to die prefab

Old West Migration is a small mod that provides the following:

  • Increases the size of the Old West tiling system.
  • Increases the amount of Old West settlements being created in a RWG.
  • Adds a gateway Trader to the Old West tiling system.
  • Adds custom Old West POIs that can be quested and are in context with the Old West theme.
  • Converts remnant and decorative default POIs to quest POIs.
  • Adds a custom tile to expand the current TFP selection.
  • Adds decoration POIs to the desert and forest biomes in context with the Old West theme.
  • Allows players to add the ‘rural’ POIs as an outskirt district which surrounds the Old West (Optional by uncommenting the xml)
  • Allows players to add the ‘oldwestoutskirt’ tiling system with rail track which surrounds the Old West and adds more Old West POIs (Optional by uncommenting the xml)
  • Allows players to add another Old West tiling system around a central Old West tiling system. Central as base and outskirt as expansion.

Here are a few images to demonstrate.

This image shows the Old West running straight up from the Trader and forking off to the left and right. The Trader sits on a Gateway tile and the default is tarmac road. It is possible to change this tarmac to gravel but it will be like that for every Trader in the World. This is a small trade off. This tiling system covers 5 tiles of Old West tiles.

7 days to die old west migration additional screenshot 1

The length of each straight is quite long but game play is smooth since these POIs do not require heavy rendering.

Bubbles is a T3 custom POI. It has been repurposed and rerouted from a default POI. Downstairs is an innocent ‘soda fountain’ establishment while upstairs offers something stronger.

7 days to die old west migration additional screenshot 2

This is 3 POIs connected as a T3. We have ‘Crapper’, ‘Trapper’, and ‘Dapper’ for hygiene, hunting, and attire. ^^

7 days to die old west migration additional screenshot 3

Gold Rush offers a T2 quest.

7 days to die old west migration additional screenshot 4

Gee Gee is a T1 stable.

7 days to die old west migration additional screenshot 5

This image shows how the Old West generally expands with an intersection with two buildings at each end to cap them off.

7 days to die old west migration additional screenshot 6

Another example of the Trader spawning at the Gateway tile.

7 days to die old west migration additional screenshot 7

The mod expands the default rwgmixer.xml to make a few changes as follows:

  • It sets the spawn_trader to true. This can be toggled between true and false or simply deleted if you prefer to play without a trader in the Old West.
  • It changes the minimum ‘mintiles’ and maximum ‘maxtiles’ amount of tiles that the Old West can use when a World is being generated for tiny (0,5000 size), small (5000,7000 size), medium (7000,10000 size), and large Worlds (10000, 16000 size).
  • It changes the amount of times the Old West will spawn individual tiling systems around the World based on the few, default, and many setting where set.

These are easy enough to customise in the Config > rwgmixer.xml file.

<configs>

	<set xpath="/rwgmixer/township[@name='oldwest']/property[@name='spawn_trader']/@value">true</set>
	<set xpath="/rwgmixer/world[@name='tiny']/property[@class='oldwest']/property[@name='mintiles']/@value">3</set>
	<set xpath="/rwgmixer/world[@name='tiny']/property[@class='oldwest']/property[@name='maxtiles']/@value">5</set>
	<set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='few']/@value">2</set>
	<set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='default']/@value">3</set>
	<set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='many']/@value">4</set>	
	<set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='mintiles']/@value">3</set>
	<set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='maxtiles']/@value">6</set>
	<set xpath="/rwgmixer/world[@name='medium']/property[@class='oldwest']/property[@name='few']/@value">3</set>
	<set xpath="/rwgmixer/world[@name='medium']/property[@class='oldwest']/property[@name='default']/@value">4</set>
	<set xpath="/rwgmixer/world[@name='medium']/property[@class='oldwest']/property[@name='many']/@value">5</set>	
	<set xpath="/rwgmixer/world[@name='medium']/property[@class='oldwest']/property[@name='mintiles']/@value">4</set>
	<set xpath="/rwgmixer/world[@name='medium']/property[@class='oldwest']/property[@name='maxtiles']/@value">6</set>
	<set xpath="/rwgmixer/world[@name='large']/property[@class='oldwest']/property[@name='mintiles']/@value">4</set>
	<set xpath="/rwgmixer/world[@name='large']/property[@class='oldwest']/property[@name='maxtiles']/@value">6</set>
	
	<append xpath="/rwgmixer">	
	
	<streettile name="rwg_tile_oldwest_corner_02">
		<property name="maxtiles" value="1"/>
		<property name="mintiles" value="1"/>
		<property name="maxdensity" value="120"/>
	</streettile>
	
	<streettile name="rwg_tile_oldwest_straight_02">
		<property name="maxtiles" value="1"/>
		<property name="mintiles" value="1"/>
		<property name="maxdensity" value="120"/>
	</streettile>

	</append>	

</configs>

In addition there is an Options Folder. This allows you to further customise the Old West in 3 ways using the ‘outskirt’ option which adds a ‘suburb’ around the central base tiles.

  1. OldWestMigration-Outskirt (Adds another Old West around the Old West)
  2. OldWestMigration-RailtrackOutskirt (Adds another Old West around the Old West but this one has a rail track)
  3. OldWestMigration-RuralOutskirt (Adds the TFP rural tiling system around the Old West for a farming suburb)

1. The Old West surrounded by more Old West. ^^

7 days to die old west migration additional screenshot 10

2. The Old West surrounded by more Old West but with its own Rail Track loop.

7 days to die old west migration additional screenshot 11

3. The Old West surrounded by rural POIs.

7 days to die old west migration additional screenshot 8

In addition, there are a variety of Decoration POIs that will spawn randomly and at a regulated amount in the Biomes. Here are a few examples.

7 days to die old west migration additional screenshot 9

The custom POIs have some of the ‘key’ triggers to unlock doors. These rarely work unless the Client also installs the POIs. While this is a Server Side Only mod, this issue with the ‘key’ triggers may be noticed if it’s used on a dedicated server. This has been reported as a potential bug.

Terms of Use

  • Content within the Old West Migration Modlet (xml and Prefabs) can be freely integrated into Modpacks and Overhauls ‘as is’ or customised to match the context of their use.
  • This Modlet expands on The Fun Pimps’ default Old West area of 7D2D. Please do not use any content within this Modlet for creations which perform a similar function.
  • The Old West Migration Modlet is open to collaboration ideas upon request.

Changelog

Added a new T1 clear and fetch to the Mod.

It is another Station variant to support the railtrack option but will still appear in the regular street as well.

7 days to die old west migration changelog screenshot 1

A small update.

There is now an options folder bundled with the Old West Migration mod as follows:

The folder is called OldWestMigration – Options Folder.

It contains 3 expansion mods that can change the regular Old West tiling system. Two have been posted about already but required manually setting them up. These mods will do that automatically when taken out of the Options Folder and placed in the Mods folder so it can launch.

  1. OldWestMigration-Outskirt (Adds another Old West around the Old West)
  2. OldWestMigration-RailtrackOutskirt (Adds another Old West around the Old West but this one has a rail track)
  3. OldWestMigration-RuralOutskirt (Adds the TFP rural tiling system around the Old West for a farming suburb)

Pictures for 1. and 2. are already in the description. Here is a pikkie for 3. The central road is for the base Old West and the surrounding tiles are for the Outskirt Old West. It is a convenient way to grow the town using a nice feature of the tiling system.

7 days to die old west migration changelog screenshot 2

Download

The forum topic of the mod is here.

Credits: Arramus

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