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Everything posted by Claymore

  1. @Gouki Thanks for the tests I'm currently a bit busy to check my mods, if they're still working for A19 or not. I'm sure, at least some have to get a fix. No ETA from me, but it's planned to get them ported to A19.
  2. A19 (b154): https://www.mediafire.com/file/dzc3yrh99blm6uy/Assembly-CSharp.dll
  3. Well, guess Zeds don't have that much blood left. Would make sense to me. And I'm sure, mods will bring it back for people, wanting more blood :).
  4. @open6l: Not locked. Just a leftover from the other mod. No requirements to unlock the recipe, since you can only find it via loottable This was intended, because I wanted it to make it hard to get. I'll publish a version without the leftover.
  5. A18.4 (b4): https://www.mediafire.com/file/14echrkzt6wxr7z/Assembly-CSharp.dll
  6. Sorry for the long time no updates: Private things A18.4 (b3): https://www.mediafire.com/file/xwmihzx26jw6udw/Assembly-CSharp.dll
  7. All seems fine here. Hmmm.
  8. I don't mind altering my mod "BETTER PERKS: LUCKY LOOTER". But at least give credits. Even the // are still in the XML (without any use this time, because you just removed the "Lucky Looter Revamped"). You even just replaced <Claymore> with <Gopher> and rewrite the Localization.txt. Not a good start, buddy. It took my quite a long time to figure out the correct values for my mod. And this is the reason, why I'm a bit upset about a copycat move. Proof: "Your" XML: <Gopher> // <append xpath="/progression/perks/perk[@name='perkLuckyLooter']/effect_group"> <passive
  9. Get dnSpy. Open Assembly-CSharp.dll Go to public class Constants public const int cItemMaxQuality = 6; Alter it to the amount of levels you want. Example: public const int cItemMaxQuality = 7; Go to public class QualityInfo { case 0: text = Localization.Get("lblQualityDamaged", ""); break; case 1: text = Localization.Get("lblQualityPoor", ""); break; case 2: text = Localization.Get("lblQualityAverage", ""); break; case 3: text = Localization.Get("lblQualityGreat", ""); break; case 4: text = Localization.Get("lblQualityFlawless", ""); break; cas
  10. You're very welcome, buddy Glad you liked the option and yeah: It does make it feel more scary than having a sunny bright warming daytime most of the day. I have to admit: I never played with it that much. I created it just for shenanigans, to be honest
  11. Night turns into a green hell, if you're in a city or forest - for example That's for the tweaked spawning to brutal. Saw someone playing around, but no running and oneshot kills. But even there, the mod managed to kill this person twice in one night.
  12. Added: SPILL FULL JARS Changed: SACK COAL Reason: Small typo prevented the single piece of coal to get the new value. Sacks themselves were now affected .
  13. If you have an old version of the mod, simply download the updated one. Did that fix a while ago, because they weren't cleaning once a day 2 weeks, to be exact: https://7daystodie.com/forums/showthread.php?129728-Claymore-s-Modlets&p=1079405&viewfull=1#post1079405 Easy to miss
  14. Ok, this time no fix needed, because those icons work
  15. 18.3 update... They they really removed a jaildoor and renamed another. I gave it a custom icon now. Redownload is once again a thing
  16. Jesus Christ. Must have been drunk publishing my 1st mods. Fixed and again thanks for finding it . Also a simply redownload is necessary. But you have to get the recipe from creative and read it again, because the unlock was for the schematic before and not for the recipe. I'm really sorry that happened
  18. @MrSamuelAdam: The more HP a zed has, the more XP you'll get. Correct . And thank you very much for finding this bug. Missed to port the repair material too. Simply download the mod again - the fix is included. Upgrade isn't possible, since there is no model of an upgraded version. Maybe if I find the time for it, I'll add a version for playing with my polished steel mod.
  19. No "Sorry" needed. Reports are needed - even if I play with all my mods by myself. But since I currently had no need to upgrade to polished steel: I'd never could have known, the mod was broken. So really: Thank you very much, and have a nice time .
  20. @zmax32: Thanks for the report. Yes: The Pimps again changed something, so the common method of appending the upgrade to the masterblock, isn't working anymore. Was working fine in 18.2. So the workaround was to append the upgrade to each and every block (48 in total) itself to make it compatible with every version of 18 for now. Enjoy
  21. Added: RESOURCEFUL TOP TERRAIN @SingleSidedPCB: This was kinda intended. Whilst making it easier to store and carry stuff, at some point you have to deal with the other things. But for people wanting it really easy: There's a 30k variant out too
  22. A18.3 (b3): https://www.mediafire.com/file/3aw89zyshuefmen/Assembly-CSharp.dll
  23. Correct. If you divide both values by 2, the result will be 10% at perk level 1 and 50% at level 5 .
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