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doughphunghus

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Everything posted by doughphunghus

  1. That's an interesting pic/comparison. There *is* a special "spectrum" setting for the wasteland, forest, and snow biomes... I have no idea what it actually does but its not tuneable, only add/remove to a biome. so maybe that is doing it? I'll play around and see if maybe setting the spectrum to "wasteland" in the otehr biomes clears this out BUT it might make them all dark and brooding day and night (vs "dark") without possibility of "normalcy" like bright snow on a sunny day as the spectrum affects day and night times with no known way of setting it for just night. Of course, maybe just 'removing the other spectrums will make it work.
  2. UPDATE: 2 small new mods added Doughs-InitialPlayerSpawn-AddSmallBundleWithT1Pistol - For games where a "more powerful zed than vanilla" may be encountered on day 1. Gives player starting box with a T1 pistol, and a *very* small amount of ammo/food/clothing/medical items. The box can be sold to trader if its not needed for a tiny bit more than the individual items to buy a few basic items or about 1/2 a cooking pot. Basically its "oh crap I need to open the box" moment OR you want the pistol. Doughs-InitialPlayerSpawn-RemoveMostVanillaStartingItems - Removes all vanilla starting items EXCEPT the keystone block, as if you remove everything the game crashes.
  3. Just for info: 1. I dont think its add ons (for me/root cause), as firefox on iPhone disallows add ons (or i have none installed, but i think they killed add on ability on iPhone in some recent update and i lost my ad blocker) 2. same as #1 on iphone: you cant get into the browser settings (the about:config ones) on iphone, there are some basic setting they allow you to get in (via iphone "configuration -> firefox") but its limited... BUT i think i have it cache clear some things on restart, BUT i usually leave the browser "open" and do not close the app, and it happens. Not being able to get into about:config angers me more than i ever thought possible as i cannot configue it to stop videos from autoplaying as i did a fair amount of reading to find out Firefox on iOS is cut down a lot and no "sane" workarounds for it other than not using firefox. 3. This could be very likely possible 4th option: i visit the site so frequently on my phone it looks like a dos attack, and they flagged me 5. Tying into #2: maybe mobile browsers on iphone are cut down in capability/features than OS or non iphone, and its more of an "apple/iOS" affecting issue, which could tie into #3 (browser id or certain browser info or behaviour not being there, etc)
  4. Possibly? Ill look onto it this weekend. Is it "because there is x level of fog its too bright to use the night vision goggles to see well?" If so there are ways to lower/remove fog, but im not 100% sure if the fog levels can be forced to be below a certain level with a basic XML mod as the "world weather" isnt moddable, and i dont know if some level of fog is part of that. also: can you provide a screenshot of "too bright" For reference?
  5. ive had off and on issues with the cloudflare thing with this site. It mostly "pops up, spins, and then loads the forums". Only a few times has it just stayed on the cloudflare page and not moved forward (that seems to have stopped happening to me recently) Im on iphone using firefox (no ad blockers/extensions allowed, ugh), and i also have it remember/cache my login (not clearing on every app ahutdown), and i have a lot of initial page re-loads (the last page i was on, via clicking on a saved link/site icon on the firefox start/home page) not load all the way. Its a white background with a "massive" 7D2D banner (like its desktop sized) and i get like a links list on the left side of the page (forum topics?). anyway: i always hit "refresh" and it does another cloudflare thing/validation and reloads and works, almost always "recently". A few weeks ago? It was not loading and refreshing as reliably.
  6. Im running the latest "28 Alphas later" on ubuntu (with several other mods) and it seems to work ok so far (just for loading it up and playing a single game day), but if i run into anything odd with the mod thats obvious ill post it (usually its graphics glitches for special assets it seems, in other mods i have tried). Im using a custom map (new york undead 21) so im not sure if it has to be "a newly generated map" for this mod to get it all to work perfectly. This mod (and the mods that come with it, the special dlls,etc) all loaded without errors. I made some small changes (got rid of headshot only... sorry im terrible at aiming!) due to other zed mods i loaded which added almost unkillable zeds (for me, due to their large health) on day 1 in a quick dry run i did. note: if you play on a custom map like new york 21, you may spawn in a radiated zone (which i did), and you will die quickly (not sure how much this mod bumps up rad damage). I just used god mode to move out of it. other note: years ago i had to load some custom apps/packages (like dotnet for ubuntu?) to get some 7 days to die mods (like Darkness Falls) to load properly, so if anyone has issues you might just need some extra "compatibility" packages installed.
  7. Update: I made a second/beefed up pass at this. All "features/ideas" above are not all done, but its workable for now I hope. The mod is on my mod page/github and is lightly tested for a21.2. I may add more special weapons to clear blocks but I'm having issues on how to "remotely" clear out a gas barrel without blowing it up (so they are made harvestable instead). I couldn't even get the "pick up" action to work on the gas barrel. I think it starts to kick in more around/after gamestage 35-40, based on how I added these zeds to the blood moon entitygroups. Mod: Zombies: Add Some That Drop Blocks On Death - Adds several zeds (vanilla zed skins) that appear only during horde night that drop certain blocks a short time after death (first they drop a gore pile, and then that turns into a block). See README in the mod, but basically: ash pile (can burn if walked on), candy tin mine (can pick up), "organic dirt pile" (if harvested it yields some goo you can enhance pipe bombs with for blowing up organic blocks), and Gas barrel (cannot pick up, but can harvest. blows up if shot/hit). If you destroy the corpse or gore pile fast enough, then no extra block is left behind.
  8. Update: Added a few small mods that are vanilla skinned zeds with some different abilities. These are all "for fun" and are supposed to be for a little chaos/unpredictability, especially during horde night. Note the "Drop Blocks On Death" drops explosive blocks that can be very damaging to you/your base. Zombies: Add Birds That Are Not Real - Adds vultures (that are "drones") that move faster shoot darts Zombies: Add Leaping Lizards - Adds spider zed that has much more powerful jump capability. Zombies: Add Some That Drop Blocks On Death - Adds several zeds (vanilla zed skins) that appear only during horde night that drop certain blocks a short time after death (first they drop a gore pile, and then that turns into a block). See README in the mod, but basically: ash pile (can burn if walked on), candy tin mine (can pick up), "organic dirt pile" (if harvested it yields some goo you can enhance pipe bombs with for blowing up organic blocks), and Gas barrel (cannot pick up, but can harvest. blows up if shot/hit). If you destroy the corpse or gore pile fast enough, then no extra block is left behind.
  9. ok I had to mess with this tonight... here's a link to a working (and very incomplete) example mod if anyone wants to play with it and provide feedback (or just run with it make your own!) Its on DropBox as I don't want it on my mods github page (or 7daystodiemods.com) at this level of unfinished-ness: Doughs-Zombies-DropBlocksOnDeath Basically: I set up a new vanilla navezgane game (with only this mod) where it was horde night every night, and made the days 30 min. I gave myself guns/ammo/blocks ( creative mode) and built a "always safe" little POI base like I normally would the first week. Blocking off a few doors with bars and making a 2nd floor place to hide and shoot if needed. Nothing fancy/overpowered or traps (except my weapons). Basically a "first test" to see what it feels like. The zombies *only* spawn on horde night and can be identified by the fact they crawl (like the spider) vs walk. other than that and block/corpse drop their attributes are the same as their vanilla zed counterparts. Current zombies => the block they drop: zombieUtilityWorker_doughsZDBOD => dirt (allows walking on/up it, can block openings/paths) zombieBurnt_doughsZDBOD => ember pile (can burn if walked on) zombieMaleHazmat_doughsZDBOD => gas barrel (can explode if shot/hit) Results: Overall it was fun, but I wanted so much more. It will be hard to test this in a proper long game, waiting for horde nights. It feels like it would work better in a fast "tower defense" game mode like gnamod or enTowerDefense, but in a long game .. hard to tell. it probably depends on what kind of base type you have or the total number of zeds spawned to allow the dirt droppers enough time to drop enough dirt for climbing. I mean... maybe they drop cars/couches but this feels so wrong. First/second/third horde night sent a few of these zeds in, but the first night (and gamestage) are so low its very underwhelming BUT it was fun to see a gas barrel spawn on top of the bars I had made (yes, on top), and it was lootable for gas but also... out of reach. it made me realize how nervous it can make you just sitting there out of reach, because you can be very close to it. like... looking out a small window of your base on horde night and seeing 2 fresh barrels right up against the wall near your workbench. To spice things up (as I was very OP already), I started spawning in 25 of each zed (75 total all at once) and shooting them (for gamestage bonus, but also just to do it). This went on for awhile, and eventually my POI base was mostly blown up and holes everywhere. Other/fixes/thoughts so far: - make gas barrel non lootable? but definitely "able to pick up" or destroy with 0 explosion. Once a gas barrel was there and all zeds were cleared it was a pain since there's no way to remove it. - dirt was not acting like I thought it would. but I also didn't have a base with walls where I could not see the zeds climbing. I think this will be more of an issue with tight kill corridors or walls BUT what was happening in my "shooting area" the most was the gas barrel explosions were destroying the dropped dirt (and leaving large holes instead). - Gas barrels kinda start accumulating everywhere (yay!), and then they "randomly" blow up (in chain reactions) because zeds hit them. This is actually the best part as its totally random when and how many are going to blow if you're not watching carefully. - I found myself purposefully shooting and blowing up gas barrels as it was convenient (zeds were near them) but also this is how I normally play (cannot resist using explosives to watch chaos). A smarter and more competent survivor would have not shot them as carelessly. But its very fun to discover them! - Gas barrels just appear "out of nowhere" ( from your gaming perspective) so its easy to shoot them by accident when mowing down a lot of zeds BUT they do not blow up with 1 bullet so its also easy to not hit them a lot... unless several zeds are in front of them and you don't see the barrel! - The ember piles I used are a bit too large visually, BUT they do burn the zeds periodically, just not enough to make it useful as a trap/danger to you or them. Burn effect needs increasing. I'm not sure how cool this would be with the Fire Mod (wood catches fire if flaming zed hits it?). - I feel there definitely needs to be more block drop variations. "mines" come to mind immediately. - I feel there needs to be some sort of "identifier" other than crawling to know its a special zed. but everything seems to already be used. It would be nice if we could put hats or masks on them (UMA gone ) - I am still ambivalent so far on "clear corpse/gore block" weapons but the timing of corpse -> gore -> block likely needs to be a bit slower to give time to react to the corpses (like in kill pits/kill corridors). @BFT2020's idea of molotovs/exploding arrows (the bonuses) feels right for clearing a zed corpse (instead of a shovel) before it turns into a gore block as its a throw-able. maybe "molotovs (corpse clear) -> pipe bombs (corpse block clear) -> some shootable (dropped block clear) EXCEPT gas barrels/mines/explodables prob need to be just picked up with no remote clear option? - I want to try out "very low health" zeds that run up to a wall and get easily killed by another zed hitting them, so "new zeds" will spawn faster. Maybe even "zed hits something once, it damages them and they die and drop their block". this way the special zeds will just keep coming. - in clusters/piles of corpses, blocks do not spawn, but also when some do they throw other blocks in the air. sometimes barrels blow up because of this I think. so you may be totally unable to stop explosions.
  10. Ooooo the "randomness" of embers dropping (maybe walk over it causes burning) i like but the gas barrel is definitely gong to he tried!
  11. @Cranberry Monster: I added your code posted above"as is" (and it works perfectly!) but I set the block drop to 100%, made the Upgraded.Rate to 10 (seconds? I have no idea..wanted fast block spawning). Then made a basic "open pen with 1 way out,some windows, with traps in front of the opening" and just spawned 25/50 (over and over) in the pen and shot them like I normally would , with "infinite" ammo. I feel with some tweaking this is going to have to be tested in a real game now, because it WAS kinda fun to watch it work. Results: - The zeds quickly died and "blocks covered up" the opening in the pen, and the trap(s), so they pathed to the windows/walls - Very soon, the windows were blocked/covered and they were climbing on the dropped terrain and pathing/climbing over the walls. So I added more blocks to put a semi roof over the holes. very sloppy patching, like if you were on blood moon and were not safe. kept spawning 25/50 at a time in the pen - They kept escaping (as expected) but in fun and unpredictable ways. - Explosive, especially in a closed area, made a lot of random corpse locations, and therefore, blocks. Thoughts so far: - Using the terrainFillerAdaptive block works well (the graphical look in game), except when you dig out the blocks (its sand sound, 200 health) you get a 'POI terrain filler' block... which is kinda nice to use anyway... buut prob not a great block to hand players? Yeah, the blocks stack weird ( I had some mini 2 block "towers" and floaters, but I doubt this can be avoided. - The "total carnage craziness" of breaking the base/pen was probably really only due to the high number of zeds I spawned, so its probably a "horde night only" defense/siege issue to deal with vs "playing the game on a normal day". Because of this, I could see *not* adding this mechanic to "all zeds" where random one off POI/open wilderness encounters would be weird (dropping like 2 blocks here and there, just making a small mess) and maybe adding it to zeds only on horde night would be the best way to add it to a game (like making special copies of zeds, adding to horde night spawns only. maybe drop the health of some zeds so they die very fast (like on first shot/trap hit) and others more health to get further. - Yeah making a way to clear (only?) the dropped block will be important. but maybe also... a way to clear the corpse *before* it spawns a block? Not sure yet about this or the timing of dead zed -> corpse block -> block. If you look at it this way, you almost could have 3 timings: dead zed -(slow timer)-> corpse block -(fast timer)-> block and then for maximum errr... fun?... use 3 tools/weapons/tiers to allowing to "quick clear" each type, so "clearing it all" can be a challenge: shovel for dead zeds? -> thrown explosive for corpse blocks? -> shot/ammo explosive for blocks? of course, the "block dropped" could be varied as well, for maximum craziness/clearing (like terrain for some, wood/ladders?etc for others). prob jumping the shark at this point. BUUUUT: if it was a "really really heavy block" this might make the newly added structural stability of your base go bonkers and randomly collapse things, which (to me) is kinda fun if you're not playing a "long serious game"
  12. Interesting! and its probably "close enough" to what im hoping it will do. I was hoping a zed would run around and drop blocks and make you want to target them as "more dangerous" (like spitters or exploders) but this (mostly) would have you not shooting them all in 1 place to avoid block build up. My only concern is how the blocks will work when zeds die due to traps, but i bet it will almost work better (than random drops) as it might help wall off the trap. Or "wall you in" a room if you're not careful. Other thoughts: the dropped/grown block can be anything (terrain makes the most "sense") but.... maybe its a "high health" terrain block, which (after a few drops) might make zeds stop attacking the weak spot they were at and run elsewhere.... hmmm. im also on the fence is there should be a way to "clear these blocks" from a distance (like a special pipe bomb (cause it rolls around) that is only particularly effective against terrain. I kinda like the idea of having to deal with it close up after its all "safe".
  13. This would be a great random poi christmas themed boss zombie encounter. With this, A new mechanic needs to be added: you immediately drop (throw?) all you backpack and toolbelt/weapons. The only option is to run. Its always too dangerous to return. In this way, you have become santa and leave SnowDog presents.
  14. I think a unique character would be cool. I have seen "wandering traders" in some mods/servers. I think It would be cool to generate 1 single wandering trader per map (not near the player spawns) with no quests to find him or anything. if you run across him, then you do. What does he sell/carry? Not sure (maybe nothing?) but it could be more of a chance to have some dialogue and maybe unique custom quests where you dont have to bring anything back to that trader. Maybe a single quest that sends you only to dishong tower (like marks it on the map, assuming the tower exists on every map but im not sure if it always does). Also: make the trader "untrappable" (teleports far away if boxed in) as people may try to box him in to keep doing quests?
  15. Specifically: Literally place blocks "randomly" as part of attacking something. Why: I wanted to see what happens if a zed attacks you or your base and puts down dirt blocks as they try to hit, or like a zombie cop, as part of the "vomit attack" it drops blocks instead of throwing up. Basically": I want some zeds to have a different type of "siege" mechanic, where they can possibly get over walls easier. Other ramblings: I have made some attempts at XML editing to change attack and vomit to "PlaceBlock" but cannot seem to get it to work. I've racked my brain as a way to turn any projectile like an arrow into a block (like after it sticks) and cannot come up with anything. Note: Even if a block was "thrown" and then hit the ground and was destroyed, this would work as it can leave "rubble" Note 2: even if something like an arrow doesn't turn into a block, if it could have "weight" and throw off the structural stability of other blocks only when it sticks to them, that would work as the blocks of a base/POI would fall "randomly" of not supported well, leading to unexpected holes. Note 3: I have considered "super jumping" as another possibility vs "dropping blocks" (like the spider zed jumping, but super high/far) but this feels weird for normal walking zeds, unless they are robots (like NPC pack bots).
  16. Most of my mods were migrated from a20 to a21 and tested/playtested on a21.0, so its possible there is an issue with the latest versions of the game, but first we need to make sure the mod(s) are properly installed, and copying over game files is not the correct way (for my mods). It may be worth looking up "how to install mods" for a21: There are many ways I use Ubuntu, not Windows so I just make a "Mods" folder in my games install directory and put the mods there. One place I believe should have decent/current windows specific instructions for doing ths (but I have not tested on Windows) is here: https://7daystodiemods.com/how-to-install-7-days-to-die-mods/ . There is a note at the bottom about "Alpha 20.4 b42" (and probably any version above this) that has new alternative places for mods, and its possible the current "Mods" folder location will change or be invalid in future releases IMHO. Also: There are several methods to install mods/overhauls, one is a mod launcher/app which I have not tested but looks "up to date": Extra info if needed: All of my mods are supposed to be put into a "Mods" folder in the games base directory (this folder you may have to create if you have not created it, the game install does not create it), and not by replacing any of the games files. Replacing the games files I believe was an older way of installing/adding mods, or may be done for some large overhaul mods but that was a long time ago and possibly only for certain overhaul mods still today? All of my mods (and may other mods do as well) and should have this general structure (and more files/folders may be present, this is just an example to pinpoint the top level folder). NOTE: You have to unzip them if they are zipped, and sometimes? (depending on how they are downloaded?) unzipping creates an extra top level folder you need to not use! <modname>/Config/<files.xml> Where: <modname> = This is the toplevel folder and name of the mod, like "Doughs-Lights-HarderToCraft". Note: To prove its the toplevel folder, inside this folder is a ModInfo.xml that will contain more info about the mod "friendly name" name and version. If this file is not immediately inside the "toplevel folder" you put into the "Mods" folder, the game will not load the mod. Config = a folder literally named "Config" <files.xml> = any files that have an .xml extension. ADDITIONALLY: You will have to use Steam to repair the game/install if you have already copied over the game files with my mods and didn't make a backup. repair the game first ( where it runs without mods) and then try the methods to install mods I gave. If you still have issues, let me know. The fog mod (if this is what you are using) has pretty thick fog when its working which might not be to everyone's tastes, but its an easy mod to make changes to to lighten the fog up, or just make it day/night fog.
  17. Thanks! yeah, I wish I knew enough to be able to make one and I have a few ideas on ways to make it sort of work (in cheesy ways, not like a few overhaul mods have done and made nice watches). I was hoping that either someone would release a watch/time mod or the game will get out of alpha/go gold and then the modding API would be stable enough to want to spend time on making one. For me personally, I would want a "battery mechanic" where the watch will eventually need new batteries (or wear down/slow down/stop working in some way) so once you craft a watch you won't be "done with the time issue". I like the games somewhat subtle "crickets" sound cue for "nighttime is coming" (and the sun dropping tells you as well) so i normally use those to "determine if I have to run home, or make a temp base". Of course (at your base) once you get power up and can use timers you can have lights sort of tell you the time (like lights go on/off at a certain time)...but not the day, which is something that would be neat...it would be nice to be able to make a day based "horde night" alert (or even a "tomorrow is horde night" alert). I really wish the game had more "electrical" mechanics, like: - solar would work based on the cloud/sun strength. - more timer options (like a day based timer, or a timer with timing increments down to 30 seconds) - traps and any "electrical things" having large variations in wattage usage (like tiers of traps: a tier 1 blade trap using a lot more power than tier 3) - an "electrical block" capability to be able to enforce "powered workstations" (ovens, microwaves, toasters, better chemistry stations, power the cement mixer, refrigerator/cooling/heating, etc) - clocks and flashlights that required batteries - all Batteries ( flashlight, clock/watch, and car batteries) having a "quality' that was not just wattage/output but also "lifetime". Its kinda thrilling not knowing when your stuff is going to stop working, and then not have that stuff for awhile until you can recharge/loot/craft more batteries. - the ability to set a clock alarm (with a battery), and place it, and have it go off and attract zombies to it. This would make finding clocks in POI's and being able to pick then up (put battery in them) and use them as traps kinda fun and useful.
  18. My guess: I have never tried this but I *think* there is a file associated with a map (in the map files directory) with all the generated spawn locations in it (x,y,z axis?). It may be called "spawning.xml?" (Prob wrong on this, im not at my PC). Anyway, this contains the spawn points that are randomly chosen when you spawn in. To spawn into something as precise as a prison cell, i imagine you would just load the map and activate the debug command option to be able search for a jail building poi, teleport to it, walk through walls to get in the cell, then note your *exact* position (x,y,z axis), the debug may show these coordinates? Then go to that spawn file and remove all entries in the list and add only the single coordinate you want. Then start a new game and choose that map. this method should work for any map, but i would not edit Navezgane or any default game map just to keep them clean for troubleshooting. i have played wasteland mod a little and im not sure about the spawning but level 5 is very early in game. I remember running into "really bad foes" first when into into pois for looting, so maybe super early game they dont show up on the streets often .... buut yeah spawning into a poi may do it? Also: i believe streamers make a lot of changes to make the game "more fast paced" or "to he entertaining" so maybe more settings were changed to get the more custom npc/enemies to spawn early game?
  19. Ha ha haaaaa this is still 1,000 (maybe 10,000?) times better than my wildest dreams if i were to try to make that .
  20. They could be like a "spray paint" ( like a user places them), but unless its vanilla you couldnt have POis have them easily built in as it would have to replace an existing block (like those groups that randomly choose from a list of blocks, like the trash groups would work) but they couldn't be built/baked into a POI scene (like a yellow locked room of corpses, zeds, and all hand prints all together)?
  21. Yes yes yes! and also: i dont think they can do a "paint overlay" of this (because they cant add more textures, due to unity limitation,i have read) so i think it would have to be "as blocks" like the "flat letters" the game has (a block with the graphics as "flat" on only one side of the block). It would be super cool if they could do it with some transparency (or just careful manipulation of the graphic) so you can see through it at a lot of places. Like "a bloody handprint with splayed fingers and then drips/drags down the wall raggedly" so you can see the colors/textures of the block under/behind it. Also: hey if this is the way (via blocks), why not add severed 3D body parts like "just a hand" or "a shoe with a foot in it" or something as additional "people were here" decor! Walkijg down a swmewer tunnel and just seeing bloody dragged handprints, then about 5 more blocks a single severed hand and a bloody drag mark Might be a nice touch.
  22. I'm not sure actually where mods go on Windows systems as i am not using Windows and i put mine in the game folder (under the "7 Days to Die" folder) and it works on my system. I think they did make changes on windows but someone else is probably more able to help you on the Windows location. Be aware though that in game the darkest night seems to be 2 AM on Day 5 (the game naturally has different lighting each night, darkening from day 1 to seemingly day 5 (darkest) and then it starts getting lighter, and day 10 should be another darkest night. What version of the game are you running? I have not tested the mod on the latest experimental builds
  23. The Gnamod overhaul mod has this. The zed is a sleeper and underground and gets triggered when you are very close to it. I think it attacks upward, destroying the single level of blocks/dirt/sand/etc above it and then jumps put of the "grave" to get you. These spots are located all over the ground in open areas (but not too densely populated). Its not exactly "crawling out of the ground" but its the closest ive seen in this game.
  24. Im not going to be near my pc until next weekend but ill look into it when i get back. My mod only changes a few things to make it darker but it might be best to make a second "companion" mod to change all the other variables to put it down to total darkness, which would then document all the variables and provide something for everyone to make changes to hand tune the darkness to what they want. My "darker" mod is made to be dark but "sorta realistic" though there have been some comments the moon ambience is too low and is unrealistic, which i agree with. I made it super low as the "moon phases" change over 7 days in the game and day 1 moon is much brighter than day 5 moon, and my settings make day 1 much darker, and day 5 very dark, but not total (i think).
  25. @Rambo311 Mod uploaded here: 7D2D-Doughs-Mods-a21 as "Doughs-Food-SousChefOfTheApocalypse-ClientIcons" I was planning on adding custom icons for all the new items, using some AI tools, but it isn't working out too well, and is more work than I thought. I tried adding some more using good ol' "manually doing it' and I have lost my barely practiced image manipulation techniques Anyway: I updated the Sous Chef client icons mod with the original icons I had and tested it out on 21.2 ( latest experimental) and it looks like it works. You should be able to add it to a running game as it just replaces the referenced vanilla icons in the 'Doughs-Food-SousChefOfTheApocalypse' mod, but since its "icons" being added if you're playing multiplayer the mod needs to be on the server running the game AND everyone connecting to it.
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