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AemiliusMily

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Posts posted by AemiliusMily

  1. On 12/9/2021 at 7:44 AM, Beelzybub said:

    Yes, you can copy a world to your server. If you gen it on your local machine it will be in %appdata%\Roaming\7DaysToDie\GeneratedWorlds.

    Copy the new world folder to your server's data/worlds folder. Then edit serverconfig.xml <property name="GameWorld"                        value="Navezgane"/>with

    the name of the folder you copied to the data/world folder. For example, you could name the folder "Gary" then you would have data/worlds/Gary on your server and your

    serverconfig should have the line <property name="GameWorld"                        value="Gary"/>

    Oh they are there~~

     

    Thanks so much! XD

     

    I was looking at the wrong folder!

     

    I was usually using the 3rd party world generator that I forgot to look here for the Generated Worlds.

  2. 7 hours ago, Robeloto said:

    Hey everyone and sorry. I have been off for a while. It all started since my apartment was in a fire in April this year and I lost a bunch of stuff.

    I am coming back. If you wanna help me I would be so grateful. What has changed and what still works in my mod? I am gonna take time to release for the current Alpha version.

    I'm glad for all the feedback and support you have given until now. It means a lot.

    Edit: This is what happened xD
     

    IMG_20210427_091021.jpg

    176865009_10165162244475788_2750029221518409972_n.jpg

    OMGosh!!

     

    Hope you are not injured during the fire.

     

    I would love to help out in ways that I can. >__<

     

    Welcome back! And thanks for all that you do. 😃

  3. Hello guys can you help me with this?

     

    I can load and play with no errors when I host but when I upload it to our server. The game just will not start and keep prompting a whole few rows of this error :

     

    2021-10-24T00:54:13 25.600 ERR XML loader: Loading and parsing 'recipes.xml' failed
    2021-10-24T00:54:13 25.600 EXC No item/block/material with name 'modDyeJawoodlePurple' existing
    Exception: No item/block/material with name 'modDyeJawoodlePurple' existing

     

    I tried commenting out recipes.xml that has modDyeJawoodlePurple or replacing it with vanilla dyes and the next ReachGreen dye came up then DistroGold and then the Melee Sledge HammerT3 error came up. That is tedious work.

     

    Please advise.

    Thank you.

  4. On 8/5/2021 at 3:09 AM, AndrewT said:

    Hey man since u have a 7DTD server as long as its a coop and not a pvp server i could join since i've had the calibers mod since it came out so i could show yall how its done since i know how to craft guns in whatever calibers u choose. also i know the mod can be overwhelming since it adds many new calibers but once u choose what caliber u want to use its not too bad. the only problem is im sure many players will want to use the big bullets but they cost tons of brass, for instance 149 brass in the forge for just 1 50BMG casing.

     

     

    Heya, feel free to join us if you wanna~ Check out the Server - Zomberito. ( n _ n ) hehe.

  5. On 6/25/2021 at 3:21 AM, AndrewT said:

    I actually have three other mods you may like however one of them requires a file extractor program to properly access the files to install it but trust me once you get all that set up its defiantly worth it.

     

    The mods are:

    Titanium

    This is the mod that requires a file extractor program. However once installed it adds really good stuff. when placed down titanium blocks have the same texture as the old stainless steel, but my favorite part is the mod adds titanium blade traps and unlike the regular steel blade traps which have only 2500 HP and require 20 wats of electricity to power, the titanium blade traps only need 1 wat of electricity and they have a whooping 100000 HP all titanium blocks have 100000 HP.

    Link:

    https://www.nexusmods.com/7daystodie/mods/1230

     

    Return of the behemoth

    This is one of several mods made by Khaine as the title suggests it brings back the old planned behemoth from A16 as well as the radiated version which was planned for A17 but never got to be tested. the behemoth will typically spawn in the wasteland but will also show up during hordes. both behemoths are fully functional and are a beast to take down (a good reason to have the calibers mod) the normal behemoth has 5000 HP same as the original plans by TFP and the radiated version has 7500 HP again same as TFP originally planned. my only complaint with this mod is the behemoths should drop really good stuff like the snufkin zombies but other than that its a good mod for players who want more of a challenge.

    Link:

    https://7daystodiemods.com/return-of-the-behemoth/

     

    Return of the hornet

    To be totally Honest I prefer the hornets over the vultures because hornets were good sources of honey when the game wont hand out antibiotics. unlike the hornet back in A15 which were yellow these hornets are a demonic crimson red which fits the theme of the game more. just like the old hornets there easy to take down with bullets and they even have the same sounds to relive the old days of the game, and the hornets only attack when u get close to them unlike the vultures who show up outta nowhere and attack u on site.

    Link:

    https://7daystodiemods.com/return-of-the-hornet/

     

    I understand not everyone is good at installing mods so Harry's new calibers is not a good start for new mod users and yeah the mod is client side but that shouldn't be too much of a problem if players in a server know what there doing. I only recommended the calibers mod because tough zombies like the snufkin ones would take tons of bullets to take down.

    Let me know if you try any of these mods and tell me your thoughts on them.

    I am embarrassed for replying so late! Haha. Got busy and we kinda did some reno on our server so in between it was messy.

     

    The client side mods are a beast!  I do quite enjoy the Zombie Resurrection (it is interesting), Return of the hornet and Return of the behemoth. I have yet to try Titanium.

     

    Sadly we could only use that on private game and not on our server. Most players just dread client mods. =(

  6. Maybe I missed out some information online and all but I have downloaded the Neopolitan Collection Mod (Single Mod Version)....

     

    I am having issues with the item combiner. Do advise me where to look and upgrade to get this to be working...

     

    I keep getting the message "Your crafting skills only allow you to improve this item to 2".

     

    I have :

    Strength > miner 69 - maxed

    Agility > Gunslinger - maxed

    Intellect > Advanced Engineering - maxed

    All books read.

     

    This might be a dumb question. But where do I go to upgrade the crafting skills?

     

     

  7. On 6/13/2021 at 5:29 AM, AndrewT said:

    when using Harry's new calibers it'll add stuff like the 10 gauge shotgun including slugs which do -56% to enemy armor so the slugs are good for tougher armored enemies

    for some reason when i was turning off the game i got a null reference i hope thats not a bug with this mod. if so then the mod may need an update

    On 6/23/2021 at 2:52 PM, AndrewT said:

    Have you tried out Harry's new calibers mod? if you have what are your thoughts on the mod?

    Sorry for late reply. I did have null reference coming up too. =/

     

    The recipes requiring real life specs to craft is pretty cool.

    The damage is higher, the weapon sounds are pretty cool. Personally, I am not a gun enthusiast. So the variety of guns and the ammo was a little confusing.

     

    However, it is more towards client side and some players do not really know how to do the installation hence most probably I will not be adding it on our server.

     

    It is pretty cool to check it out though.. Do you have any other mods that you would recommend? 😃

     

     

  8. 19 hours ago, AndrewT said:

    That would be the Snufkin's serverside zombies PLUS but i warn you the zombies in that mod are insane as some have tons of armor and will take tons of bullets to take down. However theres a problem with that mod as well where i had to uninstall all my other mods then install the zombie mod to make it work properly then reinstall my other mods. all that aside if you try the zombies PLUS mod i highly reccomend that u also get the Harry's new calibers mod as it adds bigger bullets to fight tougher zombies more effectively.

    Oh, heck yeah. I am already using that mod. It is awesome, I love the mittens and the sharkie! I would love to have more varieties to play around with. But definitely been loving the Snufkin's serverside zombie that has the Archer Geist, Tipsy squatch.

    Hmmm, interesting. I will check out Harry's new calibers mod!

     

    Thanks for letting me know!

  9. On 6/8/2021 at 2:39 AM, AndrewT said:

    Well the Giant in the videos used a bigger copy of the old biker model (from Alpha18) that was retextured but ever since the biker zombie got its current HD model they never got around retexturing the giant. and i recently replaced another zombie mod with this one on A19.5 and the mod works great.

    Thanks Andrew for the information! Aww, would have loved to see the Giant himself in action! May I know which zombie mod are you using then? Thanks!!

  10. Custom Zombies Mod by Robeloto

    -----------------------------------------

     

    I seems to be having issues with the “Predator” and “Cloaker” spawns, it give me error of null reference.

    And for some reason... The Giant skin does not seems to be working for me...? Correct me if I am wrong but the Giant suppose to look like how it is in the Videos posted right? Real slick and all...

    But mine is just a bigger scale of the Biker Zombie. Kinda bummed out. Any updates/ idea on if it's compatible with A19.4 / A19.5?

     

    Thanks guys!

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