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Everything posted by MikeyUK
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I use this https://sourceforge.net/projects/automineautorun/
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The "story" I suspect will just be notes left around to find ingame and kinda flesh it out yourself with the end game being to destroy one of the factions (talked about in some other post).
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Please give us an option for: Time keeps ticking with 0 players on server
MikeyUK replied to trevorjd's topic in Pimp Dreams
Sorry I should have posted the forum link, you could ask there: Great mod choices by the way! You may also want a look at the Undead Legacy overhaul, it's great (though may not work with the above mod suggestion). -
Please give us an option for: Time keeps ticking with 0 players on server
MikeyUK replied to trevorjd's topic in Pimp Dreams
Have you tried this mod? https://7daystodiemods.com/avoid-bloodmoon-injection-sp-mp-dedicated/ Your welcome -
Valk drill is the next tier up from jackhammer, it does ore and dirt type blocks (like vanilla auger). Jackhammer just does ore type stuff (metal, stone etc), Auger just does dirt, etc.
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I used a mod called Improved RWG which I customised a little
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Good luck man and enjoy
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Great, enjoy and let me know what you think Also to run the mod its easy, has to be done in single player, put the mod into the mods directory, run the game, generate the map, wait a while for it to complete and then grab the files from GeneratedWorlds. Edit ergh sorry but I need to add, I generated this map for Undead Legacy, unsure if it will work fine in vanilla (as vanilla does not have titanium ore etc).
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Hey, I know this 10k map is not quite vanilla but I think if you regen with the same settings not using Undead Legacy it should work fine (it could work for vanilla anyway? I am not sure). 2 Cities (2 Snow) 6 Towns (1 Forest, 1 Desert, 2 Snow, 2 Wasteland) 25 Country Towns 15 Old West Towns 800 Wilderness POIs 6 Traders 119 Tier 4 POIs 15 Tier 5 POIs Details of all the settings used, map download and more screenshots (customised version of Improved RWG mod):
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The Fun Pimps next project: Yay or Nay and why.
MikeyUK replied to SURVIVE's topic in General Discussion
It was the only good Larry title imo! Loved it when I was 13 lol -
Hey all I wanted to share my creation with this mod, feel free to use it Note I wanted to restrict the amount of traders (6) and cities (2). This 10k map was generated using Improved RWG with 7 Days to Die 20.4 and Undead Legacy 2.5.76. https://drive.google.com/file/d/1rmwOZYW9A7-UbiGsVgrYz5wlM55OoStg/view?usp=sharing All player spawns (edited) are in the north of the forest biome near to wilderness POIs. Trader is around 2-3k from spawn points, country towns along the way. 2 Cities (2 Snow) 6 Towns (1 Forest, 1 Desert, 2 Snow, 2 Wasteland) 25 Country Towns 15 Old West Towns 800 Wilderness POIs 6 Traders 119 Tier 4 POIs 15 Tier 5 POIs Download: https://drive.google.com/file/d/1rmwOZYW9A7-UbiGsVgrYz5wlM55OoStg/view?usp=sharing I made some changes to the rwgmixer.xml to get the city/town etc numbers I wanted: <set xpath="/rwgmixer/world[@name='large']/property[@class='oldwest']/property[@name='default']/@value">15</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='oldwest']/property[@name='many']/@value">15</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='oldwest']/property[@name='mintiles']/@value">1</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='oldwest']/property[@name='maxtiles']/@value">5</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='countrytown']/property[@name='default']/@value">25</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='countrytown']/property[@name='many']/@value">25</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='countrytown']/property[@name='mintiles']/@value">6</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='countrytown']/property[@name='maxtiles']/@value">14</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='town']/property[@name='default']/@value">6</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='town']/property[@name='many']/@value">6</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='town']/property[@name='mintiles']/@value">10</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='town']/property[@name='maxtiles']/@value">18</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='city']/property[@name='default']/@value">2</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='city']/property[@name='many']/@value">2</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='city']/property[@name='mintiles']/@value">20</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='city']/property[@name='maxtiles']/@value">25</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='wilderness']/property[@name='default']/@value">800</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='wilderness']/property[@name='many']/@value">800</set> <set xpath="/rwgmixer/township[@name='oldwest']/property[@name='spawn_trader']/@value">false</set> <append xpath="/rwgmixer/township[@name='countrytown']"> <property name="spawn_trader" value="false"/> </append> <append xpath="/rwgmixer/township[@name='town']"> <property name="spawn_trader" value="true"/> </append> <append xpath="/rwgmixer/township[@name='city']"> <property name="spawn_trader" value="false"/> </append> Other Images: 3D Map: Traders: Tier 5 POIs Tier 4 POIs Skyscrapers
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I think this is down to how many cities you have set to spawn? Skyscrapers only in cities. I have used this mod to have dozens of cities on 10k maps, though I do find having an insane amount of cities has a bit of a performance hit!
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Lots of errors for v1.1.0 so I have reverted to previous version which works fine. From error log: 2022-05-02T06:42:13 322.827 EXC Sequence contains no matching element at System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00011] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at BackupMod.Services.SaveInfoFactory.GetFromSaveFolderPath (System.String saveFolderPath) [0x0002f] in <10452c9d1a9e493e9c0639f1ffa893fb>:0 at BackupMod.Services.WorldService.GetCurrentWorldSaveInfo () [0x0000c] in <10452c9d1a9e493e9c0639f1ffa893fb>:0 at BackupMod.ModApi+<StartWatchdogForCurrentWorld>d__1.MoveNext () [0x00031] in <10452c9d1a9e493e9c0639f1ffa893fb>:0 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x0000c] in <695d1cc93cca45069c528c15c9fdd749>:0 at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) [0x0003e] in <695d1cc93cca45069c528c15c9fdd749>:0 at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDe@%$#Notification (System.Threading.Tasks.Task task) [0x00028] in <695d1cc93cca45069c528c15c9fdd749>:0 at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) [0x00008] in <695d1cc93cca45069c528c15c9fdd749>:0 at System.Runtime.CompilerServices.TaskAwaiter.GetResult () [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 at BackupMod.ModApi+<>c+<<InitMod>b__0_0>d.MoveNext () [0x0005d] in <10452c9d1a9e493e9c0639f1ffa893fb>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) BackupMod.Services.LogWrapper`1:Exception(Exception) BackupMod.<<InitMod>b__0_0>d:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(<<InitMod>b__0_0>d&) BackupMod.<>c:<InitMod>b__0_0() ModEvent:Invoke() <startGameCo>d__122:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2022-05-02T06:42:13 322.830 ERR Full error message: 2022-05-02T06:42:13 322.832 ERR System.InvalidOperationException: Sequence contains no matching element at System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00011] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at BackupMod.Services.SaveInfoFactory.GetFromSaveFolderPath (System.String saveFolderPath) [0x0002f] in <10452c9d1a9e493e9c0639f1ffa893fb>:0 at BackupMod.Services.WorldService.GetCurrentWorldSaveInfo () [0x0000c] in <10452c9d1a9e493e9c0639f1ffa893fb>:0 at BackupMod.ModApi+<StartWatchdogForCurrentWorld>d__1.MoveNext () [0x00031] in <10452c9d1a9e493e9c0639f1ffa893fb>:0 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x0000c] in <695d1cc93cca45069c528c15c9fdd749>:0 at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) [0x0003e] in <695d1cc93cca45069c528c15c9fdd749>:0 at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDe@%$#Notification (System.Threading.Tasks.Task task) [0x00028] in <695d1cc93cca45069c528c15c9fdd749>:0 at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) [0x00008] in <695d1cc93cca45069c528c15c9fdd749>:0 at System.Runtime.CompilerServices.TaskAwaiter.GetResult () [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 at BackupMod.ModApi+<>c+<<InitMod>b__0_0>d.MoveNext () [0x0005d] in <10452c9d1a9e493e9c0639f1ffa893fb>:0
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What do you want if they added an expansion?
MikeyUK replied to SURVIVE's topic in General Discussion
Maybe you should give Undead Legacy a go, its now how you want now but it's certainly getting there with the vibe of your post https://ul.subquake.com/ -
This small and simple mod seems right up your street! Simply turns off sleepers in looted houses. https://7daystodiemods.com/stay-clear-no-sleeper-respawn/ When you have finished your vanilla playthrough I suggest you try an overhaul mod, specifically one like Undead Legacy - https://ul.subquake.com/ but play it with default settings Should give you at least 40 hours, more likely a few 100 to get into endgame Good luck and enjoy the game.
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Also try out Undead Legacy https://ul.subquake.com/
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Any chance of a little less spam in the server console? Just hard to see other stuff, doesn't need the announcement stuff imo, or at least not all the lines of it. Great mod thanks man
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Seeds alone do not override the city numbers, that mod allows you to set how many cities/towns you want on each map size (with some XML editing).
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https://www.nexusmods.com/7daystodie/mods/1921
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Looking for set home base and food/thrist meter
MikeyUK replied to Snowdog's topic in Discussion and Requests
Id recommend this HUD for food/water: https://www.nexusmods.com/7daystodie/mods/870 This backpack mod works well with it, by the same author, 72 slots: https://www.nexusmods.com/7daystodie/mods/1684 (84 slot version available too but too small for me: https://www.nexusmods.com/7daystodie/mods/2011) -
Tool KingGen - A Random World Generator for 7 Days to Die
MikeyUK replied to KingSlayerGM's topic in Tools
Maybe there are non in the forest biome? The default starter quest only looks there so would need an edit? Line 289 quests.xml <objective type="Goto" id="trader" value="5" phase="1"> <property name="biome_filter_type" value="OnlyBiome" /> <property name="biome_filter" value="pine_forest" /> <!-- <property name="biome_filter_type" value="ExcludeBiome" /> --> <!-- <property name="biome_filter" value="wasteland" /> --> <property name="nav_object" value="go_to_trader" /> </objective> -
Just a heads up, this mod with UI tweaks for controller has been released, unsure if it works with DF though. https://7daystodiemods.com/ztensitys-controller-ui-tweaks/
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Been playing around with colours in the Localization.txt, what do you think of this? RepairableWorkingStiffs,blocks,Block,EnChanged,([68E3CF]Repairable[-])\nWorking Stiffs Truck,,,,,