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TSBX last won the day on February 2 2020

TSBX had the most liked content!


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  1. My vote is for the Cupholder mod. I guess I didn't REALLY want that Yucca Juice anyway...
  2. Hi @sharizzy , Which version of the game are you running? I'd be happy to check to see if something is amiss on my end.
  3. Usually thinning out the foliage at the base will make it look bigger.
  4. When I click on it I get a download location dialogue box, looks like it's working for me.
  5. Description from Twitter, for context. "Hey Survivors, Here is a work in progress teaser screen shot showing off a new primitive pistol, a new Fat cop, a ton of updated and new environment art and a brand-new Random World Generation Algorithm. Great work by the entire TFP Team coming to Alpha 20 Stay tuned! " So, that's RWG, and it looks amazing.
  6. Live to fight another day, there is not a single enemy in the game outside of sprint 24/7 zombies that the player cannot evade by feathering the shift key to preserve stamina, and using anything to break LoS. The moment something loses visual on you, they go to your last known location and stay there. Use the dips and valleys in the terrain to your advantage, run around the large rock formations, navigate through POIs, etc. The only way you should die to wildlife is if you run out of stamina, or decide that going toe-to-toe with them with a club and bow are a good idea.
  7. Welcome aboard, Shown!
  8. Check out how I did it here: https://github.com/TSBX-7D/Modlets/blob/master/TSBX_Headshot_100/Config/entityclasses.xml
  9. Hey guys, just wanted to give you an update on the progress of the mod. I haven't abandoned it or forgotten about it, just had a tough stretch the last few months where it just wasn't manageable to include time for modding. Here's where I'm at and what I'm working on. • I'm about 80% done with the predator abilities. • Wrist deep in a new spawning system for groups of animals • I have a napkin design for unique clothing made from each animal hide type And more!
  10. Moving forward with new builds and back-porting optimizations to the current build is exactly what they've been doing for a long time, which is the right way to go. It's not like the two builds are so divorced that gains in one cannot be supported in the other (generally speaking, I'm sure there are caveats to that).
  11. Don't forget harvesting crops.
  12. One of my favorite parts of Valheim was being able to place station upgrades around the workstations to increase their abilities. This has been a goal of mine for a long time, maybe it's time!
  13. Next time, don't speak from a place of authority if you don't have it. The moderation staff does a good job of separating the wheat from the chaff, all you're doing is trying to get teacher's attention by pretending to be her. The new shape system sounds AMAZING! I've made some prefabs before, but felt handcuffed by what shapes were available in which material, so this is a Grade A awesome change. However I can't help but wonder how many total materials are earmarked for gold. I'm also a little wary of losing entire blocks, although I do understand why. Will zombie damage be adjusted to accommodate the reduced total HP from downgrading to Steel>>>Wood or some other method?
  14. So what you're describing is doable, but not with vanilla XML as far as I know. What you could do is extract the models and textures for those blocks, set them up in Unity in the configuration you want, export them as a single prefab (Unity prefab, not 7 Days to Die prefab) and then use the MultiBlockDim property in the xml to tell the game it's a single block, but taking up multiple blocks worth of space. If you need some guidance on all that, you're welcome to join the Unofficial Modding Discord, the link should be pinned in the Mods section of the forums. Hope this helps!
  15. V, you are a very talented and intelligent person, and I'm constantly blown away by the strides you've made in the modding community. Kudos to you, friend.
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