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.
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.
This is 3 POIs connected as a T3. We have ‘Crapper’, ‘Trapper’, and ‘Dapper’ for hygiene, hunting, and attire. ^^
Gold Rush offers a T2 quest.
Gee Gee is a T1 stable.
This image shows how the Old West generally expands with an intersection with two buildings at each end to cap them off.
Another example of the Trader spawning at the Gateway tile.
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.
- OldWestMigration-Outskirt (Adds another Old West around the Old West)
- OldWestMigration-RailtrackOutskirt (Adds another Old West around the Old West but this one has a rail track)
- 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. ^^
2. The Old West surrounded by more Old West but with its own Rail Track loop.
3. The Old West surrounded by rural POIs.
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.
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
Here is a small update that adds an additional POI:
Bank 01 (A T3 Quest POI hooked up for Fetch, Clear, and Restore Power)
It is a more challenging POI with some stronger type entities but the rewards are also worth the effort. It is a strip type POI at 25 x 50 and uses both ground level and underground to route players to the end loot. There are plenty of keys to unlock to keep in context with the Bank style location.
Here it spawned across from the Sheriff and next to the Gold store. ^^
The forum topic of the mod is here.
Credits: Arramus