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JaxTeller718

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Posts posted by JaxTeller718

  1. 11 hours ago, zztong said:

     

    The next launch of the Prefab Editor would find them in the new location as if nothing had changed.

     

    That part would no longer be the case. It will not break your work no but it will break overhauls if we can no longer have a Modname/POI folder in AppData or Mods. Which is why clarification would be nice here.

  2. 1 hour ago, zztong said:

     

    I can't speak for every POI designer, but I develop within my modlet, so I locate my work in progress in /AppData/Roaming/7DaysToDie/Mods/ZZTong-Prefabs and then use Git and Git-Hub to handle my pushes and checkouts.

     

    When I have made a new Prefab, the first save (prior to A20.6) meant the files were created by the Prefab Editor in the game's folders because the "save" feature doesn't give you the ability to specify a location. I would then move the POI's files to my modlet. The next launch of the Prefab Editor would find them in the new location as if nothing had changed.

     

    With A20.6, I expect to find newly created POIs in /AppData/Roaming/7DaysToDie/LocalPrefabs where I will once again move them into my modlet.

     

    The changes do not represent a significant complication for me.

    So I was told this change will be permanent in A21, along with the Mods folder moving to AppData, so unless we get clarification chances are this will have an impact on you,

     

    Which is why clarification on it would be nice here.

  3. i know modders aren't exactly held in the highest of regards when decisions like these are made but it would be nice to get some confirmation on how this will work, and if this change will be a permanent thing going forward in A21.

     

    Not only for modders but for prefab builders who wish to share their work as well.

  4. Ravenhearst 8.5.4 Now Released!! No Wipes Needed!

     

    The Patch Notes are SO HUGE we can not fit them here so

     

    Click Link To View Notes

     

    In Order to avoid issues with the Paper Doll for Armor on the UI please go into Mods/TinyArmor/ and delete this file  Harmony-TinyArmour.dll
     

  5. Now available Ravenhearst 8.5.1!!  You will need to set up fresh new installs for this patch. Please read all Quests as you do them as mechanics have changed. Keep in mind Composter and Recycler items are still in balance. If you see any outrageous timers let me know so we can fix them. Ravenhearst is meant to be played on Random Gen. Below is the patch notes. Enjoy!!

    Notes: https://textuploader.com/t1vhb

    Direct Link: https://gitlab.com/jaxteller718/rh_85_release/-/archive/main/rh_85_release-main.zip

  6. Hello, I tried to message you but it said you do not receive messages so apologies for posting this in here

     

    I was interested in if you would allow me to use 2 or 3 of your mods in my mod Ravenhearst, all with proper credit on my Discord and this forum with links back to you full mod.

     

    I will understand if the answer is no, but I had to ask because your work is very very good and I think the Drawbridges and Underground Farming would work very well as rewards for players in the mod. Thank you for your time.

  7. Piggybacking off this topic because it is somewhat related.

     

    Thank you Pimps for also forcing ALL screenshots you take in game no matter WHAT FOLDER you start the game from to also appear in the AppData/Roaming folder in ONE OVERALL FOLDER.

     

    Makes people who take screens from different mods and servers THAT much more frustrating. At this point I am ready to just move on from this game. The headaches and constant anti-modder sentiment over the years just do not feel worth it anymore.

     

    PLEASE rethink these decisions. First time I have ever regretted opting into an experimental.

  8. 7 minutes ago, Maharin said:

     

    True... there are just a whole lot of levels that the game can be modified.  I wouldn't want to have to "install" a UI mod on every world or save, for instance.  Custom POIs are used during map generation but also need to be available to a given map... so are they global or local?  I can see where people would have a different answer depending on what they are doing.  If you want to be able to generate a map with a specific set of POIs and not have that affect other worlds you've created (EDIT: or will create)...  Yeah, this can get ugly in a hurry no matter how TFP does this.

     

    And I think that brings us back to the original point of "it was not broken so why fix it". Seems this will create unnecessary problems for some users and modders. But what is the benefit?

  9. 4 minutes ago, stallionsden said:

    cant there just be like a
    Mods DF folder
    Mods RH folder
    Mods WOTW
    Mods CP folder 
    ETC
     and users swap em out as they go into their appdata.

    I to have multiple folders to for the cp so hoping this an still be a possibility. 


     

    There could i assume if they have thought that far ahead but then again it brings me back to the original point. Why? What is the benefit of that over what we do now? Except create extra confusion.

     

    Now if they DO do what you said and then have a UI element in game where when we start we can CHOOSE the mod to load then I will eat my words. But I doubt that is the plan at all. Will be happy to be proven wrong.

  10. 6 minutes ago, schwanz9000 said:

    Everything is now saved in appdata. Logs, generated worlds, saves. If anything, these changes make it WAY easier to find stuff.

    Easier to find, not easier to use. Your under the impassion that people may use one type of mod and do not switch out or go to MULTIPLE servers with different mods installed. For those cases we could make a copy of our Vanilla game somewhere and have its own named instance with Mods folder in each. 

     

    With what is being done now there is ONE Mods folder to rule them all and people will have to clean them out every single time they wish to switch to different mods. BIG difference.

  11. I do not often come by here to engage in discussion much anymore but this has brought me out of hiding. I am not 100 percent sure WHY we need this change other than maybe console compatibility but after years of being in the community and explaining over and over to players where things go I feel like this change may actually drive people AWAY from supporting and modding this game.

     

    Bethesda tried its best to make changes to the modding community and both modders and players spoke out en masse, I would hate to see this result in the same for TFP.

     

    My question is WHY. What does this accomplish. After adding modlet support more people than ever began creating amazing mods. The community grew from a handful of us to many. And now this seems to undo all of that. How will we support multiple mods? Multiple overhauls? How can we tell people they CAN play both Darkness Falls and Ravenhearst with a change like this without confusing everyone. What of modders? We run multiple folders of 7 days, vanilla, test copy, public copy. This just makes our passions increasingly more frustrating and difficult.

     

    Say what you will about us beating drums over changes we didn't like in the past (action skills, gun parts etc) THIS change is actually poised to drive people away both new and old. Hopefully this entire plan be rethought because I have yet to see anyone on Discord, Twitter, here actually embrace this as a good idea.

  12. Patch 8.3.6 is now available.

     

    No wipes or save breaks. Keep in mind already uncovered pois will not appear as fixed.

     

    -Fixed Null Spam on Terrors
    -Fixed SlavCo Quest
    -Removed Some Vehicles from SlavCo
    -Fixed Vista Apartments Quest
    -Resized Sleeper Triggers in Vista
    -Deco and Terrain Updates to Vista
    -Dropped Ministers Tree House to Tier 4
    -Lowered Difficulty of Zombies in Tree House
    -Fixed Quests in KFZ 02
    -Fixed Buried Quest Marker in Tesco
    -Fixed Sleeper Triggers in Haus 05
    -Fixed Sleeper Triggers in KFZ 02
    -Fixed Sleeper Triggers in Boxing Gym
    -Added Missing Sleeper Triggers Preventing Zombies From Waking Up in Boxing Gym
    -Fixed Water Values not Showing on Certain Foods
    -Fixed Stick Pallets
    -Fixed Some Localization Misspellings
    -Flipped Unlock Perk Levels for Rain Catcher and Bee Hive
    -Raised XP Needed to Level Slightly
    -Increased Bread Yield When Crafting to 2
    -Increased Counts of Milk and Mayo in Loot
    -Upgrading to Final Shape of Stainless Steel Now Costs 20 Polish
    -Added Dev Wellness Cake for Testing Purposes
    -Added Dev Action Skill Books for Testing Purposes
    -Classes Now Come With 2 Repair Items Included for the First Weapon

     

  13. On 1/10/2022 at 5:02 PM, Ragnar said:


    Then I'll release version with a possible choice of several respawn systems: at the border, near some POIs, instantly or on a set day. I hope it will be done this week

    In the meantime here's patch, that:
    - Brings more configuration. Now you can set persistense save interval in config. I use 2 minutes with no problmes. What does it affect? Say, you've made zombie massacre, got to the trader or safe spot and about to finish your game session. If you set PersistenceSaveInterval too big, for example, 10 minutes, that's gonna mean, that if you quit game faster than in 10 minutes after massive shoot out, all zombies would be restored on the next launch.
    - Persistense fix. Although I fixed simulation file save and turned off insta respawn, all zeds were restored on the next launch. Now finally fixed and tested.

    https://github.com/RagnarHbUa/7d2dWalkerSim/releases/tag/v2.0.0

    Im getting some null errors on new worlds and saved worlds started with the Sim. Thought maybe you could still be around to help out

     

    2022-04-01T16:05:24 67.766 INF [WalkerSim] Cached 276 POI zones
    2022-04-01T16:05:24 67.767 INF [WalkerSim] Cached 1024 world zones
    2022-04-01T16:05:24 67.767 INF [WalkerSim] Initialized
    2022-04-01T16:05:24 67.767 INF [WalkerSim] Starting worker..
    2022-04-01T16:05:24 67.770 INF [WalkerSim] Exception on loading stored simulation data: Could not find file "C:\Users\kings\AppData\Roaming\7DaysToDie\Saves\Navezgane\scaveng\WalkerSim.bin" --- mscorlib ---   at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <695d1cc93cca45069c528c15c9fdd749>:0 
      at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 
      at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
      at System.IO.File.Open (System.String path, System.IO.FileMode mode) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 
      at WalkerSim.Simulation.Load () [0x00000] in <1185a13bffd2402c83e72c0d98036da1>:0 
    2022-04-01T16:05:24 67.771 EXC Could not find file "C:\Users\kings\AppData\Roaming\7DaysToDie\Saves\Navezgane\scaveng\WalkerSim.bin"
      at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <695d1cc93cca45069c528c15c9fdd749>:0 
      at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 
      at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
      at System.IO.File.Open (System.String path, System.IO.FileMode mode) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 
      at WalkerSim.Simulation.Load () [0x00000] in <1185a13bffd2402c83e72c0d98036da1>:0 
    UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
    Log:Exception(Exception)
    WalkerSim.Simulation:Load()
    WalkerSim.Simulation:Start()
    WalkerSim.API:GameStartDone()
    ModEvent:Invoke()
    <startGameCo>d__122:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
    
    2022-04-01T16:05:24 67.772 INF [WalkerSim] Performing reset on start because of not persistent mode or failed load.

     

  14. Patch 8.3.4 Released! Our biggest patch yet. No wipes or Save Breaks

     

    -Iced Tea Should Now Display Wellness
    -Fixed Chemistry Station Recipe to Match Quest
    -Fixed Blacksmith Forge Recipe and Quest Requirements to Match
    -Fixed Radios can not be picked up
    -Added Bricks to Brick Stack
    -Increased Cobble and Cement Harvest on Pallets by 1-2
    -Reduced Bird Nests Spawns
    -Fixed Wrong Unlock Info for Farm Table
    -Corrected Unlock Info for Scrap Knife
    -Jumping Mutant Fix by Yakov
    -Red Border Around Tools and Weapons Below 20 Percent Reinstated by Redbeard
    -Stoves Are Now Repairable
    -Chicken Coops Are Now Interactable
    -Rabbit Cage Model Updated So It Is Interactable
    -Cannabis Grow Time Now Matches Other Crops
    -Cannabis Can Now Be Fertilized
    -Added Station Tools to Air Drops
    -Added Bicycle Parts to Air Drops
    -Increased Count of Loot on Air Drops
    -Added Ammo to Air Drops
    -Removed Recipes for Wood and Steel Bars Trick
    -Added Berry Bush Model That Spawns in the Forest and Gives Berries
    -Added New Trash Bin Models to Replace the Ugly Green One
    -Reduced Tree Stump Spawns Slightly
    -Reduced Ore Node Spawns
    -Added to the Wellness Tip
    -Reduced timer on crafting Burning Barrel
    -Reduced Cook Time on Murky Water in Can in Campfire
    -Removed and Replaced Unused Snow Group with Lumberjack Group in 23 POIs
    -Reduced Vanilla Crop Harvests from 2 to 1 to match Ravenhearst Crops
    -Added a .5 Probability to get seed back from all Ravenhearst Crops to Match Vanilla
    -Added 10x10 XL Armored Chest Storage Made With Tungsten
    -Added Craftable Reinforced Chain Link Fence Set to Enable Actual Use for Bases with Higher HP
    -Removed Individual Building Shape Recipes
    -Added New Model for Writable XL Storage
    -Added Missing Bowls to Recipes Needing Them
    -Fixed Book Bundle Nulling Frome Removed Books
    -Fixed Tier 5 POIs Treasure Chests Giving All Low Quality Items
    -Fixed Improper Loot Quality That Did Not Honor Loot Gamestage
    -Fixed Colliders on Mechanics Bench
    -Fixed rh_industrial_Lumber_Mill(by IceJudge) Quest Issue

     

  15. Patch 8.3.3 Released!

     

    -Iced Tea Should Now Display Wellness
    -Fixed Broken Issues with Wellness Option in Menu
    -Fixed Missing Unlock Info On Farming Table
    -Fixed Wrong Volume Numbering on Spears Books
    -Fixed Spear Unlocks in Book Progression
    -Fixed Irrigation Pump Not unlocking
    -Added Apache Helicopter Recipe
    -Complete Rework of the Wandering Horde System. Gamestaged to 1000, less Bears, more Vanilla Zombies and Tiers Added
    -Rework of the Blood Moon System. Added Tiered Zombies at Late Gamestages
    -Added Tiered Tom Clark Zombie
    -Added Missing Ranger Book Craft to Research Desk

     

  16. 6 hours ago, LastTugBoat243 said:

    There was also a lot of creepy ambience in the game that was removed.

    Hearing all that again makes me really miss the older alphas. Im going to look into this and try. Last I tried this it was only possible via altering the assembly which they look down on now. 

     

    Man that video brings back memories

  17. Unfortunately I am going to remove wellness for now until it is fixed. The good news is that theres a lot to this next udpate to warrant a new game!

     

    You will want to make a brand new download as some folder structures have changed now with the use of BepinEx, thanks to Yakov and Redbeards work on RH.

     

    Here are the notes!

     

    v1.8

     

    -Updated Hud
    
    -Fixed Localization on Armor Mods
    
    -Added Old Menu Music (Will play after 5 seconds due to Pimps not allowing the logo screen to be edited)
    
    -Added Hornet from Khaines Modlet which can be found here https://community.7daystodie.com/topic/25751-khaines-a20-modlets-bigger-backpacks-lockable-slots-behemoths-random-wandering-hordes-etc/
    
    -Fixed Zombies Not Running
    
    -Updated ModInfo
    
    -Added Wolf and Snake Meat along with charred and grilled recipes
    
    -Rebalanced Zombie Loot. Now there is a chance of 0 loot in a zombie while looting them.
    
    -Added Spheres New Cave System and Updated Spherecore. New maps reuired for new caves
    
    -Updated Goukis Building
    
    -Updated Spherecore
    
    -Added Opening Logos and BepinEx
    
    -Added Steel Bars and Wood Bars
    
    -Added Window Recipes
    
    -Added Wood Log Spikes and Spikes
    
    -Changed Color and Wording of Iron Hoe
    
    -Removed Wellness

     

  18. 1 hour ago, braniel said:

    I found this line in the link of the "modinfo" xml in the folder of the mod, Maybe it's still in the base code, I'm speaking with all the ignorance in the world

     

     

    Captura2.PNG

    That is a separate mod, the mod info is just one that i reused instead of creating a new link on it.

     

    Walk only is definitely not intended and i will look into it when the holidays settle down more.

     

     

    2 hours ago, omegarte said:

    that "new" bug is probably just incomplete localization.

     

    I like the concept of this modpack.  A few things to consider:

    • what meat do wolves, snakes, mountain lions, etc. drop if bear meat, venison, etc. are back?
    • bring back gore blocks?  I know TFP removed them due to performance issues but maybe the corpses can downgrade to a gore block after time and then completely disappear after some set time. 
    • I believe TFP retired challenge notes in A20.  Perhaps this modpack can bring them back. 
    • bring back the giant hornet and its jar of honey goodness

    I like these ideas. right now the other animals use only the venison or pork if i recall since pre 17 we didnt have those animals. I will create meat for them.

     

    Im going to see what i can do about gore blocks :)

     

    we can use khaines hornet modlet. im sure he will be ok with that.

     

    On 12/26/2021 at 9:27 PM, LastTugBoat243 said:

    Nostalgic 7 days to die themes

    Alpha 14 to 17 - 

     

    Alpha 1 to 13 - 

     

    This was pretty fun too loved to blow up stuff with these.

     

    gas barrel.png

    Awesome finds. The music requires coding to change which i am not against. I think at some point we have to require harmony stuff to get some removed mechanics back in anyway.

  19. 20 hours ago, bdubyah said:

    Searched through Gup's discord for that and the only thing that came up was Haidr saying it was a bad reference to a tool, like the crucible I think. So maybe look at those.

    Thank you this solved it!

     

    New release now available. Suggested a new save and map generation to see caves!!

     

    v1.7

    -Removed Clay from Desert terrain

    -ReAdded Wood Log Spikes

    -ReAdded Blunderbuss

    -ReAdded Blunderbuss Ammo

    -Fixed Wood Item Repair Issue

    -Added Yakovs Wellness Modlet which can be found here https://7daystodiemods.com/yakovs-wellness-system/

    -Added Goukis Old Farmland https://7daystodiemods.com/gk-return-to-old-farmland/

    -Added Rabbit KaBobs

    -Added Stone to Underground mining replacing small stones. Placed in forge 1 piece = 25 Units of Stone

    -Added Molds for the forge. Pipe/Bullet Casing/Tips/Jars/Nails/Cement

    -Added Spherecore and his underground cave generation system

  20. 1 hour ago, Zagan said:

    Well I'm used to using Home Depot mod and with that one you crafted a water cooler with a couple of water purifying mods, a water cooler, 2 water cooler bottles, ect.

    and it dispensed clean water so you could fill up jars with boiled water. The sinks, toilets, and fountains dispensed murky water.

     

    So I was expecting something like that with the water mods.

    I try not to copy other mods but if this is something you think would work well within my mod, i could do my own version of it this way? let me know

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