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Showing content with the highest reputation on 01/27/2021 in all areas

  1. Forewords: Preface to a book.
    6 points
  2. There is not, that would definitely be a 7 Days 2 Die feature for the sequel as it would require like, all kinds of new mechanics and engines. Sound barely makes a difference in current version, you can fire guns and run an auger all day and you'll only get a roaming horde every once in a while. Screamers are mostly attracted to forges as best I can tell, just normal crafting and moving about in your house shouldn't cause any issues I kind of miss the old system where they were super srs bsns about finding the player and would track you if you had meat and stuff on you. The first time I played the game was extremely memorable, because I was holed up in a prefab terrified to make any noise, as zombies tore their way in to get to my campfire with food coking on it.
    2 points
  3. Are you often hungry AND suffer from short-term memory loss?
    2 points
  4. Are they really helping though? The developers already said multiple times they have had so many ideas themselves, they don't even have the time to implement all their own ones. In the desert you might be happy about a glass of water, but not when at home and after nearly drowning in your bathtub 😉 In reality a lot of these ideas are just feature requests, in other words more work for the developers but without any increase in income. Or do you really think fishing in a survival game is a new idea nobody had before? Depends on your definition of "finished". Once the essential features are in, it probably will be polished for a few months and then released.
    2 points
  5. Here is a quality of life 'server side only' mod called 'Oak's Pet Animals, Guards, and Farm Jeep' by oak @oakraven with kind assistance from Dayhawk Mod. Thank you also to @Dre for giving it a good run through to check for functionality and potential issues. Download: https://github.com/arramus/Pet-Animals-and-Guards-A19-2021Jan01 This mod provides: 1) 9 Pet Animals - These include Boar, Rabbit, Stag, Chicken, Pig, mini Bear, Wolf, Coyote, and Doe. (These animals show no fear when approached and will stay within their confines. It is strongly recommended to always have 3 blocks above the highest perimeter point because the animals can climb up onto objects and each other and will be over the wall before you can notice.) 7 are purchasable from the Trader's with a starting base price of 800 or found in plane supply drop crates and use the Quest system to switch to a place-able animal. These include Boar, Stag, Pig, mini Bear, Wolf, Coyote, and Doe. 2 are only found by using a Coop for the chickens or a Trap for the rabbits. 2) 5 Guards - Guard Hell Bear, Guard Hell Boar, Guard Hell Wolf, Guard Hell Lion, and Guard Rabbit. Additional human Guards are undergoing a little more tweaking and will be released at a later date. All 5 are purchasable from the Traders with a starting base price of 800. 3) A Vehicle - Farm Jeep. (This is a miniature version of the 4x4 Jeep and is designed to be used for very local journeys due to its slow speed. Tractoresque.) Here are some pictures to show you how things work: PET ANIMALS Purchasing and Supply Drops Visit the trader and check the traps and tools section. On this occasion the trader was very generous with offerings and the animal icons have a description of what animal is being offered. The pet animals have been integrated into a default group and on some occasions you will get a lot of choice and on other occasions nothing. The base price of 800 has been lowered to reflect skill and buffs. Here is how I place a Pet Boar I purchased at a later time using the Quest feature. First, perform a 'Read'. Accept to Release the Pet Boar for Placement. A Quest Started prompt will appear and it will automatically be completed. Check you inventory for a 'dog house' icon and the name of the animal available. Place the animal on ground just as you would a vehicle and stand back. Incorporating a feature found in the Dayhawk Mod (thank you), a tile will appear on the ground which in turn will spawn the animal placed. If the animal drops onto the tile, the tile will break and a cobweb will appear to finalise the process. If the animal doesn't drop onto the tile, you can always walk on it and it will break. There are occasions where you may get lucky and a second animal will spawn. You may also get unlucky and nothing spawns; however this is incredibly rare and based on what we have experienced so far, blanks are less than 1 in 50, whereas doubles, and even triples on one occasion occur 1 in 10. I expect this depends on netcoding, latency, or any other factor relating to server processes. You can either harvest the animal for meat and other resources, or simply allow it to have a sedate life of roaming. Pet animals have been integrated into default supply drop settings and will be chosen from a select list of supply drop groups. Upon finding a Supply Drop Crate, you may get lucky and find a pet animal. Or more. There are also 2 Pet Animals that cannot be purchased or found. These include the Pet Chicken and the Pet Rabbit. oakraven introduces a method using default features in a novel way as follows: a) Construct a Rabbit Cage Trap or Chicken Coop and place them. The Chicken Coops can be placed next to each other but the Rabbit Traps need some spacing. b) Make some Chicken Feed and Rabbit Feed in your campfire and take them to your Chicken Coop and Rabbit Trap respectively. In this case, right mouse click and it will change the Chicken Coop status. Once receiving Chicken Feed the Chicken Coop moves to its Nesting Stage. And finally it is time to harvest. We can always receive feathers and eggs and regularly receive Pet Chickens. Pet Chickens are placed exactly the same as other Pet Animals. The chickens are prone to resting on ledges above the ground and your imagination can take that wherever you want it to. Pet Rabbits follow the same system beyond the reward and housing. Make some Rabbit Feed. Take it to your Rabbit Trap and right click. The Rabbit Cage Trap is Baited and Set. Here's one we trapped earlier. Activate and Release as with other animals. And should you ever lose your pets and have the skill in place, crouch. GUARD ANIMALS Purchasing Just as with the Pet Animals, the Traders will stock Guard Animals. The Guard Animals can be purchased for the same price and placed exactly the same as Pet Animals using the quest system. The Guard Animals will remain passive in the spot you place them until a Zombie gets to close. The guard animals can be used to protect your Pet Animals, general base protection, or even during a Blood Moon event. An unwelcome guest. 2 Animals Guards; Guard Hell Wolf and Guard Rabbit are released using the tile placement system and very quickly recognise the threat. After opening the shutter, the zombies attempt to enter the farm compound and are met by the Guard Animals. I got lucky on this occasion and 2 Hell Wolves spawned from a single tile. The skirmish ensues. One of the Hell Wolves was overcome and is ready to be harvested. The Guard Animals that survived will see their health restored. The Guard Animals also fare well during a Blood Moon event. Four Guard Animals remained until first light. Players will receive no XP for Guard Animal kills. There are 4 additional human Guards that are currently being tweaked for a future build. There was an issue with the Trader compound causing NRE for certain classes and that needs to be tweaked to ensure they function well with the few classes that are compatible. VEHICLE Farm Jeep The farm jeep is your tractor. It is pretty slow but will get you from A to B without running down your stamina. It fits the concept and can be constructed on the Workbench with less resource demand than a regular vehicle due to its limited functionality. It's just a bit of fun. And is scaled to match pathways. Carries 2 players... There will undoubtedly be updates in time, but this is a fully functional 'farming' mod and may serve you well as a break from looting, questing, and skirmishing. Installation If you've never installed a mod before it is necessary to create a mod folder in the main directory or in an area suggested by your server host if they have modified the installation. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature). If you drag the mod folder directly out of the zipped file it can be placed directly into the Mods folder and the game will look in there as you launch your World. If you allow your unzip function to extract the folder, it may make another unnecessary folder and place the mod inside it. This will not be recognised by the game/server if you place it in the Mods folder like this. Please take it out of the extra folder level. The top layer will be a single folder and in the second layer you will see a ModInfo.xml file with or without additional folders depending on the mod. This will become elementary once you've launched a few mods. Does this Mod need to be installed in the server/client host? = YES Do players also need to install this Mod? = NO The magic of this mod is that is only needs to be installed in the server/person who has launched the main environment that others join. It is a technical work of art. Enjoy. 👍 Hog Riding! but that's another mod.
    1 point
  6. This mod will add loot to static zombie corpses and dead zombies. In the loot there will come across the same thing as in heaps of garbage, as well as clothes and sometimes pistols. Update v1.3 Added unique loot lists for each zombie! (nevertheless, you still cannot swim in loot) Removed yellow bags falling from zombies. Zombie corpse lifespan increased to 180 seconds. Zombie corpse durability reduced to 100. Update v1.2 Reduced the chance to find a pistol. Added the ability to search normal zombies after being killed. Zombie corpse lifespan increased to 240 seconds. Zombie corpse durability reduced to 300. Update v1.1 Added lootable all bodyBag. Если хочешь сказать СПАСИБО 😃 DOWNLOAD https://drive.google.com/drive/folders/12KKmnqzZeS2tJQmAF1E4-85TmA1Ox5dZ
    1 point
  7. This DMT 2.0 mod re-enables the prefab menu (K) when debug mode (dm) is enabled, like it was in previous versions. Edit: Just in case people haven't noticed, there is a "Block Replace Tool" available in the creative menu when developer blocks are active. It contains some of the original prefab menu functionality, which may be enough for your purposes (and doesn't require a DMT mod / disabling EAC). If it doesn't contain everything you need, or you just prefer the old method of doing things, then go ahead and grab this mod BAR19-PrefabMenu.zip
    1 point
  8. This mod is based around the idea of traveling faster. Whether you need to travel to far away places or just to get away from those pesky zombies, this helicopter will get the job done while riding in style. I put together this design from the MI 17 model, re-textured to fit the theme and added particle effects. I hope you all like what I put together. Enjoy! Vehicle Name: Mi-17 3D Model Artist Name: msart@cgtrader.com All Models in this modlet are subject to creative commons License. https://creativecommons.org/licenses/by/4.0/ No Models have been altered from the 'original creator' they are set up with an extra overlay texture and appropriate lighting in unity for 7 Days to Die game. (ActiniumTiger and Ragsy) Thank You To All Artists who post Free Assets for Modders to use in games. Much appreciated!!!! 2138554389_Release01-06-2021.zip
    1 point
  9. For the house-flippers, the base-builders, the flib-gibbers and other weirdos, here are a bunch of blocks you can use to make your bunker a nice warm home. This is a server-side mod so it only uses existing blocks; it just makes them accessible outside of the creative menu. Most of the blocks are divided up into a few recipes that give a shape variant block, so you can use the same materials and make a bunch of different items. There are a handful of special items that felt like they needed to be kept separate. Just search 'deco' in the workbench crafting menu and you'll be well on your way. See the screenshot below for a hint at what you'll be getting. Download here As always I'm keen to hear what people think and if there's anything I can add to these mods, just give me a shout.
    1 point
  10. My friends and me, loves to roleplay, especially in open-world games like 7days to die. Time to time we are playing next sessions, and play till 40 day or such. But we have seen a problem. We are trying to make a diverse and complementary team - scavenger, miner, builder, hunter, engineer, and so on. Most important archetypes are Miner, scavenger, and hunter/trapper. nad there are problems: 1. To be a miner i need only few points in strenght, and i need two (three) skills. Scavenger needs only perception, and also two (or 4 but not neccesery) skills But trapper needs fortitude (huntsman, living off the land), strenght (master chef), perception (animal tracker), (and agility for archery, and to make better knives) Even if we would split hunter to one who hunts and one who cook, it is still too much mix of skills, and perks. Can You move master chef to fortitude at least? I believe that ability to cook is more logical to be tied to this than to strenght. 2. Intelligence do almost nothing, so engineer archetype is a waste of skillpoints, only influence perks are worth to take, but intelligence have almost no high tier weapons... Maybe another skill in combat to strenghten batons? (or change perk categories from attributes, to class, and give each class a weapon type for their use... but i believe this would need too much effort, and fanatical fans would hate this topic already, so its only a thought ) 3. Experience gain is very unequal from various sourcess... Can option "share xp from kills" be changed to "share xp" instead? So that all activities would provide exp for all party members rather than only zombie kills? And make it to split exp, and not multiplicate it? So 400exp for 4 party members will give each one 100exp rather than 400? Its all from me. Thanks all from reading
    1 point
  11. I know there are others, but Jax has a bigger wandering horde mod: and this might interest you as well, as it aims to make the zed spawns more like TWD style:
    1 point
  12. Oops, I meant what that other Jugginator called LazMan said
    1 point
  13. three words: Zombies in Cities
    1 point
  14. Poor Laz Man. Not getting any recognition. 😅
    1 point
  15. wasn't appearing there either, did a fresh install and it seems to have fixed the issue. Thanks for the reply!
    1 point
  16. Thank you for the kind words! It means a lot to me. And, on the subject of not losing interest... I have created another DMT modlet: Crop Growth by Weather: allows crop growth to be negatively affected by adverse weather conditions: https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Crop_Growth_By_Weather_DMT
    1 point
  17. Yea I read the warning about the roof top. LOL. I may try it a few times solo for kicks. Just not with a group that isn't experienced.
    1 point
  18. Excited for the next update on this 😀
    1 point
  19. These are some really decent additions @saminal because they add real Quality of Life features that were not functional even within creative mode. I know somebody @Ti2xGr who has been very interested in the Trader Open sign for the longest time. The working gas grill is going to really get a really good glaze and colour on the meat as well rather than just a gentle saute. Quality.
    1 point
  20. - What PSU wattage rating are you using in your computer? Does it meet the requirements for your PC? Is it old? What is your PC specs? - Have you done a free MemTest86 yet to see if your ram is 100% stable? - Have you done any overclocking at all? Overclocks can eventually become unstable over time due to wear and tear. - Have you done any driver updates recently (if so, maybe try rolling back)? When was the last time you did a GPU driver update as Windows updates will occasionally override your drivers with garbage drivers just because it's newer. - Is your BIOS version up to date? If you're not comfortable with updating that, then ignore this as it's not likely the cause anyway. Side note: There was a vertices glitch back in Alpha 3 (but I imagine they've made massive improvements on that issue over the several years), but back then, an entire chunk of the world would disappear corrupting the world to some degree. But seeing as how the game now already has elaborate skyscrapers and the game handles it just fine, I imagine you'd have to really go nuts with building in order to come remotely close to reaching the game's limits now.
    1 point
  21. Keep in mind, Fun Pimps is a company of ~30 employees. Unless they hire more programmers, other crafting/zombie apocalypse games will eventually run circles around them. But they also can't hire new programmers unless they have the money to do so. Quite frankly, I don't see this game ever finishing, unless it's sold to a large company with the manpower to finish it.
    1 point
  22. Seriously, no one here realizes this is a “how do I play a hacked copy for free” thread?
    1 point
  23. Burried supplies 1 also has a good chance to drop food receipes, what makes it far easier to cook better meals earlier. Not completely sure about that, but iirc they can also drop seeds, what makes it probably easier to start your own farm. I also did some testing on burried supplies, because some people even argued, it consumes more food to do a BS1 then you get as rewared. And i proofed that wrong. Even after the newbie-buff expired (and i recommend to use the newbie-buff heavily for BS, as it makes it even quicker). I also posted the results here in another endless "food thread". So one more thread about it. 🤣 Many people complain, that they have to "waste" one or more skillpoint on master chef and living off the land. But how heavily they complain, i can just ask: If you complain that hard, do you really consider them "wasted"?
    1 point
  24. Can I have what your son had for dinner ? 😁
    1 point
  25. i find rhat in a perfectly symmetrical square base design they adjust their path of destruction based exactly on where you are. move one or 2 blocks left or right and they all run a different way even if they are making progress in getting in. that means i can use the symmetry to my advantage and move to the other side to draw them away to relieve pressure on the apots they aee going for. demolishers are the ones that wreck me...if it werent for those i reckon id be invincible.
    1 point
  26. Been running these on a server for 60 game days now. Work great. Zero issues. Guards seem to work best to guard a "crafting" base vs. horde base, although after you have enough of them maybe horde also. The junk turrets will target them so place any junk turrets in front of the guards.
    1 point
  27. Update: Added new Modlet: Doughs-Food-SousChefOfTheApocalypse For people who stay home and like to cook/craft. Mod has been lightly tested, so please let me know if you see issues with it! Description: This modlet adds mods food items and recipes. Purposefully no new icons/models so its server side safe. Ingredients/items are not supposed to be super easy to find to encourage more crafting/waiting for items and to not make you awash with food early game, so if its not balanced well let me know! Final recipes/food is supposed to be slightly better or equal to the games best/final recipes, but not OP. Some stuff is just for fun. Note: This mod is intended to be the initial "Food Expansion Pack" to "Doughs-YouveGotMail", and both can be installed together or separately. Additional "story" for this will come at some other time. Eventually they may both be merged together. Some items can be found in containers, or bought at traders. Item semi-rarity is hopefully a norm as you are supposed to be cooking and preparing, not buying and finding! It "currantly" includes: New perk: Sous Chef of the Apocalypse. Works similar to vanilla perk Master Chef, but for just items in this mod. 4 New Cookbooks to unlock certain foods/ingredients 20 New Schematics to unlock certain foods/ingredients 39 Food/drink items (either found/crafted/perk unlock/or schematic) Toasted Pumpkin, Pine, and Acorn seeds Cooking Oil Bouillon Cube Sauteed Mushrooms Flour Red Wine Sweet and Salty Extracts Cream Of Tartar Hard Tack Beef Jerky Pemmican Bone Marrow Raw and boiled Sweet Bread Sweet Bread Cuisine Steak And Potato Cuisine Pop Corn Milk Curds Raw Milk, Milk, and Cream Cheese Butter Butter Of The Gods Bread Batter Bread Buttered Toast Sweet Corn Blueberry Muffin Ice Cream Red Wine Blueberry Sorbet Turkish Delight Sweet Nut Milk Egg Souffle Potatoes Dauphinoise Boeuf Bourguignon Croque Monsieur
    1 point
  28. A guide to setting up a dedicated server on Linux. http://7dac.spectralforceservers.net/?p=415
    1 point
  29. Man makes outrageous claim that his pots will last 1000 years; can't ship overseas because they could break
    1 point
  30. You mean that you guys don't use chicken wire, foam board, and a thin layer of spray-on cement? Personally, I think the game should add a stucco building path that the chickens and the bunnies can pound their way through. It would be cool if the flower pots in the game had your stamp on the side...
    1 point
  31. Oh, that was him?
    1 point
  32. My son was in Bavaria a few weeks ago. Maybe you saw him. Lol.
    1 point
  33. We tried that but honestly - the guy sucks at pottery.
    1 point
  34. It's cool to see some things mentioned in this thread we now have, like functioning garage doors. It's sad to see this thread has not been updated in... a year+? Damn, it bothers me that so many players want to help and share their ideas for free but end up just getting ignored. It's honestly rude af.
    0 points
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