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Posts posted by KhaineGB
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Honestly, with the issues I'm seeing reported with A21.1... it might be even longer than that. Will wait and see what TFP do with the experimental.
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Proibably at some point, but I'd need to make a new launcher file.
You REALLY should manually install mods instead of using the launcher.
Side note, just pushed an update. The wandering horde mod wasn't working correctly, so I removed the code from romero mod and added the wandering horde modlet as a separate thing for easier user configuration.1 -
Pushed a fix for the wandering horde mod as the GS cap wasn't being correctly patched.
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1 hour ago, Jon Dillinger said:
Jello ooops typo Hello Khaine just want to say i have been working on a Mod Compilation added a bunch of mods to get all the desired effected and started editing Im a total newb at modding basically reverse engineer code i barely under stand and edit values . any how after my edits broke a few mods Mainly cause their format made it hard to understand each separate instance and my edit either left an extra or where missing element and Broke so i went through to test what worked what didnt and cut the fat when i finished i was left with your mods and Izayo's lol i think it a testament to the Quality of Work you both Do Amazing work . Thanks for all the little Notes in the mod explaining whats what it helped a small brain modder (more mod editor) like me ! One last thing is there a resource (discord or forum topic ) where i could pick people brains for help and idea's one thing i want to accomplish is late game carrots to dangle in front of players to keep them interested so im looking for help with Progression edits and balancing i want it right in the cusp of broken between player and zombies being OP basically everything is a glass cannon player and Z's. tired of the difficulty being increased simply by make everything a bullet sponge instead i want the game of numbers and dangerous repercussion from Z's getting close reduce Z attack range but increase damage and status effects
You could try guppys modding discord.
https://discord.gg/3aWeEGrjJK0 -
On 7/19/2023 at 1:36 PM, Hox13 said:
Really dumb question but I may be over analyzing it. The Vehicle damage patch Modlet, does it revert the A21 vehicles back to pre tissue paper damage (normal) as well?
Nope
On 7/19/2023 at 2:37 PM, Perky_69 said:Just dropping in to say the pick up plants mod made mushrooms no longer able to fully grow.
I'll poke it later then0 -
20 minutes ago, wanderinpaladin said:
Last statement from Khaine is at minimum Alpha 21.1 Edit: well now It's "When it's ready"
I understand wanting to play it but as someone who's played it in A19 and A20 he has a lot of work to do to get it to work. I went looking for it, but can't find it now. He did state on Twitter that it was looking like September, but with at glitchy as 7d2d is on a good day, "You'll see it when you see it."
A21.1 is still pretty likely tbh. As of right now, i've got 7 XML files left to do just to get the mod to boot enough for basic testing (items, blocks, entities, quests, POIs)
Then I need to redo all the loot and trader inventories...0 -
When it's ready
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Right, this seems to work, so V3 has been uploaded and main post updated with the download link
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The comment you quoted was in relation to the user posting a screenshot, WITH A RED ERROR, for a mod that IS NOT MINE.
And yes, TFP changed something. What you posted is the new ModInfoV2, which as far as I know all of my stuff is updated to.
I do not deal with errors/warnings/whatever on other people's mods otherwise i'd never get anything done, would I?4 -
On 7/13/2023 at 7:47 PM, VincentVonDarkness said:
KhaineGB love your work, but you need to fix the ModInfo.xml within "Lockable Inventory Slots" you forgot one key thing <ModInfo> </ModInfo> so you can't install with Vortex otherwise. I added it on my end, but for anyone else that needs this for installing within your mod manager. Just make sure that your ModInfo.xml file should read like this and you should be fine:
<?xml version="1.0" encoding="UTF-8" ?><xml><ModInfo><Name value="LockableSlots" /><DisplayName value="Khaine's Lockable Slots" /><Description value="Adds a box to the backpack and vehicle to allow users to lock slots so they cant be moved." /><Author value="KhaineGB" /><Version value="1.0.0.1" /><Website value="https://7daystodiemods.com/lockable-inventory-slots/" /></ModInfo></xml>(Edit) - Got this error even after I changed the ModInfo.xml:I didn't forget anything., The modlet is formatted for Modinfo V2 as per A21 modding instructions.
I do NOT care about Vortex. Stop using it.
Also that error isn't my mod. It's someone elses.On 7/13/2023 at 11:13 PM, YordanST said:Lockable Inventory Slots mod doesn't save locked slots after reentering game is this a bug or is this how the mod works first time trying it.
That's how it works3 -
That would make it a C# mod, not an XML mod, which I already stated earlier is why I DIDN'T do it, nor am I planning to
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I'll think about it. I kinda dont see the point
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3 hours ago, Similar said:
I don't know if this is of interest at all, but I just noticed that in 4.1.2, titanium boots (might be the case for other titanium armor parts too; I didn't think to test that at first and then I couldn't afford to) scrap to military fiber, which seems like it might not be intended considering that crafting them doesn't involve military fiber.
I can't craft military fiber yet, so it did allow me to craft certain things earlier than I probably should have been able to (Advanced Tactical Rigging and the Large Backpack, for example).
Granted, I'm one level from being able to craft the fiber, so it's not exactly a huge exploit, but I guess it could be if you don't have Scientist at all.
I DID notice that while updating to A21. Should be fixed now1 -
Zombie Fall Damage mod is now working and uploaded.
Link added to main post1 -
3 hours ago, MrGrim said:
Thanks for these great mods! I just have one question. Is it possible to make a version of the Extra Tool and Output Slots mod that only needs server side installation? Unfortunately a vanilla client crashes right after player creation with an array index out of bounds error. The code for these doesn't seem to be available so I'm unable to analyze this myself.
Thanks!
Oh my, as a warning for anyone else that may see this. Removing the "Extra Tool and Output Slots" from an ongoing save will cause all chunks with workstations to be reset when the game tries to load them! Thank goodness for hourly backups.
No. It needs a C# patch.0 -
Main post updated.
Behemoth is done2 -
Added a custom main menu music mod.
It's more for other modders, but it does put back the A9-ish music for folks who enjoyed that3 -
Absolutely no idea. I have not tested in MP. However it's based on the DF code which DID work in MP in A20 according to various people in discord.
So i'm gonna say it's tentatively ok. Save? SHOULD be fine but no promises. You may have to wait for your next horde to spawn before it kicks in.
Also, haven't seen you for a while, Pickle. Hope you're doing ok1 -
2 hours ago, Similar said:
yeah, I feel like I've taken that into account (as well as my nearsightedness), so I'm probably just having really bad luck.
I just got worried something was broken in my installation, but I don't know why it'd be and everything else seems to work like it should.
I guess Mechanic will be my next class then (I have a minibike, but trader reset day is 11km of puttering slowly from trader to trader, so I need something that doesn't make me feel like I need to get out and push).
You can put more points into the minibike perk and unlock the motorcycle and 4x4.
Dont be allergic to spending points. 😛2 -
47 minutes ago, Agame said:
Is Dangerous Cities confirmed working for current A21?
I started to change some maxcount and respawndelay numbers in the xml and I see no change in game when I load it, but it does say mod is loading in log.
Yes, but you may need the max claims/zombies mod and increase the max amount of zombies0 -
24 minutes ago, Sixx said:
You're using another UI.
I do NOT test my mods with other mods. I only test them with each other and vanilla.
Therefore, it works fine on vanilla.0 -
I know RH does but it's more grindy.
I think UL does as well, but same warning.
Not sure about the others.1 -
18 hours ago, Sixx said:
Hello all
Remove POI Names
Remove POI/Biome Name Tracker
do the mods work for you?I still get both POI names and biomes
displayed
Thanks
Sixx
Wotks for me or I wouldn't have posted them.
Wandering horde mod is posted now too for folks who wanted that.3 -
Right... now i've got some time...
Pickup plants and pumpkins fixed locally.
Cannot reproduce issue on 3 slot forge and the lockable slots mod. This is on a CLEAN game with absolutely no other mods installed, nor is it on a server. It's on SP only.
If you're having issues, you likely have other nonsense installed. I recommend checking both mod folder locations and ensuring they're clean.3 hours ago, Agame said:Love the Dangerous Cities mod, amazing idea and really adds to the immersion in game when cities have most of the zombie population. Except I am seeing NO zombies, ever in the wilderness. It would be cool if it was at least a very minimal chance that they can spawn out in the country, just so we have to be a little wary when out mining/chopping.
That's the point of the dangerous cities modlet. It makes cities dangerous, NOT the wilderness.0
Darkness Falls: They mostly come out at night...
in Mods
Posted
You need to check the discord then since I put out the first build for testers a few hours ago