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  1. ABOUT Overhauled User Interface Improved Journal User Interface with thematic topic header images Vehicles have custom UI, showing speedometer, encumbrance and more Map window now supports 40 custom POI icons to choose from Advanced Sorting and Searching feature in inventory and storage Optional Undead Legacy UI parameters in Options -> Video -> User Interface -> Undead Legacy Overhauled Encumbrance system where all items and blocks have certain weight, inventory limited by carry weight, slot limit 300 Overhauled attributes and perks Perks no longer unlock new schematics, nor they level up crafting tiers Introduction of Action Skills, that level based on what you do Introduction of Research System New lockpicking minigame Overhauled crafting system and crafting progression Overhauled material progression Hundreds of new items, blocks, recipes, vehicles etc Fully scrapping vehicles will make them respawn based on new block respawn timer setting (More blocks will be added to use this feature later) Player crafted electrical lights support for full RGB customization More immersive world interaction, water sources require jars to interact, fuel barrels and pumps require fuel cans Pick up all wild plants and player crafted ones with action key A lot of slightly damaged vehicles found in the world can now be fully repaired More info about the mod can be found on my website (including screenshots): http://ul.subquake.com/ TERMS OF USE https://community.7daystodie.com/topic/4085-subquakes-undead-legacy/?do=findComment&comment=54613 LINKS DOWNLOAD DISCORD DONATIONS AND SUPPORT
  2. They mostly come out at night... (V3.6) This is a mod I originally created to fix a few "issues" myself, my wife and some friends felt the game had. Turns out I really enjoy modding so I've expanded on it quite a bit. The intent is to drag out the early game, so it will take you longer than usual to get to Iron and Steel. I've also tried to inject a little realism by locking away quite a few recipes behind perks, since most normal folks wouldn't know how to do/make those things. Also, I started playing in Alpha 8, so I wanted to try and bring back a few things from that era. Hub city, sharp rocks and sticks are pretty good examples, and I want to try and incorporate more features from that era of gameplay. I will also be trying to add in new zombies/enemies to make the "end game" more difficult. Features. 8 Classes to choose from, with 6 quests each! 96 slot backpack! 12 slot crafting queue! Custom UI! Food/Water bars next to the hotbar. Increased zombie spawn/respawn rate! Night time is now dangerous. The ferals come out to play... Zombie Behemoth (male and female) added! Scrap Iron Tools added. Iron requires level 15. Titanium added! Can be found as trophies, underground and above ground. Used to make tools, weapons and blocks. Forge Ahead & Leather Tanning books are back! (can also be purchased as perks) Wrench is now a perk and a schematic, but crafted and repaired with Iron. All common books added as perks, so you have the choice of finding the book or spending points. Action skills are back! Skill books added for all 100 level skills. Generic skill point book added so you have ways to get skill points. Skill notes! Find a recipe you already have? Scrap it into a skill note and craft that into something more useful. Extra crops! Grow apple, orange banana and coconut trees, plus wheat, carrots and tomatos! More food! Way too much to list, but bread is now an option. So are sunday roast dinners. YUM! Animal Coops and Snares from Valmod added. Clay bowls are back, and used for more than just pretty plants! Craftable Small Engines and Lead Batteries! Several new guns! Like the P225 Pistol, AR-15 Automatic Rifle, Winchester Rifle and Combat Shotgun. Gun crafting! Gun parts are back and require the rare, find-only Lathe to be crafted. Arrows can now use cloth fragments instead of feathers. Sticks and Sharp Stones have also made a return! Tree sap is now a thing! Try left-clicking on non-dead trees with jars or bowls... Sterile Bandage! New healing item to fill the void between normal Bandages and First Aid Bandages. Working sinks and ovens! Both types craftable, so pick whichever matches your kitchen. 5 new workstations. The Advanced Forge (required to smelt steel, but no fuel needed!), the Mortar and Pestle and two workbenches! There is also the rare, loot-only, Lathe! Stone hammer added. Counts as a construction tool. Used only for repairing and upgrading. Lockpicks added! Now you can lockpick all safes and most doors. Steel crossbow added that takes steel, exploding and titanium bolts. Both crossbows can be scoped. Combat axe added. There's also a titanium version. Trader's are no longer protected! Take care of your local business! Guards added to the trader, with a Guard Captain NPC! Talk to them to buy quest starters, which can earn you skill notes! (Single player only due to server bugs) Larger player-crafted storage (kitchen cabinets, lockable!). Time REMOVED from under the compass and on the map. Added to the trader window (under restock time). Junction box added for invisible wires. Unlocked via electricity perk. Bomber zombies added! These @%$*#!s are designed to tear your base to bits. You have been warned! 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner). Writing Desk, Ink and Quill available! Used together, these halve the cost of creating skill books and class papers. Grass spawns reduced for better performance/easier to see things. Traders now have more basic materials for building. Localization HEAVILY edited to show where items are crafted, including if they can be made in multiple workstations (one will have a reduced resource cost) and what tools may be needed. Compo pack added! Hornet from A15 and earlier is back, with it's original sounds and model! Keep an eye out for them in forest biomes. Trader Caitlin has arrived! She has her own POI, her own voice, lives in the wasteland and carries the most powerful items.
  3. V1.6 This is a mod I created to try out a few different things regarding code. I have tried to keep it as vanilla as possible, to maintain modlet compatibility, and just messed around with how zombie work. Features. - Zombies only take full damage from headshots. - Bloodmoons disabled. - Included Jax's Wilderness Spawn increase modlet (5x more zombies) - Added a difficulty tweaks mod to remove damage reduction from higher difficulties. - Removed zombie rage mode. - Added 10 slot toolbelt. - Added backpack stash buttons. - Added craftable log spikes. - Added ability to pick up plants with E. - Removed cop ability to puke. - Removed radiated vulture ability to puke. - Wandering hordes start from Day 2 at midnight. - Wandering horde configured to 30 zombies every 6 hours. - Wandering horde frequency and zombie amount can now be configured by XML (1-RomeroModCore\Config\blocks.xml at the top) - Added guppys PUSHABLE shopping cart (works like a bicycle for stam usage). - Added scrap iron arrows and arrow heads. - Added scrap club, scrap knuckles, scrap machete and scrap spear. - Added Pipe Pistol and Pipe Rifle. - Edited loot to remove stone arrows, leather knuckles, stone spear and wooden clubs from loot (replaced with scrap). - Edited loot to remove stone tools and replaced with scrap tools. - Moved iron tools, baseball bat, iron knuckles, iron spear and hunting knife from Level 1 of appropriate perk to Level 3 (localization updated to reflect this). - Scrap tools/weapons now locked behind schematics or level 1 of appropriate perk. (scrap arrows are NOT locked). As you can see, it's mostly adding some extra T0 guns (pipe weapons), a scrap tier and modifying the zombies. Please consider this a base for you to build your own apocalypse on, rather than a full-fat overhaul. Download Links. A19 Client (Does not work with EAC Enabled). A19 Server (Does not work with EAC enabled). Installation Instructions. (If you don't use the mod launcher) Make a copy of your 7 Days to Die folder first!!! Download the zip file at the link above. Unzip the 7DaysToDie_Data and Mods folder to your 7 Days to Die folder and overwrite when prompted. The mod uses Harmony so both folders (and their contents) are needed or you'll have problems. Same for the server files, except in this case it will be 7DaysToDieServer_Data and Mods. Video for folks who may need it (it's for darkness falls, but the basic idea is the same). Installation Instructions for macOS users. IMPORTANT NOTE: I do not have a mac. This is a guide I found for Starvation Mod and Ravenhearst, but it also works on War of the Walkers so it should be fine here. 1 - Uninstall 7dtd. Open Finder, from taskbar choose Go -> Home. Open Library -> Application Support -> Steam -> steamapps -> common. Delete 7 Days to Die folder. Reinstall 7 Days to Die. 2 - Unzip downloaded mod. Open unzipped folder. You should see 3 folders: 7DaysToDie_Data and Mods. I will be referring to this as a “home screen”. 3 - Open Steam. In your games Library, right-click 7 Days to Die and choose Properties from the drop-down menu. Choose the LOCAL FILES tab and choose BROWSE LOCAL FILES. 4 - Copy & paste (do not drag-and-drop) the Mods folder to this location. 5 - Open 7DaysToDie_Data -> Managed. 6 - Right-click 7DaysToDie.app and choose Show Package Contents. Here you should see 2 folders: Contents and Data. This will be the other “home screen”. 7 - Open Contents -> Resources -> Data -> Managed. 8 - Copy & paste (do not drag-and-drop) the .dll files into this location. Mac OSX will ask if you want to keep both or replace. Choose replace. 9 - Navigate back to each home screen. 10 - Drag-and-drop the 7DaysToDie_Data and Mods folders into this location. 11 - Open the Data folders in each location. You will see there are Config, Prefabs, and UMATextures folders in each. 12 - For each of these three folders, open up its corresponding folder so you can see the contents. Drag-and-drop the mod’s contents into its respective folder. For duplicate files, mac OSX will ask if you want to Skip, Stop, or Replace. Check the “Apply to All” checkbox, then choose Replace. 13 - Start 7 Days to Die and enjoy the mod!
  4. Google Drive mirror of latest version (currently 8.0.0) Adds invulnerable bulletproof glass and stainless steel and more specialized blocks Adds new materials; invulnerable glass and invulnerable steel (could used bedrock but i had some poor exp with it earlier) Adds new glass blocks all invulnerable; cube, plate, ramp, pillar50 Adds new steel blocks all invulnerable; cube, half, plate, ramp, stairs, stairs with railings, pyramid, pillar, pillar cap, pillar50, bars, ladder, log spike (trap) Adds new special blocks all invulnerable; garage door 5x3x1, garage door 3x2x2, steel door, vault door, vault hatch, steel hatch, drawbridge (all working without electricity) All will downgrade to itself in endless loop (nothing happens except visual change in case some damage) All can be repaired, with special nailgun or special stone axe and when having main cube (repair only needed for flawless visuals, otherwise unnecessary) All can be upgraded to visually equal but regular versions, with special nailgun or special stone axe and when having main cube (in case misplacements or change of mind) Adds better versions of admin tools and more Adds special nailgun; ranged upgrade & destroy tool Adds special nails for above special nailgun but it can be used with regular nailgun Special nailgun primary action destroys all blocks with one shot (except log spike, it requires 3 shots bcz of matryoshka-like design) Special nailgun secondary action upgrades invulnerable blocks to vulnerable top tier blocks like bulletproof glass and stainless steel Adds special stone axe Adds special paint tool Adds special machete Adds special steel knuckles Adds special pistol and smg (modified versions of admin tools, smg is not digger anymore because we have special nailgun) Adds special 9mm armor piercing bullets for above special guns but it can be used with any 9mm gun Adds special magnum revolver Adds special ak47 Adds special hunting rifle Adds special double barrel shotgun Adds special turret The turret has very very low hit chance especially from distance, to compensate this it consumes nothing, neither power nor ammo Only when works when you are close to it (luckily interfering blocks does not decrease working range) and only one of them can be active at a time You can place one behind the door or wall, so it can help defending when you are unable to shoot zombies from your position etc Adds special .44 magnum bullet Adds special 7.62 mm bullet Adds special shotgun slug Adds special buffs; mega jump & super speed Adds special cowbot boots having above special buffs When special boots on, jumping drains stamina but running regens it (the flash-like) Adds special dress shoes having only super speed buff (with very little jump buff) Adds special mining helmet; flashlight on it Adds special tank top; gives good resistance Adds special shades; gives perception, makes treasures easier to find Adds special cigar; gives strength, gives bartering bonus All tools and items above are invulnerable and undegradable Adds special trader, forge, workbench and bicycle Adds special trader, copy of Jen; you can buy, sell and take jobs but she also has key differences explained below Sold items are different, she has tons of apparel, armor, tools, guns, ammo, medicine, seed, raw food, resources, vehicle parts, decorations, missions-quests, books and recipes-schematics She is invulnerable like any other trader but in case misplacements, there is a way to remove her, explained in XML files; blocks.xml and entityclasses.xml She is craftable but you need quite amount of organic resources. she sells these resources so, after crafting first you can craft the rest easier You can easily create your own trading post with this trader and help of invulnerable blocks, if you are admin this is going to help you a lot Adds special forge and workbench Functionality is exactly same as regular versions, I plan to add features like faster crafting or crafting more items at once etc For now the real difference is how you craft these two in early game, they only require basic mats (stone, clay, iron, wood) but lots of them of course They are unlocked by default, this means you can have your forge and workbench as soon as you farm enough materials Adds special bicycle If you don't want your map's forest biome to turn into desert, wasteland or burnt forest, then stop using gas and use this bike It is fast and durable, it is a mountain bike, climb mountains, jump from them, you can do better than Trials Rising in this game It has huge storage capacity (90 slot) because it has all extra baskets and bags (not visually but you got the idea) Adds special beer includes useful buffs at once Adds water Adds food Adds stamina regen Adds stun resistance Adds cold resistance Adds heat resistance Adds disease resistance Adds infection resistance Adds experience boost Cures dysentery Cures infection Makes digestion more efficient Stops bleeding As a side effect healing with this gives %66 less exp Makes you feel dizzy As a side effect dizzines from beer lasts %33 longer Now dizziness time doubled but strength of visual effect reduced Extinguishes if you are on fire Adds speed boost Adds bartering boost Adds brawling boost Adds new recipes to make every item above craftable Craft two main resources at forge (these are required to craft others) Craft special beer at campfire or chemistry station Craft all other blocks, tools, weapons, ammo and apparel at workstation Crafting is not mandatory, all can be retrieved from creative menu as before Edit/note: I didn't mean learnable recipes here, I set all new recipes from this mod unlocked by default (but they can be changed easily to make learnable) How to find in game Crafting Creative menu What other This mod is server sided, if you prefer multiplayer your clients don't need to download, mod will be pushed to them automatically when they are trying to connect your server. 4.0.0 version and later is compatible with A19 Upgrading invulnerable block = getting regular destructible block Magenta = new = added with latest version Changelog v8.0.0 Added special melee weapons - Candy club - Sledgehammer - Steel spear - Stun baton Added special ranged weapons - Compound bow - Iron crossbow - Pump shotgun - Auto shotgun - Tactical AR - M60 - Marksman rifle - Sniper rifle Added special ammo - Steel arrow AP (and its bundle) - Steel crossbow bolt AP (and its bundle) v7.3.1 Increased invulnerable storage box stack to 30k like other invulnerable blocks v7.3.0 Added invulnerable storage box Fixed special forge and workbench being destructible (now both are invulnerable) Created optional/lightweight/nostorage edition of mod due to compatibility issues with Undead Legacy. (Download from here) v7.2.5 Added special handgun desert vulture Added special torch Added special food hunter stew Added special food farmer stew Torch power attack effects implemented Fixed knuckles power attack harvesting options Knuckles block damage and range increased Changed craft times (to bring some immersion) Changed the ammo types special weapons can use (now you can use regular ammo with special weapons) Exhanged swing sound of machete heavy and light attack as well as knuckles Added elemental (explosion) resistance to helmet, tanktop, boots and shoes Improved some passive and triggered effects (minor edit of some buffs like adding radiation resistance to special apparel) Removed removeallnegativebuffs effect from special foods, instead added extra health bonus and matched its duration with stamina bonus Changed Invulnerable blocks upgrade items (to make them vulnerable) to forged invulnerable materials (previously those were invulnerable blocks themselves) Changed Invulnerable blocks repair items to forged invulnerable materials (previously those were invulnerable blocks themselves) Other minor fixes v7.0.0 Added special bicycle Added special turret Fixed wrong icons for special ammo bundles, now bundles show corresponding ammo's icon. Other minor improvements. v6.0.0 Fixed special forge and special workbench (XUi was missing). Added missing invulnerable steel door recipe. Added special steel knuckles. Added special rocket shoes and changed special rocket boots. Also there are other minor changes; * special mining helmet's light changed, * bartering bonus of special beer adjusted, * special smg's recipe changed, * standardised code/text in items.xml, * fixed special machete stacking issue, * improved special shades (added attribute bonuses and loot game stage bonus), * improved special cigar (added attribute bonuses, improved barter sell bonus), * removed negative earth damage multiplier of special stone axe (for faster digging at early game). v5.0.0 Fixed recipe of special trader. Fixed/added recipe for special machete. Improved text/code of special drink beer, created new buff for it. Added special forge and workbench. Added invulnerable steel door (simplistic alternative to vault door). v4.0.0 Fixed invisible icons of invulnerable steel bars. Fixed wrong model of .44 Magnum handgun. Added Special Machete (to farm animal fat, leather etc). Added Special Trader (Copy of Jen with different items; you can buy, sell and take jobs like any other trader, you can place her anywhere and also place as much as you want). v3.1.1 Standardises code between A18.4 and A19 to apply future updates easily on both version. Removes all harvesting and dropping chances from invulnerable blocks. Adds new invulnerable steel hatch (looking more simple than vault hatch, added upon requested). v3.0.1 Bugfix; CustomIcon parameters changed to fix invisible icons in A19 version. v3.0.0 Gun parts name in recipes changed for A19 compatibility. Before v3.0.0 ... special_things_by_hsngrms-700.zip special_things_by_hsngrms-400.zip special_things_by_hsngrms-500.zip special_things_by_hsngrms-600.zip
  5. All Night Gamers - Undead Legacy I PvE Come on down and have some all night fun! General Server IP: 63.251.42.226 Game Port: 17470 Game Version: A 19.6 (b6) Undead Legacy Version: 2.4.28 Difficulty: Survivalist Basic 24 Hour Cycle: 90 Minutes / Daylight Length: 18 - Default daytime: 4:00 Max Zombies: 100 Max Animals: 50 Advanced Player/ AI Block Damage: 100% Loot Abundance: 100% / Re-spawn Time: 30 Days Drop on Death: Everything/ Drop on Quit: Nothing Blood Moon Count: 8 Multiplayer PvE only - No Killing Claim size: 51 Blocks/ Claim Duration: 7 Days Rules PvE only No active base raiding, don't claim a POI, build close to a trader and don't build or within 200 blocks of any city. Respect other players and the admins.
  6. Welcome to the Winterween Project by sphereii and xyth, the unholy combination of Winter Project and the ancient spirit of Valoween! Not wanting to miss an alpha, we've combined two of the most dramatic mods into a single mod for Alpha 19 for a special Halloween treat. Steel your nerves. Steady your hands. Keep your wits about you, and you just may survive Winterween... We invite you to explore Winterween and challenge yourself to find all of its dark secrets. Keeping with the spirit of the discovery of the sphereii-mentals, please be mindful of posting potential spoilers. Thank you to the following Modlet creators who helped shape out the world with their modlets: JaxTeller718 for his increased biome zombies, and wandering hordes. Riles for Riles' HUD Plus UI Ragsy for the custom vehicle. Recommended: 12G of RAM or higher. Required: Alpha 19.2 Special thanks goes to Mumpfy for his texturing work. Installation Instructions: For the 7D2D Mod Launcher (Recommended): Click on sphereii-mental, then Winterween. For manual installation and Dedicated Servers: Download https://github.com/SphereII/Winter-Project-A19/archive/master.zip and extract in-place, over writing what is there. Clients can ignore the 7DaysToDieServer_Data folder. Likewise, Servers can ignore the 7DaysToDie_Data folder. For players with less than 12G of RAM, a work around is possible by removing the following folders (or deleting their ModInfo.xml: Mods\winter zeds blue Mods\winter zeds white Mods\WinterSkins Those will reduce memory consumption, but you will not get the special re-texturing. NOTE: We are currently investigating and issue with RWG not generating worlds correctly. Prefabs are either sunk too deep and not filled to terrain, or giant mountains of snow instead of prefabs. Navezgane, Pregen Worlds, and Nitrogen worlds seem to work.
  7. Vampiricon's DAY of the DEAD mod pack for 7 Days to Die V19.6 Inspired by George Romero's awesome trilogy: Night of the Living Dead / Dawn of the Dead / Day of the Dead * version 4.1 now available * When there is no more room in Hell - the Dead will Walk the Earth ! The intent of this mod is to create a George Romero Day of the Dead zombie world with a much higher population of regular zombies. Burnt zombies, Spider zombies, Animal Zombies, and other zombie types that do not fit the Romero-world have been removed. The overall population and variety of regular zombies has been substantially increased, with growing zombie Hordes occurring every 4 hours. In the Romero tradition, you will need to focus on taking them out with headshots, since they are more resistant to damage elsewhere. You will have plenty of extra firepower, with an armada of over 60 new weapons and 30 new vehicles, as well as increased chances of finding ammo and explosive munitions. Each new player is given a Starter Crate with guns, ammo and supplies to help survive the first few days. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- YES this mod is compatible with SMX UI - download the available patch from the Files section. The game will still work fine without the patch. But the patch allows you to see the 3 additional menu options (Land Claims, Max Zombies, Max Animals) which are not available in SMX. SMX UI is highly recommended. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- You will most likely need to start a new game with this mod. Saved games for DOTD V3.1 and prior will not work. Tested on Alpha 19.6. Fully compatible with LAN and Internet multi-play. Fully compatible with Client installations and Dedicated Server installations. Does not work with EAC Enabled. You must disable EAC in the 7DTD Launcher. NO this mod will NOT work with other major overhauls like Darkness Falls or War of the Walkers. View the Installation file for specific instructions. The mod must be installed manually. There is a separate Install for Clients and Dedicated Servers. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download Links: Client Install for V19.6 : https://drive.google.com/file/d/14thJNL7GI2q6KFsizYxIbe7TOwctRo_r/view?usp=sharing Fully tested and working. Dedicated Install (BETA) for 19.6: https://drive.google.com/file/d/1glJE_UHQUuQeHgiAdh4G2_Qnen7Wffuf/view?usp=sharing NOTE: Dedicated Install not fully tested. Please let me know if you have any issues. SMX Patch : https://drive.google.com/file/d/13x8XJP9tpBHiqoaiOE_9rwEJqHChKoVx/view?usp=sharing Use this patch if you use SMX UI. Day of the Dead is fully compatible with SMX. This patch simply allows you to see the 3 extra menu options (Land Claims, Max Zombies, Max Animals). Key Features of Mod Pack: There is a major overhaul to the zombie population so it is more like a George Romero world.George Romero zombies do not run or scale vertical walls like insects.They shamble, they walk, they jog, they can move a bit quicker when aggressive. But not sprint or run.This mod purposely moves away from the zombies you find in 28 Days Later or World War Z.Zombies can only be killed by headshot or smashing the head or by extreme damage to the body.And most of all, they are found in large numbers, to slowly but surely swarm and surround you.....Zombies that do not fit Day of the Dead have been removed: - Burnt zombies- Spider zombies- Fat Cop zombies- Wight zombies- Animal zombiesGeneral zombie population is increased by a factor of 7X and more variety has been added to all Biomes and Zombie Groups. - There are a lot more regular zombies in Cities, Towns, Villages, POIs, and all Wilderness areas.- Much more variety has been added to zombie groups, so that more zombie types appear across the different biomes. - There is a small chance of encountering Feral, Radiated and Legendary zombies in early stages for added challenge.Wandering Horde settings:- Wandering Hordes will start from midnight on Day 2 to give you a little breathing room.- Wandering hordes start at 10 zombies on Level 1 and gradually increase as the Game Stage increases. - By Game Stage 50 you will reach 25 zombies per horde.- By Game Stage 150 you will reach 50 zombies per horde. - Hordes will then increase by 5 zombies every 100 Game Stages until it peaks at 75 zombies.- As the Game Stage increases further you will get more Feral, Radiated and Legendary zombies in the Horde.- Horde Frequency is still every 3 hours.- The game's AI director can be hit-and-miss with Horde generation. - The Horde may find you or it might just miss you or may not appear at all. It can vary. - It depends what you are doing, your heat map, whether your location has changed, or how noisy you are. - Sometimes the Horde will be instructed to wait 1 hr, sometimes 12 hours, and sometimes will not appear at all.Zombie jump distance has been slightly increased. - Zombies can climb ladders, climb each other, and jump a little higher. - They can stack on top of each other to reach areas 3 or 4 zombies high. - They can actually reach quite high places and roof areas, refer to the mod screen shots for examples. - Spider zombies that scale high vertical walls have been removed. Feral and Radiated zombies still start appearing as the Game Stage and difficulty increase, but they have been modified. Difficulty progression tier is still Normal --> Feral --> Radiated --> LegendaryFeral zombies:- Health, Aggression speed burst and Pain Resistances have been lowered. - Consequently the Experience Earned is also reduced. - Still tougher than Normal zombies and more experience earnt. Radiated zombies:- Their regeneration capability has been removed, so they no longer heal on their own. - They still heal if they bite you.- No longer appear in a radiated mesh. - They will either have green glowing eyes only (about 30% of the models allow for separate eye mesh) - or just look like Ferals with orange eyes (for the remainder) - Health, Aggression Speed burst, and Pain Resistances have been lowered. - Consequently the Experience Earned is also reduced. - Still tougher than Feral zombies and more experience earnt. - Legendary zombies:- Added into the general population for later game stages.- There are three: Legendary Lab zombie Legendary Business Man zombie Legendary Utility Worker zombie- These are higher challenge zombies to replace zombies like the Fat Cop and Wight which have been removed.In true Romero tradition - Zombies only take full damage from headshots. - You can still slow them down, knock them over, knock them back, burn them, dismember limbs, and even kill them through body damage.  But they are much more resistant and take minimal damage to the body unless dismembered. - You will only get full value for weapon damage through headshots. - If you get a clean head shot you have a high possibility of the head exploding for an instant kill. - You also get a 200% bonus to your starting dismemberment chance for all weapons. There are lots of additional guns and ammunition available to assist you. - Over 60 new military weapons including pistols, shotguns, rifles and SMGs. - 2 flamethrowers, wide and narrow bursts.- New Concussion grenades, shock grenades, shock arrows and show bolts.- Significant improvements to automated gun Turrets.- Junk Turrets easier to craft. - Junk Turrets have increased range, coverage and awake distance.- Deploy up to 6 active Junk Turrets. 1 to start with (find the recipe!) and gain an extra 5 via Robotics Inventor skill.- 4 new automated Turret types (including M60 and Sniper variants) built from a separate Turret Workbench.When starting a new game, players will have a Starter Crate filled with gear to help you get started. 1 Rifle with 600 rounds of ammo 1 Pistol with 100 rounds of ammo 4 Molotov's 2 Concussion Grenades, Shock Grenades, and Dynamite Sticks. 5 Repair kits Random Medical and Food supplies All players receive the following bonuses by default. Bonus damage for clean head shots with increased chance of the head exploding. This will stack with existing Perks/Skills. 200% bonus increase to base Dismemberment chances. This will stack with existing Perks/Skills and impacts ALL weapon types. The base level experience required to go up a level has been increased from 10000 to 15000 due to all the extra zombies. Otherwise you will level too quickly and experience stronger zombies before you are ready. The following existing explosive ordinance have been tweaked to be more effective against zombies in DOTD. - Entity damage has been increased with additional head damage bonus. - Explosive radius has also been slightly increased. So try not to blow yourself up.- Rockets - HE and Frag - Grenade - Contact and Timed - Dynamite - Molotovs - PipebombsNumerous other enhancements: - 2 skill points per level instead of 1. - HUD updated to display Health, Food, Water, Temperature, Elevation, Zombie kill counter and Death counter. - Multiple Land Claims (selectable from Game Start menu). - Reduced night ambience to make it darker, with medium layer of fog. Slightly darker inside. - Added 26 new vehicles. - Added 4 new motorcycles. - Added 60 slot backpack. - Added craftable log spikes. - All animals and animal zombies removed except Rabbits and Chickens which are basically invulnerable. - Raw animal materials now available from all Traders. - Added ability to pick up plants with E. - Additional craftable doors. - Additional decorations. - Added Iron Gates. - Added Paintings and Posters. Zombie Speed and Number Settings You can still configure the zombie speeds and numbers as you desire. But for a Day of the Dead experience, recommended settings are provided.This basically means no running zombies, as you find in 28 Days Later and World War Z. These settings are all found on the Basic tab when you start a game. For servers you have to configure these settings in the serverconfig.XML. Recommended Settings: Zombie Day Speed WALK Zombie Night Speed JOG Feral Zombie Speed JOG Blood Moon Zombie Speed JOG or RUN Maximum Zombies 100 - 150 Maximum Animals 25 Blood Moon is available. You can turn it on or off as desired. I turn it on for a little bit of variety in the Gameplay - and set the Zombie speed to RUN only on Blood Moon night. All zombie speeds are available (Walk, Jog, Run, Sprint, Nightmare) But recommended settings are provided above for a Day of the Dead experience. There is a reminder on the Menu screen when you play the game.What is new in Version 4.1 ? - Updated for 7DTD V19.6 compatibility. - Added Sam's Special Ammo (Shock Grenade, Concussion Grenade, Shock Arrow, Shock Bolt). - They have also been added to Loot Tables and Zombie Drops. - Added Doughphunghus's buff sounds which provides additional zombie noises. - Enhanced Pipe Bombs to be more effective against zombies. - Updated the Starter Kit. - Changed starting Rifle to ACW-R, and starting Pistol to P226 for variety. - Added 2 each of the new concussion and shock grenades. - Added 2 sticks of dynamite. - Added compatibility patch for SMX Menu UI so that you can see the additional settings: - Land Claim Count / Max Zombies / Max Animals - They have been added to the general tab - Changed Wandering Hordes from every 4 hours back to every 3 hours. - Wandering Hordes are very hit-and-miss. Sometimes they spawn, sometimes they do not. Sometimes they wait 1 hour and sometimes 12 hours. - KhaineGB is aware of the issue and is looking into it. - Increased wilderness spawns from 5X back to the original 7X since you now have more chance to find Guns & Ammo & Explosives. - Proportional increase to the Ammunition amounts found in Loot and Zombie Drops to balance the additional zombies.* For a full history on changes, refer to the Version History TXT file. Installing V4.1 for existing users If you have an existing version of Day of the Dead (for those on V3.2 or older): First delete any of the existing Day of the Dead mod folders from within your 7DTD "Mods" folder. View the UNINSTALL README for instructions. Or just clean out your whole Mods folder if you only use my mod pack. Do not apply the update over the top. Delete the old versions from the mod directory first. Note: You do not need to do anything with this folder: 7DaysToDie_Data\Managed Then install V4.1 as per instructions.Weapons Introduced by Skyriss's Vanilla Firearms Extended: Pistols: M1911 Mark 23 Glock 17 Makarov TEC-9 P250 Walther P99 USP .45 revolver 9mm revolver Desert Eagle in 44 mag Shotguns: RSX-1 Semi auto shotgun Single barrel shotgun Rifles: M1 carbine in 9mm SKS Ak-101 AR15 HK416 G36C SVD SCAR-H SCAR-L SG-553 Sporting Rifle (5.56x45mm bolt action) Varmint Rifle (9mm bolt action) SMGs: AKS-74u Vz 62 Skorpion Micro UZI Mac-11 UMP-45 PP-19 Skorpion Weapons Introduced by Smadol's Firearms Expansion: Colt38 (T0 pistol) Beretta NANO (T0 pistol) Colt1911 (T1 pistol) P226 (T1 pistol) Glock40 (T2 pistol) H&K USP (T2 pistol) VZ61 Skorpion (T0 smg) Mac10 (T1 smg) KRISS Vector (T2 smg) Winchester (T1 shotgun) SPAS-12 (T2 shotgun) KSG-12 (T3 shotgun) M1 Garand (T1 semiautomatic rifle) SR25(T2 semiautomatic rifle) JNG90 (T2 bolt-action rifle) M98 (T3 bolt-action rifle) FNFAL (T1 assault rifle) M16(T1 assault rifle) ACW-R(T1 assault rifle) FNSCAR (T2 assault rifle) M4-A1(T2 assault rifle) ARX-160(T2 assault rifle) M240(T3 machine gun) ONLY T0 AND T1 WEAPONS CAN BE CRAFTED, THE OTHER ONES CAN ONLY BE FOUND IN LOOT OR BOUGHT FROM TRADERS.Beretta M9 and Beretta M92 are available only in cheat mode because they are the same weapon as the vanilla pistolSpecial Weapons: M134 Minigun can be found only in military boxes (2% chance), this weapon has the highest DPS of the game but will drain your ammo supplies and will slow you down while holding it. Flamethrower a special anti-horde weapon, it's governed by the perk advanced engineering, can use motor tool mods and gas can as ammo. This weapon can be crafted after reading the schematic or found in destroyed workbenches (2% chance). Railgun a special hi-tech weapon for the intellect class, it's governed by the perk electrocutioner and uses iron dart as ammo. This weapon can be crafted after reaching electrocutioner level 5 or found in secret hidden stashes (2% chance). M82 Barrett a heavy 50 cal sniper rifle with a insanely high dismember chance that can use only special .50 bmg bullets and the variant Incendiary and Armor-Piercing. This weapon can be found only in military boxes (2% chance) and came with its own scope that can be replaced by 8x scope. M1A2 Thompson Old and legendary Automatic Submachine Gun that uses 9mm Ammo. Holding this weapon while wearing a full suit and a press hat will grant you a 40% bonus buying and selling goods. This weapon can be found only in gun safes (2% chance). AA12 this full automatic shotgun has massive damage output and a strong recoil. Found only in gun safe (2% chance). M79 GL40 a small grenade launcher less powerful than a rocket launcher but also more handy and easy to use. This weapon is craftable after reading the schematic and can be found in loot or bought from traders, uses 40 mm grenade ammo. Telric's Flamethrower: Smaller Arc, more concentrated, slightly longer distance, governed by the perk advanced engineering Vehicle Introduced by Bdubyah's Vehicles Box Truck: 4 seater. Slow. Bad fuel mileage. 9 slots more than 4x4 storage. Grease Monkey 4 BRDM-2: 6 seater. Slow. Okay fuel mileage. 9 slots more than 4x4 storage. Grease Monkey 5 Buggy: 2 seater. Very quick. Great fuel mileage. 4x4 storage. Grease Monkey 4 Charger: 2 seater. Quick. Good fuel mileage. 4x4 storage. Grease Monkey 4 Cruiser: 1 seater. Quick. Excellent fuel mileage. Motorcycle storage. Grease Monkey 3 Dirt Bike: 1 seater. Very quick. Excellent fuel mileage. Bicycle storage. Grease Monkey 3 Duster: 2 seater. Slow. Okay fuel mileage. Gyro storage. Grease Monkey 5 GNX: 2 seater. Quick. Good fuel mileage. 4x4 storage. Grease Monkey 4 Golf Cart: 2 seater. Slow. Excellent fuel mileage. Minibike storage. Grease Monkey 2 Hot Rod: 2 seater. Very quick. Good fuel mileage. 4x4 storage. Grease Monkey 4 Humvee: 4 seater. Quick. Okay fuel mileage. 4x4 storage. Grease Monkey 4 Junker: 1 seater. Quick. Excellent fuel mileage. Motorcycle storage. Grease Monkey 3 Marauder: 2 seater. Quick. Bad fuel mileage. 4x4 storage. Grease Monkey 5 MD-500: 4 seater. Quick. Okay fuel mileage. Gyro storage. Grease Monkey 5 MRAP: 4 seater. Slow. Okay fuel mileage. 9 slots more than 4x4 storage. Grease Monkey 5 Nova: 2 seater. Quick. Okay fuel mileage. 4x4 storage. Grease Monkey 4 Pickup: 2 seater. Quick. Good fuel mileage. 4x4 storage. Grease Monkey 4 Rat: 1 seater. Quick. Excellent fuel mileage. Motorcycle storage. Grease Monkey 3 SHERP: 4 seater. Slow. Okay fuel mileage. 4x4 storage. Grease Monkey 4 Stallion: 2 seater. Quick. Okay fuel mileage. 4x4 storage. Grease Monkey 4 UAZ 452: 6 seater. Slow. Okay fuel mileage. 4x4 storage. Grease Monkey 4 UH-60: 6 seater. Quick. Okay fuel mileage. 4x4 storage. Grease Monkey 5 Willy Jeep: 2 seater. Quick. Good fuel mileage. 4x4 storage. Grease Monkey 4 Work Truck: 2 seater. Slow. Good fuel mileage. 4x4 storage. Grease Monkey 4 All vehicles are balanced to compare to vanilla. Parts can be crafted, found in loot, or bought from traders. There is also now a Mechanic trader with his own custom POI! It is protected like a normal trader, but can not be used for quests Motorcycles Introduced by MOO:Chopper Sports Bike Harley Dirt Bike Detailed Junk Turret Modifications: You can have up to 6 Junk Turrets working concurrently (requires perkTurrets skill for robotics). You can use 1 Turret to start with (if you find the recipe) and 1 extra Turret per robotics level (perkTurrets). Improved accuracy. Firing range increased from 15 to 30 metres. Angle of fire increased from 70 degrees to 120 degrees for larger coverage (horizontal and vertical). Magazine size set to 2000 rounds. For the Robotics Inventor skill, the range at which Turrets remain awake has been pushed. From (10,14,15,16,17,18) blocks to (30,34,38,42,46,50) blocks. Recipes have been included to make it very easy to craft the Turrets and the ammo for them. There is also a very simple recipe for a Workbench. None of these require a schematic but you will need Robotics Inventor skills to have 5 extra Turrets. Changes to Animal Population:I have decided to remove the animal butchery part of the game, so you can focus on zombie killing instead.I am not interested in that side of the game, I play to shoot zombies not kill helpless animals. All animals have been replaced by a standard zombie, except Rabbits and Chickens which are basically invulnerable and offer no experience for killing.To compensate, animal raw materials are now available from the Traders at any time for purchase, as well as you starter kit. Compatibility with other mods: The mod is largely designed as a stand-alone pack.However you should be able to use other mods, depending on what the MOD does: Any mod that adds new features should be fine Any mod that adjusts things that I do not adjust should also be OK You should avoid using any of the mods that are already used within this pack, as this will potentially cause conflict. This mod does change things in relation to entitygroups, entityclasses, spawning, blocks and several other XML files. The changes mostly relate to zombie behavior, zombie numbers, zombie types, etc.There are also a number of minor UI adjustments. I would avoid anything that adjusts zombie behavior mainly.Otherwise, use discretion and keep an eye on the log (F1) for compatibility issues during loading.With vanilla 19.5 and my mod installed, there are no errors in the log during start up.You may see Mesh/Map related errors *just* prior to entering the game but these are nothing to do with my mod.Any mods that do a major overhaul of gameplay are likely **not** to be compatible either. This includes overhauls like Darkness Falls and War of the Walkers.>> Feedback is that the SMX UI mod works OK <<Endorsements: This mod has been made for your enjoyment - no profit. However if you enjoy playing this mod, please endorse. Any allocated % of the overall donation pool will go to the Wildlife Conservation Society. Many thanks!Credits: Below are the packs I have utilised in the Day of the Dead mod. Some of these mods have been modified from the original.A very big thanks to those who have worked on the mods below, without your efforts this mod would not exist !!!!!!! Please let me know if I have missed anyone. - All features from KhaineGB's Romero Mod - REV6:7-8 reality check - Shock's 2 skills per level mod - Sykriss's Vanilla Firearms Extended - Smadol's Firearms Expansion 4.3 - Bdub's Vehicles - Hesbic Gun Turret mods - fatrap's Junk Turret modifications - Almonds Turret Mod - IceBurg's Craft Doors - sLimLong's Decorations Plus - TelricsFlamethrower - TelricsIronGates - Ztensity's Paintings & Posters - Jax's Wilderness Spawn increase - Khelldon's Starter Crate - Scomar82's HUD Notes on Vanilla Firearms: I have fixed the issues with Sykriss's Vanilla Firearms Extended mod which seems to be for Alpha 18 only. You should see all weapons and ammo in dropable loot, and the AK101 is fixed. Installation: Please refer to the README.TXT. Manual installation only. It is recommended that you clear out any existing mods to start with. Do not use any of the above mods listed in the credits. Modified versions are included with this pack. Bugs and Feedback:Feedback welcome. Please report any bugs.FAQ:How do I install this MOD? Download the appropriate MOD file - CLIENT or DEDICATED SERVER. You need WINZIP or 7ZIP or similar application to open the MOD file. Extract the MOD file directly into your "7 DAYS TO DIE" directory. Select Y when prompted to overwrite 1 file. The files will all go to the correct location. Follow the INSTALL guide for more information.What Version of 7DTD do I need? This mod will only work on Alpha 19.6.What Installation Version of the MOD do I need? If you are using a DEDICATED SERVER install then use the DEDICATED SERVER installation.For all other instances (SINGLE PLAYERS / LAN or NETWORK PLAYERS ) use the CLIENT installation.Is this mod pack compatible with existing Save Games? The short answer is no - If you have never used the Sphere II core mod before then you will have to start a New Game / New World. If you upgrade to DOTD V3.2 from an older version then you will also have to start a New Game. It is also recommended that once you start playing - you keep your Saved Games associated with this mod.Does this mod support multiplayer? Yes. This mod fully-supports multiplayer. For dedicated server installs, you need to install the Server version of the mod. Just make sure everyone installs the mod.If someone connects to my DOTD game, will they automatically receive the files? No. Harmony files will not get pushed automatically. Everyone involved in the game must manually install the files first: Clients and Dedicated Servers.Can I run this on a dedicated server installation? Yes. Install the Dedicated Server version of this mod instead.Is this mod pack compatible with other mods? This mod pack is largely designed as a stand-alone pack. You should avoid using any of the mods that are used within this pack. Since I have modified most of the 3rd party mods I have used, you should use the versions provided here. This mod pack changes things in relation to entitygroups, entityclasses, spawing, blocks and many other files. So you should avoid mods that change zombie behaviour, zombie numbers, zombie types, junk turrets, etc. Any mods that do a major overhaul of gameplay are likely **not** to be compatible either. --> It will not work with overhauls like Darkness Falls and War of the Walkers. <-- HOWEVER If you are using other mods that add new things, and do not fiddle with the above, then you should be fine. Use discretion and keep an eye on things in the log using F1. What happens if I see errors in the log F1 ? If you are using my mod pack alone you will see NO ERRORS in F1 as the game loads, except for the map/mesh errors that are shown right before you start. These are not due to this mod, but the map you are using, and nothing to worry about. If you do see errors, this is most likely because you are using a conflicting MOD or you are not on the correct version of 7DTD.What files are modified during installation? The Romero mod adds or overwrites the following files in the 7DaysToDie_Data\Managed folder:0Harmony.dllAssembly-CSharp.dll <- For most people this is the only file that will be overwrittenDMT.dllMods.dll All other changes are new folders in the Mods directory.Can I adjust the Wandering Horde settings ? It is not recommended that you change these any more. The current settings are designed to provide a difficulty curve now, in line with the rest of the game.How do I apply the recommended Zombie Speed and Zombie Number settings for a Single User / Client machine ? These settings are all available in the Start or Continue menu tabs when starting a game.How do I apply the recommended Zombie Speed and Zombie Number settings for a Dedicated server ? The following settings are all available in the Start or Continue menu tabs for the Single Player game.For dedicated clients this all needs to be configured in your SERVERCONFIG.XML files.Read the SERVERCONFIG.XML for more information.These are the settings recommended for DOTD. ( 150 / 25 zombies and walk / jog / jog / run ) <property name="MaxSpawnedZombies" value="150" /> <property name="MaxSpawnedAnimals" value="25" /> <property name="ZombieMove" value="0" />  <property name="ZombieMoveNight" value="1" /> <property name="ZombieFeralMove" value="1" /> <property name="ZombieBMMove" value="2" />
  8. (at 00:19 onwards it's demonstrated how to use the command and what it does) Long time ago TFP locked the hands/weapon FOV and set it to extremely low (45, lower than console games) because the hands model looked bad. Now they fixed the hands model (Magnum holding anim still looks bad but w/e) but the FOV is still locked to 45. I couldn't find other mods doing this so I decided to create this mod to be able to set the hands/weapon FOV to something more reasonable like 60. This mod adds a console command: wfov wfov <number> wfov 58 that changes the hands/weapon FOV. When executed without arguments (like wfov) it gets the current WeaponFov (by default I made it 60). When given a number (like wfov 60) it sets it to that number. More technical info: This mod is actually separated to 2 mods. 1) First is 0-FieryRiderCore which has the code for managing and storing custom options (Maybe it'll be useful to someone else). It creates a customPrefs.xml file inside <GameDir>/Data/Config where it stores the custom options. 2) Second is FOV Changer which adds a custom option and using it to set the WeaponFov. GitHub(0-FieryRiderCore): Link to the mod GitHub(Fov Changer): Link to the mod Bonus mod: Pistols AAA Aim Fov - Not a DMT mod. Just vanilla. Moves the standard pistols (that are normally in the game) away from the camera while aiming like it is in many AAA games. I think it looks better. Downloads: 0-FieryRiderCore Fov Changer Pistols AAA Aim Fov (Bonus mod)
  9. What is this? This plugin replaces the zombie spawning model with an offline simulation. Players on the server will be assigned a visibility zone that decides which zombies will be active and which ones will be offline. If the zombie was killed it will respawn at the map border as an offline version and roams the map, if the zombie is still alive but leaves the player visibility it will become offline but keeping attributes such as health and class. For more information please visit https://github.com/ZehMatt/7dtd-WalkerSim You can find the latest release here: https://github.com/ZehMatt/7dtd-WalkerSim/releases Update 1/24/2021, Version: 0.3.0 - A19.3 support. - Fixed potentially locking up the server. - Fixed initial population not using 'POITravellerChance'. - Added option to make sound distance configurable. - Added sound event vizualization support to the viewer. - Added option 'PauseDuringBloodmoon'. - Added option 'ReservedSpawnSlots'. - Added option 'WalkSpeedScale'. - Improved offline walking behavior. - Improved zombie spawning to avoid lag. - Improved despawn when backtracking, they have a minimum lifetime of 1 in-game minute. - Reduced network bandwidth for viewer. - Reduced default server update rate from 60 to 40 Hz. - Reduced 'PopulationDensity' from 120 to 60. - Increased 'POITravellerChance' from 0.25 to 0.65. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.3.0 Update 8/27/2020, Version: 0.2.1 - DMT support, you can now play this mod without a dedicated server. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.2.1 Update 8/25/2020, Version: 0.2 - A19 support. - Fixed visibility zone not being calculated correctly. - Fixed exceptions being thrown when new players join. - Removed the need to disable enemy spawning via serverconfiguration.xml. - Removed sleepers from the simulation, uses the builtin system instead now. - Added audio events, offline zombies will be attracted towards gunshot sounds. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.2
  10. Hi I have a little problem with crashing, every time I start the world after minute or two my whole pc freezes and then game crashes (or sometimes whole pc blacks out), if i create new world it happenst too but after 15-20 minutes. I tried validating files, reinstalling DirectX 11, GPU drivers, and reinstalling whole game and nothing worked. Also it started after two updates of AMD Radeon Software, after first every time I alt-tabbed game froze and crashed, after second update game started crashing as described earlier. I would appreciate any form of help. Here is output log from "Steam\steamapps\common\7 Days To Die\7DaysToDie_Data" And here is output log from "AppData\Local\Temp\The Fun Pimps\7 Days To Die\Crashes" if it changes anything Sorry for grammar, English isn't my native language
  11. Hi, We're making a few changes on a private server to rebalance a little, and one of the things I'm doing is a post-path step that forces a zombie to reject a valid path to the target and revert to Damage Area and into Break Block. The change is going to be a % chance based on the ratio between the pythag distance to target and the sum of the distance between the path points generated. If the ratio is too high then the entity is being taken for a ride by somebody abusing pathfinding, and I'm going to create a high chance of breaking blocks before repathing. Summing the path length and the calculation looks like a reasonable easy DLL injection, but I can't find a sensible place for it to live. If this is difficult, I think I can get the same effect by modifying the TraversalProviders cost output to be much more expensive for travelling away from the destination. But this only works if hTarget in the Path is the actual destination. This looks like an easier change but I don't think it'll be as reliable because of the way heights are calculated. I'm also not sure that an expensive path with trigger EAIDestroyArea / EAIBreakBlock because it does still return a clean path. Are there any guides on pathing that I've missed that might shed some light?
  12. Hi. I cant generate a random world. Ever played only SP. Only possible to play navezgane and pregen worlds. I have validated the files on steam multiple times, reinstalled the game and even windows. Im trying to paste the logs in pastebin and justpaste but its not working only opening a new tab. Please help and thank you.
  13. Server Name: ZombieMunkeys Discord: https://discord.gg/J5EP3Af Twitch: https://www.twitch.tv/xcodemonkeyx Join a community that has hosted for over a year and is reliable to game with. We are a friendly PVM community who is welcoming, mature and private. Please join our discord, we are looking for friends who don't mind chatting. Server settings: World Gen: RWG Game Difficulty: 3 XP Multiplier: 200 DayNightLength: 70 DropOnDeath: nothing LootAbundance: 200 Mods installed serverside: Zombie health bars Expanded backpack
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