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Posts posted by Zagan
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Spoiler
Well I tried to get the pictures in the spoiler, but it didn't work. Anyways, you can see how the buildings are just all messed up. Some are several blocks too high others several blocks too low. Then you can see how they are overlapping and blocking roads. I said all this in my last post. Oh and not to forget all the 500 or so POIs that won't load and give me an error for each one. Why are the POIs not included in this map generator?
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On 2/17/2022 at 9:36 AM, chillout.ice said:
any luck with getting water from the sinks or coolers ?
The Working Sinks and Cooler mod works. You need to use the left click button to fill the jars with them.
I'm still waiting for JaxTeller718 to make the water coolers dispense boiled water though. He said he would, haven't heard back yet though.
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So is there an A20 version of this out yet? Or is it dead? I've been waiting though the holidays for a map gen that works, so far nada. I tried King Gen but it just can't seem to make a flat map without screwing everything up. I got buildings sunken like 7-8 blocks, other raised up several blocks, and buildings overlapping each other and the roads. Most POIs won't load either.
I have nothing but problems with KingGen It's difficult to use, I have make my own heightmap (major hassle), no settings for a flat map at all in it. It needs a lot of work.
I keep seeing people say "We are working on it" but by the time you release one we will be up to A21 and it too will not work.
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On 2/5/2022 at 6:09 AM, Jazz0411 said:
how do i install the Increased Mod Slots mod ,i made a Mods folder in the base 7dtd folder and put the config folder in the mods folder but it didnt work
That is not quite right. In the Mods folder you should see the folder that contains the modlet. Like here is my Mods folder...
Note the address in the address bar. SteamLibrary\steamapps\common\7 Days To Die\Mods
You should see the mod in it's named folder. Then inside that folder you should see this...You said you put the config folder in the mods folder. That won't work because it's looking for that folder inside the mod named (Not Mods) folder.
In this case the mod folder name is "JaxTeller718-IncreasedModSlots" so it is looking for the files in that folder.
So it's looking here, "SteamLibrary\steamapps\common\7 Days To Die\Mods\JaxTeller718-IncreasedModSlots\" for the Modinfo.xml and the Config folder that should be there.
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@JaxTeller718 Say did you ever get around to making that Working Sinks & Coolers mod dispense boiled water from the water cooler and riverWater from the rest?
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@JaxTeller718Man I really wish you would use a different site to upload your mods, Like Nexus. Github is such a pain to use.
Oh and BTW, your new Working Stones and Sinks mod has both the A18-19 version and the A20. Probably why people are getting errors.
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OK, well I'll see if I can do it or not. Seems like an interesting path to see what I can do with it.
Thanks for the replies though. Nice when someone answers your post.
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14 hours ago, bdubyah said:
Yeah, I'll get the icon changed. It used to only have the body and then used dye in the recipe. Forgot the icon when I changed it over.
I'll have to look at the vultures. I can add a buff maybe so you don't take as much damage. But it seems to transfer damage entities do to vehicles to the driver, so even in bigger vehicles where they can't get to you, they can still hurt you. Probably intentional by TFP, but can be annoying. I've never really had many problems in helis though.
Thanks, think I've got it fixed.
Yeah, I don't exactly know how to fix it, but I was thinking maybe if you made an item mod that works like the electric fence and electrocutes them when they touch the vehicle. I made some mods that do electric damage using this line here in a buffs.xml...
<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffShocked"/>
Maybe you can do something with that. There is also this one that knocks down entities. Maybe it could knock the vultures down...<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryKnockdown01"/>
You have to change the trigger command a little, like onSelfAttackedOther would need to be changed so the trigger works right. Maybe,onOtherAttackedSelf would be it. Just guessing here.
Edit: Yeah that does work actually. Just tested using this line on a rifle and when I'm attacked the Zeds are knocked down. So you could probably use the buffShocked line for that too.
<triggered_effect trigger="onOtherAttackedSelf" action="AddBuff" target="other" buff="buffInjuryKnockdown01"/>
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@bdubyah Did you know that the GNX accessories have the same icon as the chassis? Kinda confusing.
Also, is there a way you can make it so that when I'm flying the helicopters I don't get pecked to death by vultures? Like can you make it closed so they can't get to the pilot? Maybe an auto turret item mod that shoots them or something? I mean it kinda makes me avoid flying them.
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16 hours ago, MajorOutage said:
It'd be pretty slick if the water cooler dispensed boiled water. Maybe for a powered version?Well I'm used to using Home Depot mod and with that one you crafted a water cooler with a couple of water purifying mods, a water cooler, 2 water cooler bottles, ect.
and it dispensed clean water so you could fill up jars with boiled water. The sinks, toilets, and fountains dispensed murky water.
So I was expecting something like that with the water mods.
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COOL! Were you able to get the water cooler to dispense boiled water? Is it right-click or left-click when holding a jar?
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I made this AK-47 Chimera (Does Electric/Fire/Knockdown dmg.) mod with 6 mod slots at Tier 6. The line looks like this...
<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
I suppose you could do a global effect with this line.
I tried this but received errors because there are only 4 mod slots on the ui.
That is strange because I have this mod loaded right now and I have 6 slots. I also have 6 slots on another mod that's working. The ui affects stuff like The Forge and backpack slots. Mod slots can be altered on items like armor, weapons, and tools with that line. You may need to start a new game for the changes to show up. I had that happen before.
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2 hours ago, Tallman Brad said:
@Zagan if you want a flat map devoid of any character you just need to turn lakes size, mountains size and terrain roughness to 'none'. After that you can try turning heightmap smoothing to large. This will give you a flat map with nothing but the pois and random biomes.
Yeah, did that first thing, still got a map with very large hills, almost mountains. I had to make a custom heightmap to get a flat map. Was a lot of hassle and i thought it would be cool if you could select a flat heightmap from the community ones available for each map size.
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7 hours ago, illusions said:
Great Mods, Awesome Work @JaxTeller718 thanks, my server appreciates it !!
I seen you take request .. one we are looking for is the mod slots on items tools/weapons
previous Alpha was an extra slot per level .. level 2 - 2 mod slots, level 4 - 4 slots
In A19 we had a mod for this to happen again.. now we are on the hunt for one in 20
if your so inclined for the project
Thanks again
I made this AK-47 Chimera (Does Electric/Fire/Knockdown dmg.) mod with 6 mod slots at Tier 6. The line looks like this...
<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
I suppose you could do a global effect with this line.
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Well like I said, if you can do one for each size that KingGen can make, that would be great. I alrerady made mine for 16k, but I'm sure others would like a flat map option for all the other sizes.
I would upload the one I made, but I don't know where to upload it for the "Community Height Map" in advanced settings of KingGen.
There should be a the same thing for a "Community Biomes" selection with a preview window in KingGen so you can look at them and find one you like.
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Hi,
Say I can't seem to get Telrics Health Bars V2 A20
to work. I'm pretty sure i installed it right...just unzipped it and put the folder in my mods folderno extra folder in there like D:\SteamLibrary\steamapps\common\7 Days To Die\Mods\TelricsHealthBarsV2A20
then all the files in that folder. Is there something I'm missing?0 -
Well, the working stove and oven work great, the water cooler doesn't though. I click on it with my water jar in hand but nothing happens.
The sink works, but you can't pick the sink or the water cooler up.
Maybe if you made it scrap to the item like in Home Depot mod.
Thanks so much for making these!
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Yeah, you know someone should upload a flat map heightmap for each map size so you can select it when making a map. Would save everyone a big headache having to make you own heightmap. I saw some for other maps in there.
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18 minutes ago, JaxTeller718 said:20 minutes ago, JaxTeller718 said:
Changes and Fixes
Working Stoves and Grills
Added 1 grill and 2 stoves to crafting. Added the others to traders only. Added Wall Oven
Working Sinks
Added a few more sinks to working (utility etc) and to trader
Eggs in fridges
Upped the probability to medium chances
Changed the Working Devices Modlet to reflect these changes
Added Car Respawner Modlet. Cars respawn to full working self after 2 weeks (14 days) in game
JaxTeller718 You should change your name to Santa Claus.
Thanks for working on your mods to make them even more awesome!
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Yeah about 500 POIs would not load and endless "Instance of Object" error loops. Same as last time I tried to play A20.
Guess I'll have to wait until they fix this for A20.
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Well it looks nice and flat, it's foggy so it's hard to see in the distance. Now will this work in A20? Is there anything else I need to do so it works in A20?
I'm running A19.5 atm because I had problems with my old map in A20.BTW, thanks for the help paulj_3
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Ok well I'm testing how it comes out with the settings i have in the picture. The preview looks good. Now to try it in game.
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KingGen - A Random World Generator for 7 Days to Die
in Tools
Posted · Edited by Zagan (see edit history)