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Showing content with the highest reputation on 10/16/2019 in all areas

  1. 1 point
    DISCONTINUED: Sorry to all but after much consideration I will no longer be updating or supporting any of my 7 Days mods. These modlets are my humble attempt at yet another UI mod. These modlets will work with Alpha 17.4 and most work with A18 as well. These modlets add some extra HUD bars and info to the UI as well as rework the toolbelt and make a few other changes. Simple UI 4 Digit Craft Makes it so you can enter a 4 digit number when crafting. Simple UI 4 Digit Craft v1.0 A17 only. This is no longer needed in A18 Simple UI Bigger Backpack 60 Increases backpack size to 60 slots Not compatible with Simple UI Bigger Backpack 120 Not compatible with Simple UI Bigger Backpack 120 + Player Built Storage Simple UI Bigger Backpack 60 v1.1 A17 version Simple UI Bigger Backpack 60 v1.2 A18 version Simple UI Bigger Backpack 120 Increases backpack size to 120 slots Not compatible with Simple UI Bigger Backpack 60 Not compatible with Simple UI Bigger Backpack 120 + Player Built Storage Not compatible with Simple UI Player Built Storage Requires a 16:9 resolution or better Simple UI Bigger Backpack 120 v1.1 A17 version Simple UI Bigger Backpack 120 v1.2 A18 version Simple UI Bigger Backpack 120 + Player Built Storage Increases backpack size to 120 slots Increases player built storage to 143 slots Not compatible with Simple UI Bigger Backpack 60 Not compatible with Simple UI Bigger Backpack 120 Not compatible with Simple UI Player Built Storage Requires a 16:9 resolution or better Requires a new save to avoid errors with old containers Simple UI Bigger Backpack 120 + Player Built Storage v1.1 A17 version Simple UI Bigger Backpack 120 + Player Built Storage v1.2 A18 version Simple UI Compass Two indicators were added to the top and bottom of the compass to show which way you're facing. Outside temp, and Elevation added to the right of day and time under the compass. Simple UI Compass v1.1 Simple UI Crafting Queue Increases crafting queue from 4 spaces to 5 spaces. Simple UI Crafting Queue v1.0 Simple UI Forge Input Increases forge input from 2 spaces to 3 spaces. Simple UI Forge Input v1.0 Simple UI Left HUD Food and Water bars added to the bottom left HUD. (below health) Feels like temp added to the bottom left HUD. (above stamina) Has a toggle to the right of the water bar to toggle the food and water display Not compatible with any other left hud modlet Simple UI Left HUD v1.6 Simple UI Left HUD Buff Timers Food and Water bars added to the bottom left HUD. (below health) Feels like temp added to the bottom left HUD. (above stamina) Buffs with timers added. Has a toggle to the right of the water bar to toggle the food and water display Not compatible with any other Left HUD modlet Simple UI Left HUD Buff Timers v1.6 Simple UI Left HUD No Temp Food and Water bars added to the bottom left HUD. (below health) Has a toggle to the right of the water bar to toggle the food and water display Not compatible with any other Left HUD modlet Simple UI Left HUD No Temp v1.6 Simple UI Left HUD No Temp Buff Timers Food and Water bars added to the bottom left HUD. (below health) Buffs with timers added. Has a toggle to the right of the water bar to toggle the food and water display Not compatible with any other Left HUD modlet Simple UI Left HUD No Temp Buff Timers v1.6 Simple UI Player Built Storage Increases player built storage to 140 slots Not compatible with Simple UI Bigger Backpack 120 Not compatible with Simple UI Bigger Backpack 120 + Player Built Storage Requires a 16:9 resolution or better Requires a new save to avoid errors with old containers Simple UI Player Built Storage v1.0 Simple UI Toolbelt Enlarged toolbelt slots. Toolbelt slots now have key numbers in top left corner. Toolbelt holding color is now green. Player level with icon added to the top left of the toolbelt. Player deaths with icon added to the bottom left of the toolbelt. Zombie kill counter with icon added to the top right of the toolbelt. PVP kill counter with icon added to the bottom right of the toolbelt. Simple UI Toolbelt v1.0 A17 version Simple UI Toolbelt v1.2 A18 version Simple UI Vehicle Storage Increases all vehicle's storage to 90 slots Requires a 16:9, 16:10, or better resolution (unless used with Simple UI Bigger Backpack 60) You will not see the increased vehicle storage size until picking up your vehicle and placing it back down. Simple UI Vehicle Storage v1.0 Installation Download the zip files of your choice and extract the Mods folder to your 7 Days To Die installation directory "\steamapps\common\7 Days To Die" Notes May not be compatible with other UI modlets. Nexusmods Link Nexusmods Github Link Github Screenshots BIG PROPS THANKS AND CREDITS Big props, thanks, and credit go to the following. Russiandood - For the great screenshots Dust2Death - Adding a 4th Digit to the crafting menu box Red Eagle LXIX - For the example on how to put a toggle on the hud
  2. 1 point
    UPDATE-TIME COMPOPACK_39(for Alpha18_exp_built143) is out now !!! after 10 days working on it its done - CP has arrived A18 now mainthing was to bring the prefabs from A17 to A18 and do the blockconverting. But I have made some cool improvements that makes the variety and the look of the towns even better to get it go to the FIRST-POST here are the Changes in detail: changelog CP39: A17 work: - repaired xcostum_CityPark(by_Spider) changed cabinettextures to stonetextures - repaired xcostum_nepa_base(by_Eihwaz) (changed yoffset to -2 and copyairblocks=True) ********************************************************************************************************************************************* - EXECUTED CONVERTION FROM A17 to A18 !!! (62 blocks has changed/namechanged or removed - thx Pille for the whole work on the Conversation) *********************************************************************************************************************************************** A18 work: (work in build 139): - removed prefab: xvanilla_cornfield_md - removed prefab: xvanilla_cornfield_sm - removed prefab: xvanilla_potatofield1 - renamed xvanilla_army_camp(universal) to xcostum_army_camp(universal) - renamed xvanilla_Trailerhousemix01 to xcostum_Trailerhousemix01 - renamed xvanilla_Trailerhousemix02 to xcostum_Trailerhousemix02 - renamed xvanilla_Trailerhousemix03 to xcostum_Trailerhousemix03 - renamed xvanilla_Trailerhousemix04 to xcostum_Trailerhousemix04 - took over all relevant A18-Vanilla-Prefabs that can spawn in RWG (amount of 335) - new prefix: xvanilla_ (because of nasty waterblock-bug and xml-modifications that are needed for better spawning (Allowed Township / Allowed Zone / Allowed Biome) - changed block257 : waterMovingBucket to block 256 : terrWaterPOI (in all prefabs) - changed block258 : waterMovingBucket to block 256 : terrWaterPOI (in all prefabs) - changed block259 : waterMovingBucket to block 256 : terrWaterPOI (in all prefabs) - changed block260 : waterMovingBucket to block 256 : terrWaterPOI (in all prefabs) replaced missing waterblock (id256) in following prefabs: "vanilla_abandoned_house_08.tts" "vanilla_cabin_11.tts" "vanilla_cave_01.tts" "vanilla_cave_02.tts" "vanilla_factory_lg_02.tts" "vanilla_hotel_new_01.tts" "vanilla_hotel_roadside_02.tts" "vanilla_house_modern_04.tts" "vanilla_house_old_ranch_03.tts" "vanilla_oldwest_business_04.tts" "vanilla_oldwest_watertower.tts" "vanilla_remnant_house_02.tts" "vanilla_school_k6.tts" "vanilla_skyscraper_01.tts" "vanilla_utility_waterworks_01.tts" "vanilla_water_tower_01.tts" "vanilla_water_tower_02.tts" "vanilla_water_tower_03.tts" (work in build 143): - exchanged all old xvanilla_ xml's with the new better b143-versions - exchanged prefab xvanilla_house_old_pyramid_02 with better new b143-version - exchanged prefab xvanilla_settlement_trader_04 with better new b143-version - generated the new stats xml-entry for every CP-prefab - fixed b143vanilla bug in xvanilla_bombshelter_lg_01.xml (removed ""-Sleeper-Entries) (vanillab143bug!) - repaired block256 : terrWaterPOI - reset Rotation and Meta to 0 (in all Prefabs) (vanillab143bug!) - repaired block1 : terrStone - reset Rotation and Meta to 0 (in all Prefabs) - repaired block2 : terrainFiller - reset Rotation and Meta to 0 (in all Prefabs) - repaired block5 : terrDirt - reset Rotation and Meta to 0 (in all Prefabs) - repaired block6 : terrForestGround - reset Rotation and Meta to 0 (in all Prefabs) - repaired block7 : terrBurntForestGround - reset Rotation and Meta to 0 (in all Prefabs) - repaired block15 : terrDestroyedStone - reset Rotation and Meta to 0 (in all Prefabs) - repaired block17 : terrGravel - reset Rotation and Meta to 0 (in all Prefabs) - repaired block18 : terrAsphalt - reset Rotation and Meta to 0 (in all Prefabs) - repaired block19 : terrConcrete - reset Rotation and Meta to 0 (in all Prefabs) - repaired block0 : air - reset Rotation and Meta to 0 (in all Prefabs) - exchanged block2065 : cntShoppingBasketEmpty to block2067 : cntShoppingBasketRandomLootHelper (in all Prefabs) - exchanged block2066 : cntShoppingBasket to block2067 : cntShoppingBasketRandomLootHelper (in all Prefabs) - exchanged block2062 : cntShoppingCartEmpty to block2064 : cntShoppingCartRandomLootHelper (in all Prefabs) - exchanged block2063 : cntShoppingCart to block2064 : cntShoppingCartRandomLootHelper (in all Prefabs) - exchanged block2091 : cntBackpack01 to block2111 : cntBagsRandomLootHelper (in all Prefabs) - exchanged block2093 : cntBackpack03 to block2111 : cntBagsRandomLootHelper (in all Prefabs) - exchanged block2094 : cntDuffle01 to block2111 : cntBagsRandomLootHelper (in all Prefabs) - exchanged block2095 : cntSportsBag01 to block2111 : cntBagsRandomLootHelper (in all Prefabs) - exchanged block2096 : cntSportsBag02 to block2111 : cntBagsRandomLootHelper (in all Prefabs) - exchanged block2097 : cntPurse01 to block2111 : cntBagsRandomLootHelper (in all Prefabs) - exchanged block2098 : cntSuitcase to block2111 : cntBagsRandomLootHelper (in all Prefabs) - removed file from prefabsfolder: xvanilla_hospital_02.ins (vanillab143bug!) - removed file from prefabsfolder: xvanilla_house_new_mansion_03.xml (vanillab143bug!) - added new prefabs: xcostum_7EndStore(by_Jackelmyer) xcostum_Adam_House_Z1(by_DMC) xcostum_CanucksCoffee(by_Genosis) xcostum_Dave_Home_2(by_DMC) xcostum_InsaneAsylum(by_Genosis) xcostum_IZEA_market(by_Genosis) xcostum_Lost_Joels(pseudo-trader)(by_DMC) xcostum_QuietPinesSpecial(by_hernan) - reworked all xvanilla-xml's again rwgmixer: in principe the structure of the CP-RWGMIXER is still the same like CP38 there is still the multiple-township-system with 9 different townships i brought to the CP in A17 - but its much more improved now And the mainpoint is that A18-RWG generaly seems to work like it should (very less errors or wierd creations) As you know the A18-RWG-maps are generated as Islands now. So also the CP39-RWG-maps will spawn as Islands ! - removed/renamed the old xvanilla_ - poi's - implemented all vanilla-pois to be xvanilla_-poi's now (also the new A18-prefabs) - made all relevant changes on the wilderness-traders (min_repeat_distance="500" so about every 500blocks should be a trader now) - set sizes to all several townships (but seems to not work - it has simply no effect - the towns are as big like they would, totally randomly IMO its not possible to bind a specific township to a specific size !!! this is bad !!! this means that sometimes townships with a low amount of prefabs (e.g. Asiatown) are suddenly forced to spawn in a hub that is to big to get all sockets filled ==> empty spots in towns) - changed waterlevel from 43 to 45 thats all - have fun - give feedback! Magoli 2019-10-16
  3. 1 point
    I don't mind difference in power and convenience. +/- 15% is pretty standard for gaming both electronic and not and was established long ago with the Jedi Curve/Mana Curve from Magic the Gathering and a touch more than that is acceptable. I'm more than happy to play something cool that underperforms a little. But there is a big difference between "this is 20% less good" and "this is 50% less good AND requires you to jump through more hoops". Back in the old Dark Age of Camelot days I played Bone Army Bone Dancer back when the go to spec was Suppression Spec. I consistently play off meta stuff and I enjoy the underdog challenge. They later buffed Bone Army and it became the new meta spec and it took away alot of the mystique for me. When I played League of Legends I was a Karma main up until they reworked her and killed the fun of that character for me. She was definitely not competitive at the top end, but for the average player playing in Platinum and dipping into Diamond on good days (and into gold on bad days lol) she was more than competitive enough. I'm not a meta player BUT neither do I ignore the numbers either. Rather I view it as a personal challenge to make "weaker" builds work and then if those builds really do suffer and lag behind I examine why. When I say something is underpowered, it's because I've put it through the wringer and it's definitively weaker by quite a large amount. Turrets can get the job done, they can survive on nomad leaning on increasing amount of trap presence to make up for their shortfalls, but without a doubt they are significantly weaker than other options of similar investment by an order of magnitude. Also, TBH I think your comparison of "gun I'm holding looks like a turret but performs like an AK" is highly a highly disingenuous misrepresentation of what I've said. What I've suggested for the turret is to remove SOME of it's hipfire penalty and open up mods while reducing recoil to levels that don't induce sickness. This would still leave it with poor damage, worse hip fire accuracy, no aimed fired, very short ranged damage falloff, etc when compared to the AK or indeed any firearm in the game. But it would be usable in complement to the 2 placed turrets and collectively their DPS in select situations could compete with other firearms. Meanwhile in some situations they would do far worse. It still wouldn't even be parity, I'm not asking for parity. I'm asking for them to be good enough to be within the ball park of other weapons. So I'll ask you be a bit more careful not to misrepresent what I've said, which can be reviewed in black and white. I know that it was prolly an honest mistake, this thread moves fast and the context is already buried. So I am reiterating my statements in correction of the misinterpretation.
  4. 1 point
    Well.. Geologically speaking it should be today
  5. 1 point
    Be sure to put a podcast or something on when you're driving around for days on end.
  6. 1 point
    Apologies if it has already been mentioned or this topic is closed, but have you considered a physical barrier, like a makeshift wall or fencing, implying the whole playable area is a giant quarantine zone managed by the military? Perhaps you get some warnings over a loud speaker if you get too close and then they open fire? Or does that clash with the intended atmosphere/story? It would explain the recurring airdrops inside the zone.
  7. 1 point
    Nonsense, u must be talking of a different inferior game. What bundles, what xp....blasphemy, pls delete this thread. (slowly shuffles to the exit lead and stones falling out of pants)
  8. 1 point
    @MadMole (Anyone) I have started a Alpha 18 General 'Guide' to try and consolidate various issues that get discussed multiple times in the Developer's Diary. Alpha-18-General-play-answers-ideas-and-or-concepts Currently: It has a general section covering New Forum Users, General 7D2D info, links Sylen Thunder's great computer/server/game support guide, the Bug Reporting thread, and expectations for posting here in the Dev Diary. It has a Death/Zombie section that covers the Death Penalty, Rage, higher level Z's at times, and Z/Horde GPS. (Plan to add Demolition Z soon.) The various section currently has Food Poisoning and Item Repair, and plans to add Farming (and plots), and a couple perk/skill items. (Like moving this there, etc.) There is also a section on things that have been removed (Behemoths, Hoes, LBD (Learn By Doing), Procedurally Generated Caves, and Zip Lines.) The verbiage is mostly my own (intended to be clear and impartial, and some thanks/credit to Roland) but I am going through posts and linking to supporting posts that are TFP voiced (MadMole, Faatal, Gazz, etc.) And thank you to the people who have responded favorably helping my motivation.
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