Jump to content

KhaineGB

Members
  • Posts

    4,662
  • Joined

  • Last visited

  • Days Won

    31

Posts posted by KhaineGB

  1. Another new Alpha, another new modlet post!

     

    This is all the modlets that will work on A21. Basically it's all my A18/A19/A20 ones updated and adjusted as required.

     

    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 minimal 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.
    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.
    Remove POI Names - You know the pop up that shows the POI name and how difficult it is when you approach it? A few folks said they didn't like it, so I removed it (the info is still available in the top right).
    Remove POI/Biome Name Tracker - Removes the window in the top right that tracks POI and Biome names with the skulls listed.
    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.

    Zombie Reach Adjustment - Halves zombie reach so they can't hit you outside of zpear range anymore.

     

    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.

    Custom Main Menu Music - This is more for modders to add in custom music for their overhauls. However, it does include the ORIGINAL music from around Alpha 9 for users who enjoyed that.
    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. Also please note this version seems to spawn 3-5 zombies more than the maximum you set, for some reason. I do not know why.

    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.

     

    If any modlet above does not have a link for download, that means it is currently not working/not ready. It'll be done when it's done.

  2. 16 hours ago, Balthazod said:

    hi Kaine I have been trying to join Discord but there is no emote to click on I read  the rules and the faq looked every where I could but can not find it, the tick emote.


    You should have gotten the normal discord onboard because I turned that on. Otherwise it's in rules I think

  3. 36 minutes ago, Melange said:

    I did not find the lack of displayed time to be a major obstacle in playing this mod at all. Yes, initally one can't push their work for the day to the limit because one is not certain where that limit is. Ambient audio will trigger the crickets sound at 19:00 hours. Its up to the player to determine how long to be outside of base before 22:00 hours. Play (plan) accordingly. And crafting a watch isn't such a big deal, just need the right workstation.  I was lucky, often found a watch in loot before I was able to craft one. If you're running the server, I suppose you could just spawn in a watch for each player. Problem solved (but its not what the mod author intended).

     

    Look, the zombies are after you. They're not after the Trader. A random horde may cause some grief, and on horde night if the Trader is between you and the incoming horde, well that may prove to be a problem for Trader Jen. I've logged a few hundred hours in the mod (SP) and not lost a Trader yet.

     

    You and your mates will have fun with it. Or your money back.

     

     


    There's also a VERY subtle ambient audio change at 12:00

    And the time is on all traders and working vending machines :)

  4. 20 minutes ago, nigan555 said:

    Trader's are no longer protected! Take care of your local business!

    Time REMOVED from under the compass and on the map. Added to the trader window (under restock time). Or you can make a watch!

     

    Can I somehow change these 2 points before installing on my server? I really want the traders to be protected and the time to be seen


    Being blunt, this isn't the mod for you then.

    You CAN turn the trader protection back on if you want to do some XML edting.

    Time is non-negotiable. Make a watch.

  5. On 5/16/2023 at 10:51 PM, Sword Chucks said:

    Is there an easy way to know if updating will break a save? We have a late game DF group game going on A20.5. Some other friends want to start a second game but they are on A20.7. If the 20.5 players update will we break our save? (almost to labs and lasers so we are nervous haha).


    20.5 -> 20.7 is 100% a save break.

    Why are you still on 20.5 after this many months? That save should've been done and updated to 20.6 (which IS safe going to 20.7) ages ago.

  6. 3 hours ago, wanderinpaladin said:

    Why can't you kill him? I haven't run DF for the most recent stable. Where they made "unkillable" by the player? I mean that's how I got my PVP achievements.


    An update in SCore turned it on after I turned it off, even though the XML still says it's off. I have fixed it locally but didn't see the point in pushing a fix just for that with A21 around the corner.

  7. 5 hours ago, seven said:

    When this all started you mentioned the PEP would be made available outside of DF as a standalone package. Is that still the plan?

    Yes, we've been fixing up quite a lot and Krunch wants to do even more work.

    I think the plan is an A21 release before DF at this point.

  8. 2 hours ago, Sanzero said:

    Day 5, i found blank class paper in tree stump and watch mod in tier 2 POI.
    Also tree stump is kinda op for early game, i found more weapon and ammo than any low tier POI.

    I'm not complaining but is this normal?


    The class book and watch are pretty rare, so you got SUPER lucky.

    I have found a blank class book in a mailbox on day 1 before.

  9. 2 hours ago, meganoth said:

     

    Yes, it actually was. I didn't mention where that reason came from because I assumed the MS involvement was generally known. But Microsofts reasons for locking down that folder are very probably those I listed. And partly this is for clean design and stability but mostly for security reasons. Also I am sure that TFP didn't put up much of a fight here because they would have the same reasons for wanting a separation of their install and any additional content, for example for easier support.

     

    And security often has a tradeoff with comfort, but hands up if you prefer your PC and mail account getting hacked from time to time.

     

     

    PS: Any of you remember how it was in Windows98 where everyone was installing libraries into the windows system dir, what that did to stability and security?


    Counterpoints.

    1) MS do it to help prevent hackers.
    2) Plenty of other games allow you to install to a Mods folder in the games directory (hi rimworld) AND another folder.

    So the change to move entirely to another location as of A22 is not needed.

  10. 2 hours ago, meganoth said:

     

    Huh? All the changes to 7D2D paths in A20 were for one reason: To not need to write into the installation dir (except to install or update the base game) ! The installation dir should only be writable with admin rights. That is why the new path for logfiles is not in the installation dir anymore. And this is also why the Mods folder moved out of the installation dir

     

     

     

     

     


    Pfft. No it wasn't. It was for MS Store stuff because the MS version on the xbox app locks down the folder so you can't access it. 😛

  11. 6 hours ago, Teiler said:

    how long will it be after the dev stream to be released? does anyone know? how long was it at alpha 20?

     

    Thanks in advance for reply


    Approx 2-4 months based on previous alphas. And that was for experimental release, not stable.

×
×
  • Create New...