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KhaineGB

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Everything posted by KhaineGB

  1. I assume you mean the Lever Action (watching his stream now) I may have sent him one.
  2. I will not be sharing that. That's DF specific (and also needs further testing at this point)
  3. New Alpha, new modlet post! This is all the modlets that will work on A20. Basically it's all my A18/A19 ones updated and adjusted as required. Also added some new ones that are now possible thanks to A20 and it's ability to load custom C# without patching anything. Modlets will be seperated into sections. XML only (for folks who want server-only), XML + Assets (needs to be installed on client and server) and C# (needs to be installed on client and server). If anyone wants to buy me a coffee as a thank you, then you can do so on Paypal. This is not required OR expected. Enjoy. XML Only Modlets (can be installed on servers with no client download). 3 Slot Forge - Adds an extra input slot to the forge and moves the UI around a little so there's no window overlap. 12 Slot Crafting Queue - Increases the crafting queue from 4 slots to 12. Scrap everything! 60 Slot Backpack - Pretty self explanitory. 96 Slot Backpack - Pretty self explanitory. Always Open Traders - Removed the open/close times from traders so they always remain open. Dangerous Cities - Increases the amount of zombies in cities and towns, while lowering the amount in the wilderness. Food and Water Bars - Just the food and water bars from my above backpack mods so users can use larger backpacks if they so wish. Headshot Only - Zombies take 0 damage from non-headshots for most weapons. Explosives, electric batons and molotovs still work normally, and animals still take full damage. HP Bars - Remember the red HP bar that was shown off in A17? This adds that back into the game for folks who liked that idea. Kill Tracking - Tracks how many of each different type of entity you've killed in the game (zombie or type of animal) and with what weapon (guns only, may consider adding melee in the future). Lockable Inventory Slots - Adds the "box" that allows the user to lock slots so they won't be moved OR sorted. Also adds one to vehicle inventory that does the same thing. NightVision Goggles Change - A few folks said they wanted the NVG effect from DF in vanilla, so it's more red than full green. This modlet will do that. Pickup Plants - Allows the player to press the 'E' button (default. May be different for other languages/controllers) to pick up plants. This does NOT grant extra harvest based on perk. You have to punch for that. Max Animals/Zombies and Claim Blocks - Adds options to the main menu for the player to select max spawned animals/zombies in the world in SP. Also allows the player to have more than 1 claim block via menu option. Steel Ammo - Adds the steel ammo from A17 for players who enjoyed that option. XML + Assets Modlets (cannot be server only). Log Spikes - Makes Wood Log and Iron Spikes craftable again. Return of the Behemoth - Adds the unfinished A16 behemoth and the A17 unfinished radiated behemoth to the game. Random spawns in the wasteland and horde nights. Return of the Hornet - Adds the cut hornet from A15 (and earlier) back to the game. Spawns as an enemy animal in the forest biome. Does not spawn on horde nights. Chicken Coops - Adds a chicken coop to the game that works the same way as the Darkness Falls one. Unlocked with Living off the Land 1. Craft, place, wait, loot. Once you've looted it, hold animal feed in your hand (so toolbelt and select it), then right-click on the chicken coop to "feed the chickens" so they can start producing again. See end of file for terms of use with this modlet. C# Modlets (cannot be server only, EAC must be off!!!). 15 Slot Toolbelt - Increases the toolbelt to 15 slots. Extra Tool And Output Slots - This is mostly for other modders. It increases the maximum amount of tools a workstation can have to 6 (so stops duplicating anything after slot 3) and the maximum output slots to 12 (was 6). Larger FOV - Increases the max FOV to 150, though anything above 90 is a bit distorted. Might be good for folks with motion sickness. Vehicle Damage Patch - Increases the amount of damage a zombie takes when you run it over. Amount of damage depends on how heavy the vehicle is and how fast you hit the zombie. Vehicle Sound Fix - This is more for modders. It fixes that horrible noise when driving custom vehicles. Wandering Horde Frequency - Folks may know this from JaWoodle's "Anywhere, Anytime" series. It creates random wandering hordes, of a random amount of zombies, a random amount of times per day. How often (in terms of in-game hours) and how many zombies are configurable in the blocks.xml included in the modlet. IMPORTANT NOTE: The wandering horde mod is ONLY FOR VANILLA!!! It is not for DF. Zombie Fall Damage - Removes the cap on the amount of damage zombies take when falling from heights, so drop pits from older alphas are now a semi-valid form of defense. TERMS OF USE. Modlets are provided as-is. I bear no responsibility if you break your save, your back, your PC, whatever. They've been tested on both of my machines and my wife's and are working as intended when installed correctly. No restrictions on personal use or mod use, just give me a thank you, except for the following modlets. Chicken Coops - These use purchased assets. The modlet is available for personal use (even for servers). However, anyone including this modlet in their own modpack needs to make sure they purchase the following assets in order to have the correct licence. Chickens - https://assetstore.unity.com/packages/3d/characters/animals/animal-pack-deluxe-99702 Chicken Coop - https://www.turbosquid.com/3d-models/henhouse-modeled-games-3d-model/986709
  4. I mean, map layouts are different too, but that's it
  5. Yep. They're just biome spawning things. They even show up in navezgane.
  6. The elevators already have custom code. I think the models aren't properly updated but I need to check. That's why it's not an easy fix. It's also not my mod. Also, Vehicles are entities like players and zombies. Elevators are blocks. So it's not the same.
  7. CCTV works fine. Turn occusion off. Elevators probably aren't fixable.
  8. It does not. I forgot to do it. And nope. I left them small on purpose. Though tbh, I rarely need a full stack of 5, so 2 stacks (one on me, one in the bike) is usually fine.
  9. Sometimes tech is just a pain in the butt for no reason
  10. In addition to the above, try a different download link. Primary Download: https://gitlab.com/KhaineGB/darknessfallsa19client/-/archive/master/darknessfallsa19client-master.zip Alternate Download: https://dev.azure.com/KhaineUK/_git/DarknessFallsA19Client Nexus: https://www.nexusmods.com/7daystodie/mods/235?tab=files&BH=1
  11. If it just says "Loading..." with nothing else, then you have a bad install. And the first page IS edited to the latest version of the mod. I try to keep it up to date all the time.
  12. Because, as mentioned, you probably have other mods in your mods folder that are moving it. You CANNOT just yeet modlets at DF. It's an overhaul.
  13. You scrap schematics you don't need to get skill notes. Also sometimes you get them as trader quest rewards.
  14. Dont use the bigger backpack with DF. It already has a 96 slot. It sounds like you have lots of other mods interfereing with DF, which is why the health bar is in the wrong place. Once that's working, if you REALLY want 2 points/level, I can walk you through that. But its unecessary in DF when you can learn most things via found schematics AND make books to give you +1 skill point.
  15. Agreed. Minecraft Beta was VERY similar to 7DTD's current EA status. I think they did it quite well tbh.
  16. Oh, FYI... Minecraft had 3 alpha releases (1.0, 1.1, 1.2) and 9 beta releases before gold (1.0 to 1.8) Rimworld had 10 major alpha versions, with multiple sub-versions in between. Yes, 7DTD is longer than all of those, but does it matter? Yes, I also want it to be done so I can stop worrying about updating all my mods for the next version and users complaining at me about when my release will be done... but eh. I knew that would happen. It's fine.
  17. Just to comment on the games list. All of the ones you listed, EXCEPT valheim, had MOSTLY INTERNAL alpha's. Diablo 2 resurrected had a public alpha test (one, we don't know how many internals) and so did Diablo 3. Valheim? It's still in early access. It's had 24 public builds, only 2 of which were new "major" versions, AKA Alphas. Alpha 1 - Intial Release. Alpha 2 - Current version (specifically 0.204.4) You may have been an IT manager for god knows how many years, but were you an IT manager for GAME development? Because it's very different.
  18. I cheat. Both my jobs are work from home Carer for my disabled wife (so cooking, cleaning, managing her meds and physical therapy, plus spending time with her to manage the mental health side, that's the 7 days/week one) and tech support for a gaming company (that's the one that's about an hour a day, sometimes 2-3 hours depending on if a DLC dropped or not)
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