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Posts posted by Telric

  1. 8 hours ago, pipermac said:


    As i dont use nitrogren for random maps, i dont know what's required for that, but someone else has done the work before. Here was his post:



    How to add the Prefab of the farm "TelricsHorses2.0A19" to "CompoPack_47" for generating a map in "Nitrogen"?


    1. Copy all FILES from the "CompoPack_47" "Prefabs"-folder into your Gamefolder "...\Data\Prefabs\".
    IMPORTANT: Please copy just the files from the folder, DO NOT COPY AND PASTE THE WHOLE PREFAB-FOLDER ITSELF (else it will not work) !!!


    2. Copy all FILES from the "TelricsHorses2.0A19" "Prefabs"-folder into your Gamefolder "...\Data\Prefabs\".
    If the mod was installed from "7DModLuncher" the folder in the game will be located here: "...7DTD\Alpha19\zombira\zombira_-_stable\Data\Prefabs".
    IMPORTANT: Please copy just the files from the folder, DO NOT COPY AND PASTE THE WHOLE PREFAB-FOLDER ITSELF (else it will not work) !!!


    3. Open the file "prefablist_CompoPack_47.txt" from the "CompoPack_47" "NitrogenFiles"-folder and insert the line into the "//FARM POI'S" section:
    And save it.
    I attached my file below for an example.


    4. Move all 3 ".txt" files from the "CompoPack_47" "NitrogenFiles"-folder into the "Resource" folder of "Nitrogen".


    5. Customise your world with the many options available


    6. Generate and copy your map-folder into your Gamefolder "...\Data\Worlds\".
    If the mod was installed from "7DModLuncher" the folder in the game will be located here: "...7DTD\Alpha19\zombira\zombira_-_stable\Data\Worlds".


    7. Start a new Game and choose the name of your own generated world - then you will have plenty of new buildings everywhere, including "TelricsHorses2.0A19" farm.


    I tested - it's works :) 

    You'd have to manually do that to get it working with a nitrogen map i think.


    11 hours ago, xxx73 said:


    I'm working on a full on story based rpg mod right now. Been working on it for a few months. Might release a demo version of it to get some feedback once i get the first area done up to a point.

    • Thanks 1
  2. 8 hours ago, xxx73 said:


    Yeah it could be the block it lands on. The way it works is the thumper is an entity when it lands and has a capacity. It's unable to die while it's this way until the timer is over. Once it's over, the buff will trigger an insta death on it, making it turn into a block. I have seen it happen where the block just won't stick. Sometimes the game spawns the block above another block.. like an air block is in between the two. and it just crashes to the ground. I haven't really found a work around for this part.

  3. Hey all, I just updated the mods to work with a19.4 b3 (latest experimental). I didn't need to do any changes to them (they hadnt been updated since a19.2) so you shouldn't need to re download.

    I did fix the screamer problem for maybells farm (the horses 2.0 mod). It was using the player placed torches instead of the POI ones, so it was constantly generating a ton of heat. You'll have to download the mod again, and make a new world (or find a way to wipe the existing POI).

  4. 1 minute ago, kuya said:


    No worries. Remove the mods and start over if you've changed around the files at all. Adding something from DF to my mod may cause issues with duplicating icons or some other stuff.. Best to just wipe it all and start over with fresh downloads. Lemme know if you get it fixed.

  5. 17 minutes ago, kuya said:


    Hey! My fishing mod touches none of the UI elements, so that would be all in the darkness falls mod. Most of the time when you have question marks instead of icons, its cuz the icons aren't installed on the client side. Darkness falls as well as my mod have to be installed on the server as well as on the clients trying to play. Be sure you installed both mods on the server as well as your own personal 7dtd files. And anyone who is trying to connect.

  6. 17 hours ago, xxx73 said:


    I really wanted to make a custom POI that would spawn parts of the thumpers, instead of having them crash (easier to limit how many spawn) but i just got side tracked with other projects. I might revisit it sometime though. Something like the shotgun messiah's size with custom zombies related to thumpers... Maybe one day. lol

  7. You just seem so cheerful, that I had to assist you..........


    <remove xpath="/windows/window[@name='windowThrow']/rect"/>

    That will remove the icon you're wanting, without messing with items. It will remove thrown stuff as well. (TNT, Rocks, the poop straight from your bum, if you mod that in...) Have fun!

    Btw this is in windows.xml... So Configs > XUi > windows.xml.

    • Like 1
  8. 11 hours ago, Cinna said:


    I was wondering why my head was on fire today! I enjoy modding. If someone finds the mods fun, I consider it payment enough. I'm always up for suggestions and feedback. Even if I don't always implement the feedback into the mod. So if you have any more suggestions, send them my way and I'll look into some. Have fun fishing!

  9. On 1/27/2021 at 6:55 PM, CynicalGamer said:



    17 hours ago, Cinna said:


    I just put out a revised copy. Can be found here: New Fishing. Be careful though. If you had the old mod installed, you may get errors. You'll need to remove the fishing spot blocks that you placed (need to dig under them so they fall). The new files remove that feature. In the new mod, you can fish in any body of water, as long as you're standing in it. Doesn't have to be deep. Just a toe tickle. I removed the pop ups and changed some sounds. I tested with the tooltip pop up, but it was extremely all over the place as to when it'd pop up. Since you can only have 1 tooltip on screen at once, it would get backlogged and appear after you'd already caught the fish. So i didnt add that. I did add a splashing sound when you have a bite.

    Also i editted the icon a little bit so you can tell it's a fishing pole a bit faster. Lemme know if it works for ya

  10. 10 hours ago, Cinna said:


    Alright well.. lemme ask this. Do you play only SP? SP and MP are completely different when it comes to buffs.. I've been trying my best to make mods that work with MP along with SP, but with SP I'd have way more freedom. Example, in MP, a buff on an enemy entity doesn't always fire off correctly, when using the AOE targets. It will fire off correctly for the host, but not for clients. But in SP, it will fire correctly every time. If most of the people play SP that use my mods, I'll just start focusing on SP stuff. Might put up a poll on the main page later today and see.

    If SP is the goto for my mods, I'll just scrap this fishing mod and redo it into something a bit different. I have an idea of how it'd work already. But ill see about it later today after some skating :)

    And you're right.. It is on the player if they cheese the way games / mods are meant to be played. 100% agree.

  11. 1 hour ago, CynicalGamer said:

    Something I forgot to mention; the fishing rod icon is extremely hard to see (or my eyes are horrible) and really gets lost when stored in a box among other items.

    I did have a few instances where I had trouble getting the fishing spot to activate but setting another usually did the trick.

    Sounds good. Ill work on the icon a bit as well. Ty for the feedback! As for the spot, it's a block that's placed and you step on it to get a buff. So if something is sorta covering it, it might not work right. Terrain can kinda overlap hitboxes or raise your character just enough so you won't step on it correctly all the time.

  12. 51 minutes ago, Cinna said:

    This deserves more feedback, I've been meaning to get around to responding. 😃



    Thanks for the feedback! Fishing in any water is possible with this mod, but (as with meanclouds mod) there just aren't enough variables to check in buffs.. For example, I've tested buffs like meanclouds where it checks wetness levels. But the problem is, when it rains, that allows fishing any any location, no water needed. There isn't a check for specifically in water. I've always wanted to stay away from placing a block item and let it upgrade to get your fish. I wanted it all done with the fishing rod, so I went with buffs. Sadly, this makes it so I need to specify when fishing is available...

    This would be very possible if water was still it's own biome. Just run a biome check on the player when holding the rod. but unfortunately, water is now dynamically created at world gen. When I was doing my pirate mod, I had a custom world with water actually set to the correct biome and it worked flawlessly in any body of water. But that was with painting custom biomes.. 😕

    As for the on screen prompts, that could be changed to display where notification text shows up. I might dabble in that a bit at some point to see how it'd work. You can only display one notification at a time, so if you get hot or something while fishing, it might not display "you caught a fish, reel it in" till its too late. But ill see. :)

    I think item mods can give players buffs, but those buffs can't be used to change what item is generated with right click (it uses the same idea as drinking a glass of water gives back an empty glass), so it has to be tied to specific items when done this way. I tried every possible combination of buff to get this working, trust me. lol. Requiring a different rod for different fish is very annoying, but I'd rather use buffs in place of the player putting a block down and it growing into loot.

    And no scathing interpreted... lol.  Ill look into the buff pop up thing though for sure. That'd atleast remove the arcadey pop ups.

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