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psouza4

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Everything posted by psouza4

  1. It's because I'm not a graphic artist, haha! The 3D model assets are The Fun Pimps' models for hops (to make your own beer). I thought they looked a bit like a cannabis plant and ran with it.
  2. It won't work that way, his mod needs to support more inputs, not my mod support less. No point having no inputs for zinc or copper
  3. Does his mod mess with the forge? Yeah I see that he completely reskins the forge, among other stuff -- thus the point of his mod. And forcibly sets it back to 4 inputs. He'd need to allow 6 inputs or it'll crash.
  4. INTRO & CREDIT: Everyone needs a little downtime, right? Find, grow, and smoke your own cannabis. Sure, it'll make you a little hungry, but you sure take some punishment when you're high. This modlet adds seeds, plants, schematics, progression, buffs, and usable items. DOWNLOAD & INSTALL: Alpha 18: MeanCloud__Cannabis_v1.01.zip (version 1.01, 2020-03-20) Alpha 19: MeanCloud__Cannabis_v1.02.zip (version 1.02, 2021-07-22) Download and extract this modlet to your 7 Days to Die Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). USING THIS MOD: To get started, start looting around until you find some cannabis seeds or (cannabis buds and the perk or recipe to craft seeds from it). Plant the seeds as you would any other and wait for your cannabis to grow. Cannabis can be rolled into joints or smoked in bongs that you can craft or find. Smoking cannabis joints will give you damage protection and a bit of fortitude for a few minutes. It'll also heal you (like weak painkillers), but you'll lose some perception and a bit of max stamina (got the munchies?) in exchange. The perception, fortitude, and damage protection effects are temporary. Smoking cannabis in a bong will give you a more potent effect. NOTE FOR MULTIPLAYER: The current version of Alpha 19 does not push localization data to users. If you are playing multiplayer (either hosting or via dedicated server), each player will need to install the cannabis mod themselves to get the proper descriptions of items, buffs, perks, etc. that this mod changes. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more. All of my modlets for 7 Days to Die.
  5. Sorry about that! I've fixed the link to point to the newest 1.01 version.
  6. Mod updated to v1.01: Rebalanced copper yield (doubled) Rebalanced zinc yield (halved) Rebalanced excavators (reduced quantity of precious ores, add non-ore coal) Added a recipe that copies the cement mixer's crushing of small stone into crushed sand to the rock crusher Rock crusher queue can now hold 10 jobs Updated and refined several item icons
  7. Mod updated to v1.04: Added Surf & Turf, a new food recipe (including recipe schematic) Rebalanced foods (base 4% chance to get sick before your perks, to be consistent with the game) Rebalanced fishing nets and swapped their perk progression order with fine fishing rods Updated fishing spears so they can be scrapped Reduced the amount of rotten flesh that scrapping rotten fish yield Reduced the amount of fishing rods found when looting cars Updated vinegar to stack to 15 Updated and refined all the item icons
  8. Brilliant, let me know how it works out for you and any feedback
  9. Open your log file and post the issues that occur before this?
  10. Can you please post or PM me your log from /7DaysToDie_Data/output_log_2019-10-25-*.txt ?
  11. A subversion of my Regenerating Boulders mod has been added that lets copper and zinc ore boulders regenerate: https://7daystodie.com/forums/showthread.php?128215
  12. I've added a subversion that supplements my Mining modlet, which adds regenerating boulder support for copper and zinc boulders. Additionally, the link to the older v2 seemed broken (it was linking to v1 for A17) so I'm not sure anyone was getting regenerating ore boulders that were added in A18. That's fixed now, too.
  13. Sounds like the mod is not installed entirely. Is this in a single-player (self-hosted) game? Do you have any errors in the console or log (hit F1)?
  14. I just put out a Mining mod... have you looked at that?
  15. You did not take the extra step to install the Prefabs correctly. Please see the instructions in the main post for installing/use and the sub-note for errors-on-startup.
  16. Hmm, and how long have you been generating? I assume no other mods (because who knows what might conflict). Any errors in the console? I've generated several 4K, 8K, and one 16K world in dedi and SP (Steam version) without issues but I'm only running a few mods that I know aren't going to give me grief.
  17. INTRO & CREDIT: You've seen it before: copper and zinc together to make brass! What I've done here is extended support for ore-laden sub-biomes by adding copper and zinc metal boulders and vein generation to the random world generator. You can smelt these materials together to make brass directly in the forge. Additionally, I added automated mining excavators (inspiration and permission from stallionsden's modlet) that will automatically produce a variety of raw ores, stones, and even asphalt, gravel, bones, soil, and glass -- but the cost to make them is steep. After retrieving raw ores, you can use the new rock crusher machine to crush them up for you into usable resources. Finally, lots of effort has been made to add copper and zinc as salvageable metals throughout the game from appliances to metal piping as well as automotive pieces and chain-link fences. This mod gives you plenty of options for finding new ways to get brass for all your munitions needs, not to mention all the other ores at a reasonable pace. Credit to @Del_Stryker for putting together some copper and zinc boulder models. DOWNLOAD & INSTALL: Alpha 18.0: MeanCloud__Mining_v1.01.zip (version 1.01, 2019-10-28) Alpha 18.1-18.4: MeanCloud__Mining_v1.04.zip (version 1.04, 2020-03-21) Alpha 19: MeanCloud__Mining_v1.05.zip (version 1.05, 2021-07-20) Download and extract this modlet to your 7 Days to Die /Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). Once extracted, move the files in the mod's /Prefabs folder to your 7 Days to Die /Data/Prefabs folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Data\Prefabs ('Prefabs' will already exist; if you can't find it, you're in the wrong place). USING THIS MOD: To get started mining, I highly recommend you create a new random world. If you try to install this mod in an existing game, the new copper and zinc ores and veins will not be generated. You will still find copper and zinc while salvaging and scavenging, but you will not find it while mining unless you create a new random world (see notes further down in this post). Once you've found some copper or zinc to mine (or have otherwise looted some), take it to the forge and you'll find that it now accepts the additional metals which can be smelted down into scrap brass or forged directly into bullet casings. Note that you still need the relevant perk to craft bullet casings and the crucible to pour brass back out of the forge as normal. This modlet also adds excavators, which are automated mining machines that will drill into the ground and resurface with materials every so often. While they are expensive to make, they will surely make up for their cost in the materials they mine up. Most of the mined ore must be processed by a rock crusher, which this mod also adds. The rock crusher is a new workbench (it's built from an old industrial clothes washing machine) that uses ore blocks and sand to crush the usable materials out of the ore. Excavators will go through various stages as they mine through the ground: Have fun mining! WANT MORE? Try my Regenerating Boulders modlet that lets ore boulders regenerate. There's a subversion of that mod that works for these copper & zinc ore boulders:! NOTE FOR MULTIPLAYER: The current version of Alpha 19 does not push localization data to users. If you are playing multiplayer (either hosting or via dedicated server), each player will need to install the mining mod themselves to get the proper descriptions of items, blocks, UI labels, etc. that this mod changes. NOTE ABOUT WORLD GENERATION: This modlet adds ore generation in the form of sub-biomes for copper and zinc metal boulders and ore veins. If you do not generate a new world, these boulders and veins will be absent (but you can still definitely acquire copper and vein materials by salvaging and scavenging during normal gameplay). I would recommend that you start a new game if you intend to use this mod. NOTE ABOUT THE FORGE CHANGES: If you are adding this modlet to an existing game, please be aware that your existing forges will have all contents erased except for fuel and anything that was queued. This is because this modlet is adding extra input materials (copper and zinc) and the 7 Days to Die game engine does not gracefully handle this kind of change. Make sure you're okay with all players losing forge contents the first time this mod is installed into an existing game world. NOTE ABOUT MODLET COMPATIBILITY: This modlet is not compatible with stallionsden's mining truck and rain collector modlet. This mod intentionally uses some of the same block names and lootcontainer IDs to discourage players from attempting to use both mods at once. Additionally, this modlet is not compatible with the S420's SimpleUI-ForgeInput modlet that changes forges to have three inputs. This modlet already includes forges with three inputs anyway, but S420's overwrites what resources are accepted by the forge, causing errors to be logged to the console since this modlet requires copper and zinc to be accepted by the forge. Neither is this modlet compatible with many modlets that reskin the forge at all. ERRORS ON STARTUP? If you fail to install the prefabs correctly, 7 Days to Die will log errors in the console window. You need to install the prefabs to the correct location, even if you aren't generating a new world or are playing on a dedicated server. TESTERS: This is one of my bigger mods -- looking for people to test and provide details of any bugs or issues, or simply want to give feedback on their experiences with the mod such as game balance. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more. All of my modlets for 7 Days to Die.
  18. You found a bug in my mod. I fixed it with version 1.02, so please update. You may need to give your friend the schematic for free to fix the progression since the game won't register any changes with your perks (it doesn't back-fill recipes you should know from mods). Jax is right, there's no way to adjust this behavior. Thanks for the kudos, too Jax. Version 1.02 has been uploaded with a few fixes (fishing anywhere during rainy weather, perk progression unlocks for fishing rods) and new stuff (prawns added, new images for some foods).
  19. This is intentional to add some pacing to the process or else you could just spam your mouse buttons for very quick fishing caches. It's a good point that makes sense, but because of how animations are tied to different item classes, if I want the spear to actually move and animate properly, I can't make use of the ExchangeItem class like the fishing rods do. Conversely, I can't make the fishing rods animate up and down when you use them if I use the DynamicMelee class like the fishing spear does. Unless I create my own animations and release this as an SDX mod, I have to work around the built-in animation limitations from the base game. Thanks for your feedback, I'm glad you're enjoying it and it's working for you so far!
  20. Gravity physics will cause the small rock to fall in the hole and break, losing the regenerating boulder.
  21. Mod updated to version 1.01. Fishing spears have a proper animation now and some other minor bug fixes.
  22. Without an STX mod, that'd be impossible. STX can be a pain for some people to install so I'm sticking with modlets. I did get some better animations going for the next update though.
  23. whoops, left out the 'v' in the filename for the version, fixed
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