Jump to content


  • Content Count

  • Joined

  • Last visited

Posts posted by AnsontheToad

  1. I have found the same issue. Progression and loot is a little off currently. Tier 1 stone age feels pretty good but tier 2 iron age feels short. It doesn't take much effort to get into steel and is possible to skip iron all together sometimes. I don't quite understand the getting stone tools when i'm game stage 100 or more according to the loot probability templates I should stop getting stone at game stage 46. Yet I still do. 

  2. 14 hours ago, LionsDen said:

    I considered doing something like your (EDIT - Forgot the r in your) incendiary rounds modlet for myself. Thanks for sharing this before I spent time on it.

    Glad I could help lol. 

  3. Editor is working great but i have an issue with the updater. It keeps saying update available I'm using 0.89. It has Warning could not open currentVersion.txt and if i run the updater it downloads fine but cannot extract zip. Just letting you know. 

  4. I don't usually share my mods but haven't seen anyone post any like these so thought someone would enjoy them. Feel free to change and expand on them as you see fit.


    Incendiary Rounds modlet. Adds a gun mod that will randomly set fire to zombies. Basically burning shaft mod but for ranged. Mod and Schematic can be found in loot and at traders. 



    Charismatic Nature modlet. My friends and I had an issue with the perk using up all our food because of the health bump and healing, so I changed the 20 health to 20% stamina regen. Also added another tier that adds 20% reload and sprint speed.



    Boots modlet. Adds cosmetic boots mods to the game. Work the same as the cowboy hat and ball cap mods. Craftable with the boots of your choice and a sewing kit. Does not include hazmat.



    Vehicle Mods modlet. Enables the Vehicle mods the Fun Pimps have in-game. Adds them to loot and to traders. Surprisingly I haven't seen anyone else do this yet it was one of the first things I modded for A19. I'm sure a bunch of others did too. Added to traders and in loot. 



    Door Smasher Mod modlet. Since using compopack I grew tired of spending so much time beating through doors. So I made this it gives 200% damage bonus to doors on whatever melee tool you put it on I prefer the steel axe. An unintended side effect is it also works on safes. Mod and Schematic can be found in loot and at trader.


    • Like 5
    • Thanks 3
  5. Wish I could help more, I downloaded the master from github and looked at the code but I'm not a programmer. More of a tinkerer and I have no idea what I'm doing. It sure would be a handy tool to have as I am in the process of making a loot overhaul to slow progress and make a bit more sense as far as what you get where and when. Still trying to understand the lootqualitytemplates as in playing I seem to get a lot of quality 6 items.

  6. The values your looking for are in the items.xml the stone axe is listed as meleeToolRepairT0StoneAxe. 

    <passive_effect name="DamageModifier" operation="perc_add" value="-.33" tags="stone"/>
    <passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="metal"/>

    If you play single player you can just edit these values in the xml until you get the desired effect.  Or you could make a modlet using something similar to this.

    <set xpath="/items/item[@name='meleeToolRepairT0StoneAxe']/effect_group/passive_effect[@tags='stone']/@value">-.33</set>
    <set xpath="/items/item[@name='meleeToolRepairT0StoneAxe']/effect_group/passive_effect[@tags='metal']/@value">-.55</set>

    You would need to adjust the values as the ones shown are default. 

    Here's a basic modlet that should do what your asking. StoneAxeNerf.zip

    • Knuckle Rub 1
  7. Trying to use for A19 getting error. Tried updating containernames.xml still same error not sure if I'm doing something wrong or if it needs updating. 

    ************** Exception Text **************
    System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
       at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
       at _7DtD_LootViewer.LootViewer.B_Load_Click(Object sender, EventArgs e) in C:\Users\jkilpatrick\Documents\GitHub\7DtD-LootViewer\7DtD-LootViewer\Form1.cs:line 369
       at System.Windows.Forms.Control.OnClick(EventArgs e)
       at System.Windows.Forms.Button.OnClick(EventArgs e)
       at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
       at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
       at System.Windows.Forms.Control.WndProc(Message& m)
       at System.Windows.Forms.ButtonBase.WndProc(Message& m)
       at System.Windows.Forms.Button.WndProc(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
       at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


  8. Got an error trying to render map.


    2018-12-12T15:33:24 205.705 INF Error in RenderMap.Run: System.ArgumentException: An element with the same key already exists in the dictionary.
    at System.Collections.Generic.Dictionary`2[system.String,ThreadManager+ThreadInfo].Add (System.String key, .ThreadInfo value) [0x00000] in <filename unknown>:0 
    at ThreadManager.startThread (System.String _name, .ThreadFunctionDelegate _threadDelegate, .ThreadFunctionDelegate _threadInit, .ThreadFunctionLoopDelegate _threadLoop, .ThreadFunctionEndDelegate _threadEnd, ThreadPriority _threadPriority, System.Object _parameter, .ExitCallbackThread _exitCallback, Boolean _runInMainThread) [0x00000] in <filename unknown>:0 
    at ThreadManager.StartThread (System.String _name, .ThreadFunctionDelegate _threadInit, .ThreadFunctionLoopDelegate _threadLoop, .ThreadFunctionEndDelegate _threadEnd, ThreadPriority _threadPriority, System.Object _parameter, .ExitCallbackThread _exitCallback, Boolean _runInMainThread) [0x00000] in <filename unknown>:0 
    at RegionFileManager..ctor (System.String _loadDirectory, System.String _saveDirectory, Int32 _maxChunksInCache, Boolean _bSaveOnChunkDrop) [0x00000] in <filename unknown>:0 
    at AllocsFixes.MapRendering.MapRendering.RenderFullMap () [0x00000] in <filename unknown>:0 
    at AllocsFixes.CustomCommands.RenderMap.Execute (System.Collections.Generic.List`1 _params, CommandSenderInfo _senderInfo) [0x00000] in <filename unknown>:0

  9. Would be awesome if someone could figure out a way to make a 7 days map editor where you could generate a map in 7 days open it with the editor that overlays the pngs and the height map and you could just edit everything. And when you change the height it would automatically recalculate the heights for the poi's.


    Making a biome editor shouldn't be to hard since your only working with a set format and 5 colors currently. Then you have the few colors for the road splat.


    I have been trying to find an image editor that will show the height map in 3d. That would be cool.

    • Like 1
  • Create New...