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Showing content with the highest reputation on 12/03/2020 in all areas

  1. I know I'm stupid at times, but I feel worse after trying to navigate this post.
    3 points
  2. Adds an Scrap Axe, Shovel, Pickaxe and Knife. They are better than Stone and Bone tools but worse than Forged Iron ones. All are made with Scrap Iron as a base material and can be repaired using Duct Tape. Download: https://minhaskamal.github.io/DownGit/#/home?url=https://github.com/Snufki-n/Snufkin_Modlets_A19/tree/master/Snufkin_ScrapTools
    2 points
  3. So here's what I've got. Its a bit rough. Could probably use a bit more smoothing. I'll go through what I did to get here, though. I used this image as a base, which I snagged off Wikipedia, of all places. Its still got shading, but it was pretty good. Turn it to B/W first thing. Select water and delete it all, set it nice and dark. I did 45, which was a mistake (more on that later). Next I went around the borders with an eraser at 100% opacity but feathered edges. Reduced brush size for the fiddly bits around harbors and for tracing rivers. That eliminated the white border at the water's edge, which would otherwise have resulted in huge, thin walls. Next, clone stamp at 70% opacity to edit out latitude and longitude lines, as well as the rivers I didn't want to keep. This is the most time-consuming bit of all of it, but at least we didn't have cities and such named here, so it wasn't too bad. Pull from nearby, usually a little on each side, and try to match general terrain features and brush stroke the direction of the features. This disturbs the overall image the least. Apply a Gaussian Blur at 1.6 px to the entire image. Blur any rough edges in delicate areas, like the islands near the coast that were too small to risk with the eraser, and smudge river entrances/exits or rough areas where the eraser didn't get everything. Finally, I started adjusting brightness and contrast until the peaks were about 180, and the shoreline hung around 50-60. Another mistake, but not that big. Start in with dodge tool nad 20% opacity to fix the major mountains. You have what looks like a volcano in the southeast, and a few other prominent peaks, as well as that entire SW mountain range. Lightened up the shadows on the SW sides to match NE sides, which mostly eliminates the weirdness of the cartographers light sourcing. Generated a map, and realized that 45 is not underwater. Check readme, its actually 33. Oops. Adjust brightness down until shoreline area is about 40. Re-render. Check in game, looks pretty good, but because of my earlier mistake, all the peaks are below 165 so there is no snow anywhere on the map. El Salvador has some beautiful peaks, and I want to preserve that. So I adjust the brightness up about 70 points. This puts most of the peaks above 165, but not much else. Highlands are sitting around 160 now. Export that, run a map gen, and save the biomes.png off to the side. Now, we can run the original heightmap again, but swap in the biomes.png and we'll still have snow on the peaks, even though they are quite a bit lower than NitroGen would place it. I'm not happy with the POI spread that I got, and they're pretty turned down, so I'm just going to post the files, and you can run gen as many times as you want until you get a spread you like. Just remember to swap the biomes.png file back in when you put it in the 7d2d folder. Overall, I'm pretty happy with it. Some of the areas are still pretty rough, and it'd probably benefit from a some more smoothing. But if you want rugged terrain up in the mountains, this is definitely that. I'm not happy with the rivers (I never am) because they have to be at sea level, rather than descending from the mountain heights. Also, the POIs tend to generate near them and overwrite sections of them. They make nice canyon paths through the highlands, though. Here are a few images I took of the southern shoreline, near the SE volcano thing, and up in the highlands area of the NW. Here are the settings I was using in NitroGen. You probably want more cities and towns, I just wanted a fast gen time since my computer is a bit potato. ElSalvador.zip
    2 points
  4. @madmole with the new character models, will we still be able to make our characters bright purple or any other unnatural color? I really enjoy having my character look as bizarre as possible so I hope this will still be a thing. Ark does an excellent job at letting you make a truly abominable characters, though I understand if body shapes like that aren’t possible for the sake of making armor not clip.
    2 points
  5. What does it matter to you to know what it mattered to him how it mattered to Roland?
    2 points
  6. Agree with Roland. However there hopefully will come some further optimizations. Im fine with Zs finding a kill korridor, but that they often absolutely magically know the weakest point of a e.g. wall is "surprising". Spikes are also quite... hmpf. Once there is a path through them, almost all Zs will follow that path and most of the other spikes are completely useless. And that they ignore spikes that are placed on block below the floor imho is also a really strange behaviour. Spikes seem to be the only "trap" that Zs recognize as an obstacle in their way, so they avoid it. But in general it works. E.g. using the prison POI as a base, they are indeed coming from all sides. They surprisingly care very little for the door on the front. Also Zs coming from south don't circumvent the whole prision if there is already a hole in the wall on the north side. But everything coming from north will head for that hole.
    2 points
  7. I'm also not a big fan of this, it goes from bright outside to so dark I need night vision goggles indoors on a sunny day inside a poi, just by walking a few steps into the average poi. It honestly hurts my eyes when it does it, as its such a sudden and such a big lighting switch.
    2 points
  8. .. then the door homing missiles were introduced, aka regular zombies. I gave this a shot more than once with A19 and the only way to somehow sustain is to make sure there is no door and try to make them spread out, so they don't get the idea to focus on one weak point. YouTube also seems to revolve around cheesing horde night. For the love of this game, just remove this stupid mechanic and make them come in from all sides again as it was.
    1 point
  9. I previously had changed all names to Demon*** instead of zombie because lets be honest, they are demons.. DemonFlamingHead: takes a fair few rounds to take him down with a metal hit sound when shooting him, hits hard on blocks, doesnt walk to fast but low level you need to stay away. I didnt like pumpkin head as it didnt fit my server theme at the time so I turned him into this demon. DemonVampire: Crawls on all 4s, fast, first hit takes out 70 off you health and then 20 each hit (same effect as parasite but worse).
    1 point
  10. Everything works there and is configure. (I set some param for myself). But i will repeat again - if you completely disable the dimming in an enclosed space, it will be too light and unnaturally. Perhaps you are just looking for a result in the wrong situation. First find the border, then set the transition speed to 1, to clearly see the changes. for example i set: ambientInsideSpeed = 0.2 for slow transition ambientInsideThreshold = 0.1 so that it works so that there are fewer transitions back and forth. ambientInsideEquatorScale=0.6 to reduce the difference in lighting about other parameters I came to the conclusion that they are suitable and do not require changes.
    1 point
  11. I once made love to this game... but I don't kiss and tell.
    1 point
  12. ChronosDark: I will try a smoother edit and will go to the link provided for some insight. The main thing I like to do is Terraforming by painting . I will layer it with one of my maps to try to create a hybrid. to remove the peaks. The islands came from Nitrogen, I will try to leave those and add safer sloped roadways. It may take a bit for me to manually edit. then I will try to build a biome file to compliment it. One free program to try to get an idea of what Stample is explaining is GWterraNoise. Modules with libnoise to make mountains, and terrains. 6K this time. I will test a couple of ideas, raising the islands, and making the the road to match, and try to do a smoother gradient for the roads to lower elevation. Stample: I like what you have done. I never seeded cities just autogen. Some of the spikes came from me selecting color range then deleting the excess, then I inverted only selected parts of the image. Other spikes came from me editing out the watermarks. Painting for me becomes a lot of what if scenarios, then I save them to a stamper file for later.
    1 point
  13. You can change these light transitions from xml. But it won't look very good. You can experiment with this in worldglobal.xml check lines ambientInsideSpeed and ambientInsideThreshold ...for begin.
    1 point
  14. LOL. End of topic. Love restored.
    1 point
  15. Um, honestly I'm not really good at tutorials, and its very dependent on what editing software you are using. Also, I'm not set up to do recording for YouTube. Personally, I use Photoshop 7.0, which is like 15 yrs old at this point, because its the last version I bought that I can still "own". Most of the features of NitroGen are explained pretty well in either the first post or the readme file included, and I recommend you read that for those. Main post also has links to several tutorials, many of which I used when I started out, so I highly recommend them. But here a few quick things: 1) mask.png is what controls what POIs can/can't be where. Clear is not masked, I use black for masked (nothing spawns in that area), and a single pixel of red is a city seed, while green is a town seed. Yellow is same as clear, but lets you mark your seeds easily. For example, looking at an 8k map, a single red pixel is not visible, so I put a large square around towns, and a large circle around cities. This lets me see what is what quickly when fully zoomed out. 2) To create your mask.png quickly, I copy my import_HM.png, use a magic selection to select all water, and fill it with black, then invert selection and delete to unmask the rest of the world. 3) Biomes are controlled by biomes.png and can only use a few very specific colors. Be sure if you are editing that that you are using a pencil-type tool with no transparency (or I think its called pixel art mode in Kriento). If you get any shading at all, any single pixel outside the 5 predefined colors, it will error on map gen within 7d2d. 4) You don't need a biomes.png when running in NitroGen. It's only used by 7d2d, using the NitroGen output to create the world. In fact, if you have it, NitroGen will overwrite it with its own. So you can do this step last. I recommend you set biomes in NitroGen to "Natural", which will just give you green everywhere. You're going to overwrite it later anyway, but it'll create the base biomes.png that you can then edit. 5) import_HM.png is your main thing here. It needs to be greyscale, and the RGB values will equal the in-game height. You need to use global contrast and brightness so that your lowest point is below sea-level (I use about 40 25 so my seas are kind of deep [Edit: wow, big mistake here, Sea level is 33, oops] ) and you don't have any huge spikes between adjacent pixels, which are what create those huge vertical cliff faces or spires. The blur and smudge tools are your friend here. Photoshop also has a filter called Gaussian Blur, which does a great job of smoothing stuff out quickly. For removing words/roads/labels, I rely heavily on cloning stamp at around 50-70% flow. The trick to removing them effectively is to sample from several areas around it and overlapping those samples, so you're randomizing pixel changes over recognizable things like letters without drastically altering the overall height in that area. This is best when words overlap terrain features like hills/ravines that would be recognizably edited if you weren't careful. Blur afterwards to smooth them out further, and smudge to repair canyons/crevices. Look at pictures below around Mt. Kosciuszo to see what I mean. 6) Remember that unless you have extremely recognizable features, no one is going to know the difference, so feel free to take liberties with terrain features. Trying to preserve, for example, the actual peaks of a given mountain range would be all but impossible, and no one would notice or appreciate it even if you did. You might make sure the tallest mountain is where Everest lies, but no one would make sure that the 2nd and 3rd highest are proportionally accurate in comparison. So have fun, and don't sweat altering terrain to get done. 7) When testing your terrain gen, use all desert for biome, and turn off all POIs. This will make map gen very fast, and desert is the easiest biome to see the terrain in, since it has only small scrubby trees to get in the way. Load it up in 7d2d, turn on god mode, and fly around to see how its looking. Also, in cheat mode (dm in console) you can shift-right-click on the map to teleport straight there (i used to type in coordinates before I figured this out, ugh!), and the lightswitch in the upper right of the map will toggle through things like "see entire map" and "see biomes" etc. Helps you orient quickly if you're trying to find a specific area of your map to critique. Ex. Below is a small corner of my last map, which was Australia. The first is part of my source image, and the 2nd is from the final import_HM.png in the same area. In-game, these are all rolling hills, since the scale is obviously way off of real world. Also, I put a massive bomb crater just north of Melbourne. Third is from the mask. You (might) see that I seed 3 cities and 3 towns around the crater, which itself is masked out so there are no POIs in it. The yellow squares and circles are a little hard to differentiate at this scale. End result is that you get a massive single-city-like area with a bomb crater in the center. Finally, the last is a screenshot that shows what it looks like in-game, from the top of a Dishong Tower.
    1 point
  16. You went with this with an arrogant attitude and that was totally uncalled for. Nothing surprising when someone acting this way gets feed back about it. That's what you get. And dont use that "Its just my opinion" excuse. Doesnt work.
    1 point
  17. ...why do you need to be a @#&? about this? He asked legitimate questions, there's no big deal about it. 1. What does it matter to you to know how it mattered for him to ask? 2. He wasnt asking him to formaly translate this, but what sense it made to him. 3. Well, yeah, that's the easiest solution currently available. What, the devs should automatically abide to whoever whines about certain aspects of the game with poor arguments? If one's not happy about a game, they usually can put it down and play something else or adapt. Here, its even better, there's a third option and its to revert to previous versions still available, since OP thinks it was better in earlier constructs of the game.
    1 point
  18. This is not a good argument as zombies in general aren't a risk for a prepared and experienced player in vanilla (at least outside horde night). And you won't argue for zombies to be removed, right? There are players who are at risk, the inexperienced and unprepared, and for those this feature can be a challenge. By the way, I occasionally get into hubris mode that zombies are no threat anymore and play careless or reckless and that state of mind sometimes still leads to me getting killed. Mostly I have to blame myself for this, but a sudden appearance of too many zombies surely helps. Yes, a better feature, but also more implementation effort. Wandering hordes took probably a few weeks to implement, balance and debug over the years. You get what you pay for. By the way, I disagree that you have to stop what you are doing. The majority of wandering hordes one sees can be ignored, and some even walk by without anyone noticing they were there.
    1 point
  19. Its funny to see some people, being personally mad at something in the game, requesting adjustments from the devs, like its due to them, like they own that game. What's nice about the current AI is that you can replicate the approach you could have in a real-life situation, naturally : study the behavior of the threat and use it against itself to neutralize, contain and idealy suppress it. All humans tend to do this with their survival instincts. Its actually a tour de force from the Pimps to have been able to develop an AI that features those aspects, that constitutes so many entities and at the same time and that gives players the possibility to creatively circumvent, face and adapt to that dramatic situation (the Blood Moon) in an efficient way. They can also fail if they cant adapt adequately, that's the beauty of the thing. Even if you think you got it and hold the Zs by the balls, there's always something that can happen and screw you up in a second. I've watched enough of Glock9 and Capp videos to see this happen and those guys are far from being noobs. This also nullifies the claim that "7DtD Youtube revolves around cheezing horde nights". Maybe some videos show some cheap and boring way to play the game, but its nothing wide-spread like OP claims.
    1 point
  20. Ok, so you've been very vocal about this being a bad design.... but have offered nothing in return. What would you consider a good design that accomplishes what it seems like the level designers intend?
    1 point
  21. Well it is the intended way for stealth players to deal with these rooms and any other time stealth fails as indicated in the help tips that appear while loading that point out the rock mechanic. If I'm not mistaken it was also confirmed by the devs as being intended behavior so it is not a bug at all and the way we are suppose to handle these rooms if we're not geared up enough to take them directly. Note that Agility has Pistols and Knives for a reason a long with tougher armor that trades a bit of stealth for better defense. It was also confirmed that this is not nor is ever going to be a stealth game and stealth is nothing more then a tacked on mechanic to pad out diversity. So do not expect anything beyond minimal effort from the devs in regards to stealth and a less is more approach of making small low effort changes to get the most bang out of the smallest of changes.
    1 point
  22. Well...."door-homing" was actually abolished as of A17. Pre A17 all zombies had the AI-Task to "Destroy Door" which meant nobody that I knew of actually used real doors on their ground level where zombies could reach because they would always seek it out. In fact, people would "cheese the AI" by placing doors in the fields around their base to draw them to those areas. Currently, many zombies do zero in on the weakest blockage point for their path to you although it has been toned down quite a bit since A17. Many zombies have shorter paths and "forget" the way to the weakest point and end up bashing on nearby blocks so that there actually are more zombies bashing on different parts of your base than before. I also don't think cheesing horde night is exclusive to this new AI. There was plenty of cheesing within the old system as well. No matter what the AI leads the zombies to do, people will find a way to exploit them. The nice thing about the new AI is that you can plan for the most likely pathway that most zombies will follow and make your traps more relevent on hordenight. In the past, you could set up traps and never have zombies interact with them because they didn't follow the path that would bring them to your traps. I think that the current AI is more fun for trap builders and base designers who like to design kill corridors. Not all gauntlets that people are building for the undead to run are exploitive and cheesy and not everyone agrees on the line where you cross into unfair cheesy territory. Your plea to abandon the current AI, if followed, would upset a whole other group of people who really enjoy the current preparation strategies for horde night. The developers are pretty set on the current AI being the permanent AI the game will ship with. faatal will continue to polish and randomize and close any blatant exploits but the general behavior we see right now is the way it will be. The zombies will generally follow the path of least resistance with some randomization and alternate behavior. As players learn how the zombies are going to approach their base they can make alterations and kill zones along that path to better defend and those defenses will come into play because the zombies (with some exceptions) will run that path.
    1 point
  23. 1. Are you here to actually have a discussion, or, to vent? 2. What exactly does 'Cheesing Horde Night' mean to you? 3. You have the ability to go back in time and play previous alphas.
    1 point
  24. Update: I have a "go" from MeanCloud. Update: Github repo/fork is: here I'll work on it this weekend and see how far I get and post back in the various forum threads these mods are attached to.
    1 point
  25. Ha! Sometimes removing variables actually increases variables as in this case. What was the variable removed? Answer: Zombies that remain asleep upon entry into their volume. How does that increase variables? In two ways: 1) They were not just removed but replaced with a new type of zombie that does wake up as you move into their volume. So something was not simply removed but it was changed to something new. 2) When a variable represents 100% of the use cases and then is removed so that now 90% of a POI is one way and 10% is another way all of a sudden you have more diversity. 100% sameness = less diversity than 90% sameness and 10% different. But, you are talking about diversity of player choice. I don't believe you can separate that out from diversity of challenges or situations facing the player. They are intertwined. I'll not mention it all AGAIN because those particular keys are getting worn at this point but as has been stated over and over and over again in this thread, there is incontrovertible proof that because of the auto aggro rooms there is more diversity in actual Stealth gameplay over what there was when every volume was deep asleep all the time. One of the hallmarks of survival games is that events out of the control of the player happen and the player must choose how to react to those events. If you want to play a game in which you have 100% control over everything that happens and nothing can throw a wrench into your plans or sidetrack you or, yes, force you to adapt and alter your normally preferred strategies then go play a straight up shooter. Survival games are about striving to survive and without uncontrollable (not your fault) events that throw you out of your groove then there really is nothing to survive against.
    1 point
  26. None of that should be set in stone yet. Once RWG changes are further along, we can see where memory use is at and fix what needs to be fixed. Edit: Robert says 4k is still possible, so we will probably have that too.
    1 point
  27. So with the change to armor/clothing will the night vision goggles be moved to a helmet mod like the headlight?
    1 point
  28. I would name mine Shardik
    1 point
  29. we have very soft couch or corner sofa, but i want to see me or my friends sitting or laying on it, please implement this! Oh and i wish me a rubber doll....hey i am a lone ranger i have only needs
    1 point
  30. For those who don't want to check the 2 hour stream, these were the highlights: -The current internal version of A20 is b51. -Random Gen is going to be better than ever, with better district distribution in cities, better performance and more and more deterministic procedural landscapes. It will be similar to Nitrogen in many ways, with some new options too. - New map sizes for RWG will be : Same as Navezgane (6k X 6k), 8K and 10K. 4k will be out of the game due to it being too small. They are aiming at 1minute of generation time per square km, so a 10k map shouldn't take more than 10 minutes to create. Bigger sizes than 10k result in issues, so they are not in yet. Kinyajuu didn't discard bigger than 10k sizes for the future, he just said that they need polishing, so maybe in the future we will see bigger sizes. That's what she said. -Deterministic procedural landscapes will result in more landscape features and maybe some mountains having secret pathways, ponds, loot sites and also : -Rivers WILL make it to RWG eventually. There is a high chance of them being in a20. -More POIs (they show a couple of new ones in the video). -Burnt forest is going to be combined with the Wasteland biome into a big "art set" in a similar theme than the previous pine forest/normal forest merge, adding beefier gameplay with seamless merged burnt/radiated areas. TheFunPimp argues that the impact of this change will hopefully result in MORE variety due to the granular design approach of the RWG and also better gameplay overall (less repetition, more good stuff, better weather handling and straightforward progression). This is still a WIP. -A little talk about radiation zones and radiation suits. Basically the same mechanic as in Fallout 3,4 and NV, with poisoning, dedicated medicine and danger zones. -Pipe weapons will be revealed when they are gameplay worthy. They are WIP at the moment. -Biomes, Pois, items, gamestage, effects and the survival aspect of the game will get many improvements, like biome progression improvementes (for example higher gamestage in POIs for Snow biome, highest for Wasteland POIs). -A little talk about quests. Quests are as per the OP (quest listing so you can pick any of the 5 tiers when you unlock them and also the new Generator quest). They are still ironing out some stuff like "quest bonuses for doing it at night". Nothing is set in stone for that last one. -VEHICLE MODS. Paint is in. There are currently 10 mods for vehicles in a20. No talks about what they do yet. They are also WIP at the moment. -Characters and Armor Sets are also currently a WIP. That's mostly it. A big hug to everyone.
    1 point
  31. Looking forward to the stream later. I'll probably catch it on YouTube as I'm stuck working over on Thanksgiving. F you corona virus! Anyway, is it intended that we can't buy gas from the traders? I know it's easy enough to make/harvest, but so are many other things that you can buy. Just noticed this & thought it was weird. Maybe in A20 where traders specialize in certain goods? I'm excited for the seeds as I don't recall ever seeing them for sale either.
    1 point
  32. The pathing distance limit is horizontal. They can only path about 40m out. Farther and they just go in a straight line to the edge of the path grid. I dug to bedrock in Navezgane and BM day 7 spawns came above me and started digging down. They do a lot of moving and stumbling in addition to digging, so it can take them a while if you don't have a ton of zombies. Thanks for the reply @faatal but, honestly, this explains only part of why the zombies didn't find me during horde night. This is what I did: before my first BM I created a slanted tunnel going down at 45° for (admittedly) longer than I had expected, surely more than 40 blocks horizontally. It's a wide entrance since it's 3x2 all the way down. I dug it like that so that the zombies would easily fit in, but as you confirmed, they didn't come. Next day I found some of them tunneling down in a nearby POI but apparently quite far from my horizontal position that night (no idea why). So after that utter failure on my part I decided to use the old "pit trap" design. So I dug a completely vertical 3x3 tunnel down to the end of the 45° ramp. So, my latest design has 2 points of entry: the first through the ramp and the second (vertically) from the "skylight" with a ladder all the way up. Well, next BM night, even after this last change, I stood right at the center of the vertical pit with no obstacle above me, but the zombies still didn't come. Not even one fell down or tried to use the ladder to reach me (there's a gap of a few blocks at the end). Next day I went up and checked the ground near my pit and found no evidence of any digging! Is this what you'd expect? Just trying to help. I'm sniffing some erratic behavior or hard "limit" on the AI part... Thank you!
    1 point
  33. I'm curious why you believe that. Do you guys want to be like EA? Release games that are visually pretty, but fundamentally garbage? If so please reconsider because almost nothing that AAA publishers @%$# out is worth the time, let alone money, to play. This is just like, my opinion man, but the things that are holding you back are: The lack of variety as well as the hard tiering of weapons and armor. For example the sniper rifle is strictly better than the marksman rifle, and there are only 3 rifles total. Bugs, especially the gamebreaking ones like vehicle duping, item loss in vehicles, vehicle loss, crippling FPS hitching during weapon fire, zombies' attacks clipping through walls, jerky zombie movement (the micro rubberbanding not the pathing that attempts to juke the player, that's cool), the game deciding that you don't have a bedroll or that your bedroll is actually someone else's, etc. Things that perhaps aren't bugs, but are super irritating like the almost random autosort order, inconsistent reload and draw with bows, camera position not staying the same when exiting a vehicle so you are always disoriented, inability to consistently pick up a thrown spear, respawning "near your bed" can place you on the roof of a nearby POI (like a Shamway), the cancerous amount of I-beam debris in the wasteland making the 4x4 unusable there, gaining zero exp from cooking food or from zombies dying to traps/bleeding/fire. Lack of special zombies. Only the demo, and to a lesser extent the vultures, present a threat. Everything else is a bullet sponge to one degree or another. Game progression, especially loot not being better in harder POIs and harder biomes. I understand you're working on this one, so this may not be valid for long. Low worth/Worthless game content like stealth, gillie suits, knives, spears, batons, buried treasure perks, etc. Terrible FPS, especially during BMs, even with the graphics turned way down. My PC isn't a potato, but I never saw my frames break 30 on a BM after night 14. Lack of features common in other FPS games such as different mouse sensitivity settings for different zoom levels, autorun, configs stored in a universal and portable .ini/.cfg file instead of the damn windows registry (really guys?), and changeable crosshairs. Not enough "knobs and dials" to customize the game without mods. For example you can't turn off the death penalty, nor can you remove the noobie weather protection. There are a LOT of settings that should be configurable when creating a new world that aren't there. These are the things keeping you from greatness, not how pretty your models are.
    1 point
  34. Modlet Compatibility. Darkness Falls is a total overhaul mod, which means I have changed large amounts of the XML files on a permanent basis. Not all modlets will be compatible, therefore I thought it might be a good idea to start a list of ones that do work. USING MODLETS NOT ON THIS LIST MEANS I CANNOT OFFER YOU SUPPORT. Confirmed Working. Sorcery (A19 preview version confirmed working.) Valmar's Expanded Traps (other modlets here are not confirmed) DO NOT INSTALL COMPO PACK. It is already included, has been edited so quests work more reliably and better balance for loot/zombies. DO NOT USE NITROGEN. It does not obey biome restrictions I have put in place for some POI's. Known Issues. Animals have some issues that need to be investigated Food/Water don't display correctly. Anything over 100 doesn't seem to work, so bear that in mind. Alpha 16.4, 45-slot BBM Version Download (Not EAC friendly, also includes 45 slot minibike and dropped backpack increase) Alpha 16.4, 45-slot BBM Server Version Download (Server version of the 45-slot backpack mod) Both versions are now available on the mod launcher! Alpha 17.4 Client Download (Not EAC friendly) Alpha 17.4 Server Download (Not EAC friendly) Alpha 18.4 Client Download (Not EAC friendly) Alpha 18.4 Server Download (Not EAC friendly) Also available on the mod launcher! A19.6 Client Download (Not EAC Friendly)A19.6 Server Download (Not EAC Friendly) Also available on the mod launcher! Need a server? Check the "Buy Me A Coffee" section for an affiliate link for Bluefang Solutions! They'll even install the mod for you at the time of ordering and handle any updates. Installation Instructions. (If you don't use the mod launcher) Make a copy of your 7 Days to Die folder first!!! Download the zip file at the link above. Unzip the 7DaysToDie_Data, Data and Mods folder to your 7 Days to Die folder and overwrite when prompted. The mod uses SDX so all 3 folders (and their contents) are needed or you'll have problems. Same for the server files, except in this case it will be 7DaysToDieServer_Data, Data and Mods. Installation Instructions for macOS users. IMPORTANT NOTE: I do not have a mac. This is a guide I found for Starvation Mod and Ravenhearst, but it also works on War of the Walkers so it should be fine here. 1) Uninstall 7dtd. Open Finder, from taskbar choose Go -> Home. Open Library -> Application Support -> Steam -> steamapps -> common. Delete 7 Days to Die folder. Reinstall 7 Days to Die. 2) Unzip downloaded mod. Open unzipped folder. You should see 3 folders: 7DaysToDie_Data, Data, and Mods. I will be referring to this as a “home screen”. 3) Open Steam. In your games Library, right-click 7 Days to Die and choose Properties from the drop-down menu. Choose the LOCAL FILES tab and choose BROWSE LOCAL FILES. 4) Copy & paste (do not drag-and-drop) the Mods folder to this location. 5) Open 7DaysToDie_Data -> Managed. 6) Right-click 7DaysToDie.app and choose Show Package Contents. Here you should see 2 folders: Contents and Data. This will be the other “home screen”. 7) Open Contents -> Resources -> Data -> Managed. 😎 Copy & paste (do not drag-and-drop) the .dll files into this location. Mac OSX will ask if you want to keep both or replace. Choose replace. 9) Navigate back to each home screen. 10) Drag-and-drop the 7DaysToDie_Data and Mods folders into this location. 11) Open the Data folders in each location. You will see there are Config, Prefabs, and UMATextures folders in each. 12) For each of these three folders, open up its corresponding folder so you can see the contents. Drag-and-drop the mod’s contents into its respective folder. For duplicate files, mac OSX will ask if you want to Skip, Stop, or Replace. Check the “Apply to All” checkbox, then choose Replace. 13) Start 7 Days to Die and enjoy the mod!(edited) Social Media Stuff. Discord Server Twitter Buy Me A Coffee! There's been more than just my wife and personal friends nagging me to add ways to donate to the mod, so here's a few different ways to do so that will keep me happily stocked up on coffee while I poke the XML. Bluefang Solutions provide the mod pre-installed for you (if selected on ordering) and this link gives me a cut of however much you pay! Logic Servers are also very good and have provided me with a free server for testing purposes. Paypal for those who just want to make a one-off donation. Patreon for the insane folks who want to contribute on a monthly basis. Donations/Monetary support are never expected or encouraged. No-one will be getting preferential treatment for dedciding they want to support the mod in this manner. My personal suggestion, if you want to do so, is to go the Bluefang route if you're thinking of ordering a server. It helps out them AND me at the same time, so win/win?
    1 point
  35. Good Idea. Im gonna go try it. Edit: Fiddled around with those values in the worldglobal file, didnt seem to change the lighting dimming and brightening in any way.
    0 points
  36. But i also think about who wrote that (not yours) post... But what do you mean "doesn't work"? What should work? ...this is my opinion - and it works. What makes you think i'm making excuses? hmm.... do you think, your opinion worked? Are you saying that - you can speak out about my opinion, but i can't speak out about another person's opinion? ... is this how it "works"?
    0 points
  37. because these answers are already f@#&?up. I don't mind anyone being against it. But i am against those who are against those who are against. ..... and ...this is just my opinion ... you're giving your opinion of my opinion. Yes?
    0 points
  38. 1. what does it matter to you? 2. even i understood the essence through the translator 3. Wow. this is a universal solution!
    0 points
  39. I agree, they should also support PCs from the '90s!
    0 points
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