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About Untamed_Wolf

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  1. Thanks for taking the time to update this, dcsobral! I don't have anything on the mod launcher, and this mod was an update to an abandoned A16 mod, so feel free to do whatever you need to do with this. I currently don't have a lot of time to do modding, so I appreciate this. I will update the first post with links to your mod.
  2. I'm not sure, but I currently don't have time to test it. I don't see why it wouldn't.
  3. Have you checked the github? There's an update for the compass modlet from may 10th that mentions a fix for the day not turning red on horde night.
  4. Someone with a lot more modding experience could answer this better, but from my understanding, is the game doesn't see those blocks as items that can have a wire attached to them. Like there's no real "This is where the wire originates" point. Not sure if I'm explaining it correctly. There's nothing in the actual xml that says "don't put a wire on this".
  5. Hey bdubyah, I looked into these, but I think they would require a new model, at least for adding a light to the fusebox or panel. That would be beyond me, unless someone with more modding experience had a trick up their sleeve.
  6. I did some testing and couldn't reproduce this. Just to make sure I'm on the same page, you had a solar bank, and connected it to the junction box, then connected it to a battery bank? And power wouldn't flow for you? I first connected the solar bank to the junction box (I tried with the concrete block, the fuse box and the junction box), then connected the junction box to the battery bank, then connected the battery bank to a spot light. I had also tried it connecting the solar bank to the junction box, then connecting the junction box to the spot light. I was able to get the spot light to turn on in both instances, even when I had turned the battery bank off in the first setup. Please let me know if this is how you had it set up (or how you had wanted it setup) and you were still experiencing issues. That, unfortunately, is impossible, at least as far as my knowledge goes and being able to do something like that with a modlet. But there is a way where you can setup two battery banks to have a 'day grid' and a 'night grid' and not have to worry about charging the batteries. I know this worked in 16.4, but I haven't had a chance to test it in 17.1. I will say that this is not my idea, I found it probably on the forums here, but failed to write down who posted it, so I'm sorry whoever posted it, I'm unable give you credit. -- So the build: Solar bank, with as much cells as you can buy. It connects to the 1st timer relay, that is set to 4:00 - 19:30, connected to a 2nd timer relay that is set to 4:00 - 20:00. This little trick is required to skip the game's logic, should be easily done by one relay, but if I leave the 1st timer out, than the system doesn't powers up at nighttime, I need to start/stop the solar bank to make it work. So it's kind of workaround because of the game's logic, it just completely separates the networks. The 2nd timer connects to the 1st battery bank which charges during daytime and connects to the 3rd timer that was set to 20:00 to 4:00. This is the "night grid", that powers up the sensors that switches the lights up in the house. This night network cuts of at 4 when the sunlight is enough to see easily and save power. Also this was connected to the 2nd battery bank that's output is the "24/7" network. During daytime it powers up the traps around the house (while the 1st is being charged by the sun), and at night the 1st battery pack charges up the 2nd. This system fully works without any touch, of course you have to check your watt usage and get the best batteries you can. Of course you can play with the times but this is what works best for me. So in schematic: Solar bank --> timer relay 1 (4:00-19:30) --> timer relay 2 (4:00-20:00) --> 1st battery bank --> timer relay 3(20:00-4:00, nightpower grid) --> 2nd battery bank --> 24/7 grid.
  7. Glad you like the mod! I'll take a look at it and see what I can come up with. - - - Updated - - - Once you connect the wires, you unfortunately won't be able to see them.
  8. What lights do they turn into? I'm using more lights as well and am not having this happen. You could add a 1 to the beginning of folder name of this mod. It would make it load before the more lights mod. I went and looked back through the files and we're not using the same names for anything, so I'm not certain why it would cause an issue.
  9. No worries I got your meaning. I updated it so that when you make the concrete junction box block, you can (if you want to) upgrade it to steel or stainless steel and it will not lose the functionality of being able to hook wires to it.
  10. I am really new to modding, so I will have to get back to you on some of those options. I did add the option to upgrade the concrete fuse block to steel, then stainless steel. There are no recipes for the steel or stainless steel blocks. I can add them, if there was interest. - - - Updated - - - They are functional. You can hook up wires from a battery bank or generator to them, then hook them to lights or traps. - - - Updated - - - I don't have a video, but I could post some pictures if that's good for you.
  11. Ask, and ye shall receive. Added the electrical box.
  12. Tutorial on how to use the junction block in game?
  13. Thank you! I've updated the file with the corrected progression.xml.
  14. Untamed_Wolf

    Junction Box

    I updated and added the fusebox to this mod for A17 B240: https://7daystodie.com/forums/showthread.php?69799-Junction-Box-Block This adds four blocks to the game. One is the small fusebox, a larger Control Panel, an electrical box, and a Concrete Block (that upgrades to steel) to hide all those pesky wires. There's recipes and you need Advanced Engineering lvl 2 to unlock them. Edit: Updated progression.xml; it was incorrect, thanks Puschpa! Also updated again, because for some reason I had an extra c in the recipies.xml 2nd Update: Added electrical box. 3rd Update: Allows upgrading concrete junction block to steel. Added pics The A17 version will work in A18, but dcsobral was kind enough to update it fully to A18. Link to the post and to their updated version below: https://7daystodie.com/forums/showthread.php?104708-Junction-Box&p=1065440#post1065440 UntamedWolf_JunctionBox.zip
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