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KhaineGB

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Everything posted by KhaineGB

  1. Nah. Might do in the future, but haven't been doing that for DF.
  2. I personally leave loot at 100%. 100 zombies, leave animals as default, bloodmoon every 7 days, 60 min days, warrior difficulty, air drops every 3 and I usually leave the marker on.
  3. She's a random biome spawn, just like animals and zombies. So... nope.
  4. Pushed a fix for the forge. WIll remove the sniper rifle modlet shortly as that's no longer needed as of b157.
  5. The current plan is to basically get the 18.4 version working, with a few extra items, and some bug fixes. That's about it. If I have time, then i'll add some extra content.
  6. Pretty much everything is done right now. This is what i've got left to do to get the mod back to the same state it was in for A18.4. - Fix aim down sights for my custom guns. - Check attachments on my custom guns. - Re-do per-zombie loot lists. - Add some variance to the snow biome. - Re-do bloodmoon and wandering horde (maybe a slightly slower burn since better guns are rarer now?) - Various localization fixes.
  7. Added a Sniper Rifle Fix modlet to the main post. That way folks can use it until TFP fix it properly.
  8. Nope, I haven't. They'd probably need to be rebuilt for the new Linear Colour Space. XML is what the main game files are written in. Basically it means these mods don't need any custom DLL patches. Will have a look at it, but everything has been working great for me. It's basically just the bigforge code from DF ported over as a modlet. I generally assume most folks know how to manually install modlets since it's been a thing since A17. Make a Mods folder in your 7DTD directory, open the zip file you downloaded. There will be a folder with a stupid long name. Open that folder and you'll see another folder called something like KHA19-60BBM (using the backpack as an example). Put THAT in your Mods folder.
  9. There won't be a mod release until A19 STABLE at the very least. If previous alphas are anything to go by, it might not even be until A19.1, because what happened in A17 and A18, is I got the mod ready for an experimental release, then A17.1/A18.1 experiemental dropped and I had to update all my stuff again. There definitely won't be anything like nuclear power plants (tried to add that, broke the code REALLY badly), jet packs or helicopters. I am working on a potential quest line, but have hit a bit of a snag. 3 of the POI's for it are done, though. And since TFP removed the "increased gamestage from higher difficulty" thing, i'm working on my own difficulty modifiers right now.
  10. I don't do release dates or eta's. It's done when it's done. Mod only works on A18.4. Latest mod version is 2.50.2.
  11. It would still be super jacked up because the nailgun is a ranged item, so digging and destroying blocks would look super wrong
  12. Oh, you mean a straight up AIOT like in SkyFactory for minecraft. Yeah, not doing that because the animations would be SUPER messed up.
  13. 3 slot forge seems ok. The 96 slot backpack was working for me but i've increased the windowLooting size from 11, 11 to 12, 12 which should resolve the issue. The problem is you're using a mod to increase the size of the storage chest and it's causing the error. You would need to edit the mod that increases that size, or remove it. It is NOT related to the backpack problem. Have also added an "Always Open Traders" modlet for folks who enjoy that kind of thing.
  14. I am so yoinking that when it's done
  15. Probably? But eh... I don't see the point. The stone hammer is fast enough for building in the start
  16. I was thinking of maybe making a nailgun mod that does that for the laborer instead.
  17. Easy fix, will do that in a min. It's just the windowLooting size. That one was working fine for me but i'll have a look later.
  18. Split out the food and water bars into their own modlet so folks can use those with a different backpack mod if they so wish. I'll drop the 60/96 slot backpack mods with that mod included later on.
  19. Welp. There's something to add for A19 then...
  20. That would be correct. I think there is titanium SPIKES mod though.
  21. Pushed an update for the backpacks. - Slightly increased icon sizes on all versions (60/96 slot) - Added a % symbol to food/water as it's showing a percentage, not the actual value (so 100 on the bar at level 30 means your food/water is at 130)
  22. Thought I'd make a single post for all my modlets that work on A19. Basically it's all the various A18 ones, tested and adjusted if necessary to make sure they work on A19. There's also a few new ones that I thought folks might like. All of these are XML only. Enjoy. 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. 60 Slot Backpack (with Food/Water bars) - As above, but with food and water bars moved from under the toolbelt to under the Health/Stamina bars on the left. 96 Slot Backpack - Pretty self explanitory. 96 Slot Backpack (with Food/Water bars) - As above, but with food and water bars moved from under the toolbelt to under the Health/Stamina bars on the left. 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. Backpack Buttons - Moves buttons to the left of the inventory window (so sort is where it used to be) and uses custom icons rather than the ones provided by TFP. Backpack Buttons V2 - As above, but uses vanilla icons which is better for servers. Lockable Inventory Slots - Adds the "box" from the backpack buttons modlet 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. 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. Log Spikes - Makes Wood Log and Iron Spikes craftable again. 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. Always Open Traders - Removed the open/close times from traders so they always remain open (tested with Trader Jen and seems to work). Bigger Bloodmoons - This is a mix of things. It removes crawlers from horde nights, increases the total number and the max alive (so you should have more zombies) AND uses new zombies with reduced AI for better FPS. Zombie Stutter Stop - Forces zombies to preload into RAM, which helps reduce the stutter while playing vanilla. 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. 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). How to manually install modlets tutorial video:
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