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About Me




  1. It is certainly nice and helpful to create bookmarks. But if you like to add notes to locations (day of the spawn) it gets confusing quickly. Especially that all bookmarks are permanently displayed in the compass and can not be hidden is annoying. An option to hide the bookmarks from the compass would be very welcome.
  2. I looked everywhere, but sadly i saw nowhere a Mod, that makes the female Player Grace more Beautyfuller, cause her Face looks a bit yuuk for me, too rough, too Male looking like, with one Word, she is ugly as Hell. So is there any Mod that let her look like a Real Women and not like my Grandgrandma ? Tysm
  3. I'm aware that an overhaul of the repair system probably falls under the heading of 'balancing the game economy' which is something that probably will not, and should not, be addressed until beta. The current repair system is certainly 'good enough' for alpha. That said, I'm hopeful there is a serious overhaul of the repair system planned for some point in the development roadmap. The current system means that as soon as you have reliable sources of glue, cloth and iron, repair is a non issue. The amount of those resources required is pretty trivial, so repair itself is trivial. Even if the requirements were increased, they're very basic resources, so getting enough of them is unlikely to require impactful gameplay decisions beyond very early game. I think the characteristics of a good repair system are: The system requires a trade off between reliability (risk) and resources invested. I.e. keeping your gear 100% repaired all the time is safest, but costs more resources than waiting until things break. The current system actually does this, because a single repair kit repairs to 100% no matter how degraded the item is. The current system doesn't do it very well, because repair kits fix everything and are trivially easy to make. The system encourages a trade off between using lower performance but reliable equipment and very high performance, less reliable equipment. Currently this doesn't really happen unless you randomly get a piece of gear that rolled high for stats except for durability. Again, because keeping everything repaired is so easy, it doesn't really matter even then. Items that require rare resources to craft also require rare resources to maintain. The current system doesn't do this at all. Repairs taking rare resources would mean the urgency of needing a particular resource to keep functioning at peak effectiveness stays as a thing beyond early to early-mid game. Personally I find that situation of 'I could have a vehicle if I could just find a bottle of acid' enjoyable, and it drives gameplay. Being able to create a similar situation later game (if the tyre on my bike goes, I currently don't have any acid to make a new one) seems like good gameplay. Some unpredictability in reliability. Unpredictability should increase for poorly maintained gear. Currently this doesn't happen at all. Everything works perfectly until it reaches zero durability. There are many ways to change the repair system to make those characteristics more prominent. A few thoughts I've had are: Number 1 pretty much takes care of itself, if we stick with the current model where repairing to full costs the same resources as repairing a little. By making the actual resources required to repair more meaningful, the fact that you can choose to repair early or late would become a lot more meaningful. Number 2 could be addressed by modifying item generation to a sort of 'points buy' system, where high stats potentially lead to lower durability, for equivalent items of the same tier. I think you'd probably want it set up so that poorly statted items CAN have a much higher durability than ones with excellent stats, but it's not guaranteed. So if a particular item has a base durability of 300 at quality 3, or whatever, a version of that item with average performance stats would roll durability between 150 and 450. A version with good stats rolls between 150 and 300 and a version with really bad stats rolls between 150 and 600. So you can still get items that are just all round crap for their tier, and equally some excellent items with decent durability. Yes this system does mean that high precision weapons degrade faster, which makes sense, but also tough armour will usually degrade faster too. That may not be strictly logical but it's good gameplay. It also adds a lot more value to the armour perks' ability to reduce armour degradation and degradation reducing weapon/tool mods. Number 3 can be addressed by making repair costs proportional to crafting costs. Getting the proportion right is very much economy balancing, and will need some trial and error. Something like 25% of crafting cost feels about right. There's some additional complexity for items with multiple crafting stages, namely vehicles. In order to calculate repair requirements the game engine would need to be able to trace the resources that were used to make the components. So you might need a new headlight to fix your truck, but generally you don't need a new chassis. For resources which are going to end up with a fractional cost (like engines for vehicles) you could roll against the percentage of resources required. So if 25% of crafting resources are required for a fix, then 25% of the time a vehicle needs a new engine to be repaired, 75% of the time you can repair it without needing an engine. I'd actually suggest rolling for each resource individually for all repairs. So a high tier rifle that took 20 rifle parts to craft would roll the 25% chance (or whatever the right 'repair amount' turns out to be) for each of the 20 rifle parts that are in the original recipe. It might take anywhere between zero and 20 rifle parts to fix, but the average will be around 5 (if the repair requirement was set at 25%). That sort of ties in with unpredictability, which I'll talk about next. Adding in unpredictability is as simple as having a (small) chance for an item to stop working every time it loses durability. The chance increases the further the item is from full durability. In order to balance the system using the values we currently have, you actually want items to keep working beyond zero durability, if you're lucky. The actual calculations for where an item stops working are moderately complex, but the player doesn't have to be aware of that. They just know that stuff is pretty reliable at high durabilities and likely to break at any time if durability is low. Combining number 3 and number 4 (rare resources and unpredictability). If you implement the approach where the resources required for a repair are 'rolled for', not fixed, you could make 'the roll' as soon as the item first loses durability, and display that information to the player. That would lead to gameplay that 'My truck is at 99% durability and isn't likely to stop working any time soon, but I know the engine and two of the wheels are wearing out, and when it does break, I'm going to require new ones to fix it'. There probably needs to be a requirement that items that require a workbench to make also require a workbench to repair. That's an independent design decision, but makes unlucky failures are high durability a lot more impactful. I recognise how difficult to implement these system change suggestions would be depends a lot on how the crafting system is actually constructed. If you'd need to explicitly code a recipe for every single possible scenario of required parts then it's not practical to implement. The solution suggestions are merely quick thoughts I've had, though. I stand by the four desirable characteristics listed at the start of the post. Any change to repair that makes those characteristics more prominant seems like a good thing to me.
  4. Purgatory was a wild idea i had before i knew anything about modding back in 2020. I've learned so much since starting work on this. I know i have a lot left to do to really make it fully match my vision, but it's at the point it's fun and playable. To me and my playtesters at least. I hope you like it. You have been magically trapped in Purgatory and have to find a way to survive until you can find a way to escape. Purgatory is confirmed working on a19.5 and can be used as a server side only overhaul for servers. This means anyone installing it to their server will be able to have any player with only the vanilla game client still connect to and play on a server using Purgatory. If you are using one of the maps provided, or generated with a Purgatory modded game client, then the players will need to get a copy of Purgatory or Compopack v47 rwg modlet version and add that to their mods folder or they may not be able to connect to your map due to the number of new POI's to download. Purgatory is intended to create a new challenge for the experienced 7 days player. Dying is no longer without consequence. It should also be expected, often. In this version the endgame has been disabled for more time to be spent on better balancing and bug fixes. That does not remove the challenge or reduce the reasons to play through to at least level 500 to unlock your final items in your build. There are magic items, and almost every item destroys when it's fully degraded. There's many new challenges besides the zombie's rage and magical powers. There are 4 new perk trees, and many perks have been rebalanced. Your backpack and the loot game have been greatly altered to add new fun and challenges as well. Stun Baton and Spear have been rebalanced and improved as well. v1.0.0 b6 Download Here: https://drive.google.com/file/d/1aLjegyc4tSAODnNdRq1MxKBcNkkN1RAN/view?usp=sharing Credits listing with links to original versions of mods used in the overhaul's collection: https://docs.google.com/document/d/1D48Z5aJbMBLBz9KmtpzyslyuoD_pHkPTm_WrqU3J8Lc/edit?usp=sharing Known Bugs: some users have reported a red error which points to profiles.sdx on game client load. closing the console and ignoring it has not seemed to cause any further issues in all the testing done so far. you should be able to ignore it. also know for the quad shotgun to cause a red error when out of ammo and using right click to reload. Please report any further bugs here or on the discord listed in the readme.
  5. Hey fellow 7 day'rs. Iam 45 yr old gamer guy of over 1000 hrs on PC and over 2500hrs on the ps4. Iam also a Canuck on EST time. I play on steam or modded through the Launcher. Iam looking for ppl to join up in on playing multiplayer server, or whatever?, Playing single is still fun but I feel that theres alot more fun to be had playing this game that I love. If anyone would like to hit me up my steam name is: eco_slider My Id name is just ECO. I have discord and or TeamSpeak, I do have a mic. I speak English. So again if anyone would like to hit me up I'll be around. PvE is my preference. Thanks.
  6. Hello Modders & Survivors! I have been working on my own project as of late with 7 Days to Die and modding. I have enjoyed many overhauls and decided to build a mod based on how a few friends and myself play the game. The project has been in the works for several months and I have been collaborating with a few like-minded individuals to make the vision a reality. I have right now a modpack of all of the modlets I believe will fit into the story. There's the rub, I believe the story of 7 Days to Die should be told and we have waited far too long for it. I have put together what I believe is the story of 7 days to die, with a twist. Taking cues from a Romero-style play with only ONE Bloodmoon. Day 100! You start the game with a series of quests to complete and discover there is a main story line to follow. You must level up and complete the quests in order to unlock the truth behind what has happened. For the sake of creative license I am being very vague on what this will look like. Call for help! I am looking for collaboration from other modders to help put together the Main Story Quest. My skills are limited and I can use some talented people on this project to piece together the flow of the quests and how they unlock. If interested please feel free to reach out to me via Email or Discord! igotnextgaming @gmail.com DISCORD: https://discord.gg/344ZvUZ4 Come by and say "Hi!" Introduce yourself. We have a few servers open for people to play on including my overhaul project. Thank you Emponeway
  7. As title says. I was searching for an answer and never found one. Is this possible? I'm using darkness falls mod on a private server (g-portal) but want to add more other stuff without my friends needing to go out of their way for every mod. Also, where can i find some server side mods? Thanks
  8. Can you make a mod slot item for the crossbow similar to the barrel drum for shotgun that gives you multiple shots before reload they had one in the dark ages with a crank shaft so it’s still doable with hand tools
  9. All Night Gamers - Undead Legacy I PvE Come on down and have some all night fun! General Server IP: Game Port: 17470 Game Version: A 19.3 (b6) Undead Legacy Version: 2.2.84 Difficulty: Survivalist Basic 24 Hour Cycle: 60 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.
  10. 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?
  11. Are you a Resident Evil fan? Are you up for a challenge? Welcome to Resident Evil, where it all began! I started building the Spencer Mansion back in August 2017 (Alpha 16.2), I've been working on this passion project of mine for 3 and a half years now. I am very pleased with the final build and would love to share it with the 7 Days to Die community, so that you may all enjoy a very unique 7 Days experience. This is a replica of the Spencer Mansion as close to a 1:1 scale within the limitations of the game, using only vanilla assets. The goal of the challenge is to build a Gyrocopter and use it to fly to the trader, talking to the trader will complete the challenge. But of course there are rules! Any of the following will automatically lose the challenge: (1) Dying. (2) Going outside the boundary of the mansion on foot. (there's a visible boundary don't worry, and there's nothing out there anyway) (3) Using any console commands. (only exception is for performance improvements) (4) Editing any of the files. (5) Using any modlets. (with the exception of localization) (6) Playing with any amount of day time period. (7) Playing with more than 125% XP and/or more than 134% Loot. How to install (If not using Mod Launcher): (1) Make a fresh copy of the vanilla game folder (A19.3 or A19.4), rename the copy to something like '7 Days to Die Spencer Mansion Incident'. (2) Extract the Data and Mods folders to the new copy you've just created. Example location C:\Steam Games\Survival\7 Days To Die Spencer Mansion Incident PLEASE READ: When playing the mod for the first time or when playing it again after playing another mod/vanilla, you'll have to change all of the settings at least once so the game recognizes the new settings. If you don't, you could be playing with 200% Loot, 300% XP, et cetera, unintentionally. More importantly, you want to avoid playing with any day time. You WILL NOT have a good time if you have day time. So be sure to change your settings before playing. When making a game, be sure to select 'Spencer Mansion Incident' as your world name. Optional extra challenges for those super fans: (Feel free to record your gameplay for boasting) (1) Knife Only: Finish the game with only using either the Survival Knife or Combat Knife. Machete doesn't count. (2) Untouchable: Finish the game without ever taking any damage from any sources. (3) Speed Run: Finish the game as fast as possible. (Some potential competition for people) (4) Poisoned: Upon starting a new game, use the console command "buff buffpoisoned" (without quotations, this is an exemption to the console command rule) and finish the game without ever curing your poison. Default Settings Make Sure Friendly Fire is turned on in the Multiplayer tab. Download: From the Mod Launcher. Manual Standard Install - https://github.com/Frantic-Dan/Standard-The-Spencer-Mansion-Incident Manual Content Creator Install - https://github.com/Frantic-Dan/Creator-The-Spencer-Mansion-Incident In-game map of the mansion: (spoilers) Updates: Hotfix V1.13c Changed - Swapped Feral Hawaiian model back to the old one. (This fixes the broken AI) Hotfix V1.13b Changed - Swapped Hawaiian model back to the old one. (This fixes the broken AI) Hotfix V1.13a Fixed - Newbie defence buff didn't work as intended. Changed - Newbie defence buff now mitigates 15% damage. V1.13 Fixed - some crawlers got stuck in doorways. Fixed - Leather armour pieces can now be scrapped. Removed - Mega crush from vending machine. Added - Mega crush recipe. Added - Newbie coat provides a 10% less stamina drain and boosts Armour by 10 until level 6. Added - Botany book now teaches you how to craft first aid bandages, takes 15 minutes to research. Changed - Rebalanced mega crush buff and duration. Changed - Top row of inventory is a copy of the toolbelt, newly obtained items will NOT go into your toolbelt, unfortunately. Changed - Nerfed bears Health, damage and XP by 25%. Changed - Rebalanced quantity of brass and dukes. Changed - Molotovs need less gas to craft. Changed - You now start with the XP bar half filled. V1.12 (**Requires a new game**) Added Assault Shotgun Added crawler variety Stumps always give honey now Lowered health of dead animals by half Increased gamestage needed for iron age to 20 Buffed heavy armour perk to 10% per rank Removed 34% and 67% loot abundance Gave flashlight extra dismember chance +1% normal and +2% power Increased combat knife block damage by 50% Removed starting with lockpick, food and drink Moved lockpick, food and drink to the east safe room Lowered ammo stack size to 5 reloads worth (7.62 stacks to 60) Lowered ammo bulk crafting size to 30 Removed most vanilla journal entries Added 7 written notes as journal entries New recipe, First Aid Kit can be crafted into 3 First Aid Bandages Increase damage bonus from mods to 16.7% Lowered HP of jail doors to 15k for easier wrenching Insulation and armour plating mods can go onto clothing Increased damage bonus from perks to 17% per rank Lowered ranks of combat perks to 3 Destroyed forge must be repaired, gives 45 bullet tips when looted AND MUCH MORE! V1.11a through to V1.11d Fixed - some localisation text. Fixed - Red Herb and Blue Herb seeds couldn't be unlocked. Fixed - more localisation Changed - Slightly increased damage of knives and bullets so that when playing on A, S and S+ difficulty, the final damage inflicted is rounded up 1 more damage. Fixed - Mixing Green and Blue herbs was imbalanced, requiring 2 Green Herbs instead of 1. Fixed - Rebalanced the healing amount of Blue Herb Cream and Green+Blue Herb Cream. V1.11 (**Requires a new game**) Added - Red Herbs and Blue herbs and all Herb mixing recipes. Added - Anti-venom First Aid Bandage. Added - Poisoned debuff. Snakes and Spider Zombies inflict poison. Added - New enemies. You can find out what they are for yourself. Removed - Infiltrator and Hardcore Parkour perks. Removed - 2 Grenades and 1 Rocket ammo. Removed - Nightvision goggles Changed - Wrench now benefits from Miner 69'er. Changed - Healing items heal a little more. Changed - Lowered the stack sizes of medical items. Changed - Lowered the stack sizes of Throwables and Rocket Frags. Changed - Rebalanced medical loot Changed - Looted Rifles come with 5 rounds of 762 and Machine guns come with 10 rounds of 762. Changed - 762 ammo requires less gunpowder to craft. Changed - Increased required Gamestage for Iron age to 15. Changed - Coffee and Fortbites have a longer duration. AND MUCH MORE! V1.10 Does not require a new game: - More Japanese translations. - You can now pick up your traps and electrical blocks with a wrench. - Handgun and Combat Knife are now black by default. - Removed schematic unlock listing on gyrocopter parts to remove false hope of finding the schematic. Requires a new game - Made it more clear on where to place the ladder in the library. - Reduced HP on non-gamestaged shipping crates to 75HP for easier access. - Workbench must be repaired with a claw hammer and 25 repair kits, repair kits are dropped by Tyrant. V1.09 Reduced food and water drain when you are level 1 through 5 to almost zero. Translated new text to Japanese. Fixed the possibility of the second last quest to bug out and become impossible to complete. Moved the World and Prefabs into the mod folder, for easier installation. (Thanks Chikorina) **You must update** Added two new rules: Loot abundance above 134% and XP above 125% also loses the challenge. V1.08 (**Requires a new game**) Added a guaranteed Engine. Lowered XP needed to level. Harvesting materials gives triple XP. Learning Elixir is unlocked and uses oil instead of acid to craft. Reduced craft time of Steel, Crucible, Gyrocopter parts and Can of Sham. Crucible needs less clay and stone to craft. Oil is cheaper and faster to craft. Advanced Engineering Rank 5 now needs Intellect 9 instead of 10. Collecting full Gyrocopter gives you forgetting elixir. Tyrant drops learning elixir and blessed metal mod. Tyrant no longer inflicts critical injuries. Extended the Escape phase slightly. Added fat to bacon and eggs recipe, +4 food +2 health. Removed some ammo. Nerfed Fortifying Grip. V1.07 Removed - Death penalty not working as intended V1.06 (You DO NOT need a new game, you can continue existing playthroughs) Lowered Bird Nest respawn time to 7 real hours (Was 15). Shipping crates give more loot. Broken glass can no longer be eaten. Some cooked meals are cheaper to craft. Seeds are cheaper to craft. Fixed the flooding leaking into the back of the kitchen. (Hopefully) Playing a game with day time is now dangerous (Set your game to always be night, change daylight length between -1 and 0 a couple of times) Added a death penalty to reinforce that dying loses the challenge. Crucible can now be scrapped for 15 mechanical parts. Gyrocopter Chassis needs 10 less mechanical parts to craft. Lowered the health of the hardened chest to 10,000 so it can be harvested for mechanical parts. V1.05 Changed - Japanese sign now have Japanese characters. Added - Super Goggles. All attributes except strength +1, Loot bonus +10, XP +30%, Craft time -20%. (dropped by Tyrant) Changed - Increased Wrench speed by 50% and lowered stamina cost by 33%. Changed - Increased chance to harvest acid from barrels and medical cabinets after reading the wasteland treasure book. V1.04 (Make a backup of your save first, there's a small chance of your character resetting to level 1) Your save can be found here: C:\Users\your PC name\AppData\Roaming\7DaysToDie\Saves Removed - Lucky Goggles, they give 0 loot bonus. (Sorry, they broke progression) Added - signs in Japanese. (Requires a new game) Changed - Lowered required attributes for Master Chef, Living off the Land and Iron Gut. Changed - Made some secrets easier to see. (Requires a new game) Removed - Most old cash from loot, increased amount of dukes in loot. V1.03 Added - Hops farming and 4 extra farm plots. (requires new game) Changed - Planted seeds are now at ready to harvest stage plus seed. (requires new game) Changed - Lowered cost of mechanical parts, electrical parts and springs in various recipes. Changed - Grenades use an electrical part instead of mechanical, and removed spring. Removed - 10 - 50 minute day lengths, Added 105 and 120 minute day lengths. Fixed - Potted plants can be scrapped and smelted Added/fixed - New descriptions and fixed spelling mistakes for Japanese translation V1.02 Fixed - An oversight where the Sword Key gave you the Handgun instead. Changed - Wolf and Zombie Dog speed lowered so Knife Only playthroughs are more manageable.Added - Japanese Translation V1.01 Fixed - Playing with 34% and 67% loot abundance made it very likely impossible to get the Pump Shotgun, Rocket Launcher, Magnum Revolver, Grenades and Rocket Launcher ammo. Changed - Lowered Scrap Iron cost for crafting Scrap Armour pieces from 60 to 40. Special Thanks: JaxTeller718 - For getting me into modding. KhaineGB - For helping me with the doors. Khelldon - For the main menu modlet. chikorina - For the Japanese Translation, Red and Blue herb models, and investing time to help me. HaidrGna - For helping me with the duplicate toolbelt. I'm looking for language translations for languages other than English and Japanese, I'll be greatly appreciated!
  12. This is a simple mod. I have edited the spawning xml file. Where the spawning file is used we should see 10 times the number of zombies. It appears to affect ambient zombie amounts, roaming hordes and blood moon hordes. POIs seem unaffected. Animal spawns are unchanged. I have played/tested to day 18 without crash or issue so it should be all good, though this is my first attempt at modding. To install, download the file. Replace the file spawning.xml in the config folder ( for me that is C:\Program Files (x86)\Steam\SteamApps\common\7 Days To Die\Data\Config ). I suggest saving a copy of the orignal spawning.xml file as a backup. I recommend setting AI block damage to 25%. If there is sufficient interest I can upload the other two files I made for 3 times and 30 times spawn, though 10 times was the sweet spot for me. spawning.xml
  13. -=TacticalAction=- Hello everyone, I'm from china, and not good as English. About this mod plese see the video : https://www.bilibili.com/video/BV12X4y1M7r6 This mod add a lot of guns and gun mods to the game. Right now, you can use EOTechG33 + AimpointM3 + PVS22 three scopes on one weapon. Or, ACOG_ECOS + PVS22, Or just G33 + PVS22, without Reticle. All those scopes use "C" or "Ctrl"key to change state. There have many other things in this mod. And the best, a huge display of fireworks. Noted LavenderManor : when you planted Lavenders, they have a chance to grow up to LavenderManor, it was more beautiful. TαVirus : when you get hit by zombies, you may infect TαVirus. at first , you feel nothing, then in a while, the symptom will show up. And dont ask again, this virus has no cure. That's why the whole world end. Download link A19.x : DownLoad Old versions : DownLoad Have Fun
  14. ok so I'm coming over form console alpha 16 love the graphics,kinda like how they sort the ress like stone and iron. found a base And a power generator I get to work I put steel doors at all the entrances I put spike traps all over and I bunker down from my 1st night and right off the batt they know exactly where I am I'm down in the basement crouched hiding being quiet and a cop zombie comes right through my wall Did they change it so that they know where you are every night even when it is not blood moon
  15. Apocalypse now (V2.0) Features. • HP/Stamina Goes up to 400 •For every level you gain, your game-stage is increased with 2.4 instead of the 1.2 you gain in vanilla. •The player Starts with 4 Starter Kits • new list of zombies and Hostile Animals • Re-done horde-nights/sleepers/screamer hordes • Custom Wandering hordes . the candy is craft-able now (to unlock it you need Master Chef Third perk) •All the progression Perks Locked with Player Level • New Custom Food/Drinks • Added High Tier guns and tools • Added Research System •Basic Survival has been shortened to Crafting your Bed-Roll And placing it down • Added Scrap tools And melee weapons • Added 12 Generated Maps with Combo-pack 47 • Added Stainless steel And Titanium Blocks • change Night vision Goggles color from green to red• Added Higher Tier For heave and Light Armor . Traders re-stock every 3 days . Traders Now is destructible and Open all the time• Added new Ammo and explosive types . Increased zombie spawn/respawn rate! special thanks to bdubyah ,Xyth,JaxTeller718,KhaineGB, Sirillion,Telric,Unforgiven,War3zuk for those great modlets : • Bdubs Vehicles • CCTV • JaxTeller718_CarRespawner • KHA19-3SlotForge • KHA19-12CraftQueue • KHA19-96BBM • KHA19-Hornet • KHA19-KillTracking • KHA19-LockableInvSlots • KHA19-PickupPlants • SMXhud • SMXlib • TelricsDecorationsPackA19 • Unforgivens Trader Materials • War3zuk Extra Deco Ore • ZMXhudCP • ZMXhudCPTHB Download link For manual installation Social Media Twitter Discord Server
  16. 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.
  17. This mod is only available on the mod launcher. You'll need to download a file (down below) for Nitrogen World Generator if you wish to experience the added end-game POI. I've also included a video guide on how to manually place the new POI in your existing game so you don't have to start a fresh playthrough. Please note: As I only speak English, I have only changed text for English. So you won't see any differences when playing in another language when it comes to changes with perks, the background story and the letter you start with. Do you find vanilla to be a cake walk with resources being abundant? But you love vanilla and don't want to heavily mod your game that removes that vanilla experience? Then this hardcore vanilla experience mod is for you. Food is a real threat and hard to come by, progression is slowed down a notch, there's a real death penalty, grinding is actually a grind and there's an economy rebalance. Designed for worlds lasting 100+ days and for you to have a challenging time of survival during early and mid-game. There is now an even harder version available on the mod launcher called Just Die Already Edition. The list of changes can be found down below in a text file. Background story: It's the year 2041, 7 years since the zombie outbreak began. You used to belong to a thriving community of survivors. You fell in love with the person of your dreams and they also fell in love with you. But unfortunately, someone got jealous of your new found relationship. And so they set you up and you were found guilty to a serious crime, one which you never committed. And you've been sentenced to 365 days of exile and left for dead in a far-out land, mostly deserted. Luckily for you though, your love interest managed to sneak in some supplies in your backpack before you were knocked out and dumped. The love you have helps you to keep fighting to live another day, someday you hope to see them again and start a new life together once you've served your punishment. You secretly seek revenge on the person who framed you. I play tested on Survivalist difficulty with zombies running during the day, sprint at night, no airdrops, 24 zombies alive during horde night. Unsure how a multiplayer world will play out. List of changes: - Require 25% more XP to level. - Living Off The Land only unlocks seed crafting and makes farm plots cheaper to craft. - You can craft Snowberry seeds (without perk), can be planted on most ground types. Yields 2 berries per harvest. - Lowered ranks of Salvage Operations, Miner 69'er, Motherlode, and Pack Mule to 4 ranks. Huntsman to 2 ranks. - Removed XP penalty when increasing ranks in salvage operations, motherlode and buffs that increase yield. - Adjusted Salvage Operations, increased attack speed and lowered stamina drain. - Removed Hackers Candy. (Harvesting an engine and getting 2 engines made no sense). - Increased wild zombie spawns. Twice the spawns, Triple the respawn rate. - Zombies give 25% less XP. - Animals give ~60%-75% less resources. - You now start with Mineral Water, Steak & Potato, First Aid Bandage, Painkiller, Herbal Antibiotics, a Flashlight and a Love Letter. - Dying gives a 40% XP debt and you retain your food level. Gamestage lowers by 5 instead of 2. - You retain all debuffs when dying, including infection. Dying from infection will cure you of infection. - Very hungry and starving has a penalty to stamina regen and movement speed, starving also reduces attributes by one. - Stages of hunger and thirst now increase at 60%, 30% and 10%. - Traders sell price 500%, buy price 10%. Vending machines 150%. - Traders no longer sell Tier 3 weapons, tools and armour. - Barter items: Cigar, Sugar Butts and Awesome Sauce give half their bonus. - Traders restock every 7 days instead of 3. Vending machines restock every 7 days. - Vending machines hold more items to compensate restock frequency. - Harvesting and salvaging gives 60%-75% less resources. - Mining ores resources reduced by 68%, trees by 60%. - Hitting a loose stone gives you 2 stones instead of 1. - Trees take 50% longer and crops take twice as long to grow. - Upgrading blocks cost 20% more. - Increased prices for electrical traps. - Reduced chance to harvest engines and batteries. - Spike traps are cheaper to craft, repair and upgrade. - Rebalanced resources from salvaging safes. - 67% less ammo in loot. - 60%-75% less quantity in loot. - Quest reward ammo and explosives reduced by 40%. - Removed boiled water and fresh food from loot, 5% chance of dysentery from boiled water. - Food piles less likely to give drinks. - Less medical items in loot, rare even rarer. - Common recipes cost more (Usually 1-3 ingredients affected). - Rebalanced Gunpowder crafting. 750 Coal+Nitrate now crafts 500/750/1000 Gunpowder by Hand/Chemistry/Stack. - Rebalanced Gas and Oil crafting to be less abundant. - Repair Kits also require Oil and Mechanical Part to craft. - Contact grenades has the same recipe as regular grenades. - Added gunpowder to junk turret ammo (batch of 5). - Padded and Scrap armour uses Duct Tape for repairs. - Yucca smoothie keeps you cool in the heat. Sounds logical! - Chainsaw base entity damage doubled from 6 to 12. Did someone say Doomguy? - Balanced canned food prices and food value. - Balanced medical items prices. - Engine and Nailgun scrap for 15 mechanical parts. - Clothing scraps for less cloth and leather. - Reading books and schematics now give XP relative to their economic value. - Lowered Gamestage multiplier from 1.2 to 1.0. - Traders sell 40-60% less quantity of materials and other items like ammo. - 20% less chance of eggs in nests. - Edited description of Padded and Scrap Armour to state they are repaired with Duct Tape. - You can craft stone arrows and bolts into feathers. - Returned scrapping value of metal tools, weapons and armour back default value. - Increased scrap value for books. Also gives extra time to cancel accidental scrapping. - Baseball bat scraps to iron instead of wood. - You can no longer scrap drinks, canned food, medical items and high value items. - Increased value of High Performance Running Shoes. - You can craft Snowberry Cocktails. - Lowered zombie attack range by 10%. - Traders open an hour earlier. - Sandbags now give 12 sand instead of 2. - Increased stack size of Radiators to 20. - Increased stack size of Dukes to 25,000. - Removed the Stay Within requirement for trader quests. - Renamed Charismatic Nature to Survival Instinct, affects only perked character now. - Survival Instinct passive affects balanced for single character. Rank 1: Increases Max HP/Stamina by 10. +1 inventory slot. Rank 2: Increases block damage by 20% and entity damage by 10%. +1 inventory slot. Rank 3: Increase armour/explosive rating by 2. Take 5% less damage. +1 inventory slot. Rank 4: Gain 10% more XP. - Surface boulders now give some mining resources. - Advancing to the next quest tier requires 12 completed quests instead of 10. - Cooking recipes that require canned food now give a temporary attribute buff. Gumbo Stew (Intellect), Shepard's Pie (Strength), Spaghetti (Agility), Tuna Fish Gravy Toast, (Perception). - Sham Chowder is now Tier 4 food, rebalanced recipe and food value. - Changed icon of Love Letter - Dishong (Skyscraper_01) is now a Tier 6 quest location - Added Spencer Mansion POI, a Tier 6 quest location, spawns only once. (must use nitrogen to spawn, or manually place it yourself in world editor) - Tier 6 quest rewards Tier 3 items, Quality 4-6. Check out Jonah Birch playing the mod in his permadeath playthrough. ***For the Spencer Mansion to spawn in your world, you need to download and overwrite the Nitrogen file provided*** Special thanks to @KhaineGB for helping me with my door issue. NitroGen_WorldGenerator.rar Just Die Already changes.txt
  18. How cool would it be if you lobbed the arms off a demo and replaced them with fully functioning maxed out Augers and Chainsaws? Wouldn't it rock?!!
  19. V1. 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!
  20. I believe at least a few of us grew irritated with the crafting times especially during the end-game. When you have to craft thousands of bullets for merely one horde night, it becomes an agonising experience, you have to build around ten workbenches, and five forges simply too keep up with demand. We do have bullet boxes, however, that is simply not enough. So I have an idea, why not provide us with something alike to ammo presses and blast furnaces? Having more crafting stations that are efficient and speedy would be helpful. Perhaps they require extra space and possibly electricity or extra fuel to function they also could cost a fair amount for balance, however, they would allow us to craft high amounts of ammo swiftly. It would greatly help with the amount of ammo crafting late game.
  21. sorry if it's wrong. delete lookup if it is incorrect I personally think harvesting on E was the best. 😀Definitely think they should go back to it again. 🧐I have a lot of problems when hitting, so I hit the seed instead of the plant opposite 😔 What do you think? 🤔
  22. 1. Variable range on wandering horde size, increase with game stage. 2. Variable wilderness spawn range, perhaps affected by player level. 3. STORMS - random, mini "horde nights" during the day: 20-90 min; brief environmental warning. This would start after the 5th (?) HN, then increase frequency. 4. Variable rare zombie buffs, increase with game stage. SUBTLE appearance change - make players really pay attention: armor / heal rate / dmg / lunge affects / knock down. 5. Vulnerable traders / no building, no loot. Invest to trade, protect to maintain. (perhaps the wandering trader version changed to remain within an empty "POI.") 6. Nerf power tool xp - fast resources is enough. fast xp as well is op. E.G. - pick axe takes longer but more xp for a stack of iron vs auger for the same. 7. Zero item chance for every container except those at the end of a cleared POI. Decrease zero item chance some with lucky looter. thanks for considering ( I don't know how to mod ) - I believe any of these changes would help keep the game interesting in its latter stages.
  23. Vehicle Madness Version 3 Beta 1.1 Guppycur's awesome original concept for Vehicle Madness way back in A17 returns to 7 Days to Die in A19, Guppy handed over the reigns of the project to me to rework and develop further the visions we have for vehicles in the game. This is a ongoing project and I am glad to say that ActiniumTiger and Marcus have actively joined the 'pit crew' and have already done some great work with the mod as well as bringing along some good ideas into the mix that we are looking to implement in the next versions. Features currently 26 vehicles ( all with overhauled unity vehicle physics and updated to linear colorspace). Revamped the vehicle harvesting system ( Balancing feedback required ) . Updated the custom vehicles build system. A brand new custom vehicle spawner , so no more double or triple spawned vehicles and vehicle piles. ( Custom code was written by HaidrGna and adapted it for Vehicle Madness with his kind permission) Added more vehicles to the craftable options for now. About Vehicle Madness For those that have not played the mod before ..... This mod will NOT let you build the 'custom vehicles' in the vanilla style...however you can still build vanilla vehicles in the usual way as all vanilla parts are still available in world. You will come across a variety of vehicles in the world, from firetrucks to humvee's to police cars to sedans and a few old rusted vehicles. You can only HOPE they are running. if not, you'll be forced to loot them to find salvageable parts, such as: Transmission (and damaged version) Engine (and damaged version) Seats (and damaged versions) Carburetor (and damaged version) Battery (and damaged version) Alternator (and damaged version) Chassis (and damaged version) Body parts (doors, hood, trunk and Fender and bumper) Full Vehicle Madness Style Wheels Wheel Rims We have adopted a system where 2x Damaged Parts go towards making 1 good working part along with other smaller items in the recipes. Tires that you find on the ground? They can be picked up! But, they are NOT WHEELS. You must find a wheel rim , these can be obtained by salvaging the vehicles in the world (you may be lucky and get full wheels and a wheel rim during salvage), or you can make a fully functional wheel by adding tire and wheel rim and using the air compressor tool in the Auto-Workbench. To make the Auto-workbench you need to first be able to craft 'normal workbenches' as you will need one to build the full Auto-workbench along with a compressor an ratchet set (lootable in world) ......you can then, after learning how, assemble the various vehicle parts into the various assemblies to build your custom vehicle. Car body assembly (requires a fully body kit) Electrical subsystem assembly Car engine assembly Car Body Kit Vehicle Madness wheel set Then Build your chosen custom vehicle from the selection available. ** Vanilla vehicles can be crafted using the existing parts as before on a normal workbench so we have left in vanilla items to maintain vanilla compatibility for other vehicle mods that use vanillla resources, vanilla parts will not fit the custom vehicles system build methods ** You can only use the cool stuff like firetrucks, police car , military car and 5 ton military truck by finding driveable versions! Gas will be at a premium and you will get minimal drops from vehicles, this means you may have to raid gas stations or make your own. ***** We recommend that you use a bigger backpack modlet such as this one as there are many parts to collect. ***** More to come..... New things are planned along the way , such as a new tire fitting station and car lift system . A Dedicated POI for Automotive Repairs We will be adding more vehicles options for your post apocaliptic driving pleasures currently 10 in total to be added in Beta 2 . Looking at a new system to spawn in broken vehicle with no gas that needs fueling to get back to workshop for full repair (early stage development). Changing the engine sounds along the way. Looking to adapt and add my fuel siphon modlet that i developed in A17 for use in Vehicle Madness in A19. Work on localisation updates. Add tracked vehicles into the mix ... and a few novelty vehicles. A few vehicles (Motorcycles and the working Chevy) are missing from the original release and may return or may be replaced with new options. Guppy's fun shopping cart is now a separate thing and can be found here Guppycur's Modlets Acknowledgements : Special thanks to : Guppycur Also thanks to valdifer for the Spanish Translations for Vehicle Madness , feel free to take the current localizations and add more languages. The 'past and present' Contributors to Vehicle Madness development: ActiniumTiger Marcus Guppycur HaidrGna Mumpfy Random Person bdubyah DUST2DEATH Others who have been involved of whom i may have forgotten , and rest of the 'Crew' on Guppy's Modding Discord for the support along the way. Note: You are not allowed to extract and alter the assets in this mod in any way, these assets must not be used in any venture that attempts to make money out of modding VEHICLE MADNESS 3 BETA1.1 DOWNLOAD LINK ***** Please Note : This is an Overhaul mod in modlet form and is required on both Client and Server as with other mods that add new assets. ******* A new game save is required as the mod overhaul adds a lot of new blocks in the game and changes existing ones too !! Changelog Beta 1.1 : 1. Added various new wrecks created by bdubyah for the ultimate salvage variation ( There is only 1 vanilla sedan in chain as required by some POI's and all others are now custom). 2. Tweaked some vehicle speeds and camera positions and some storage on the big vehicles 3. Increased amount of wrecks on roads and in biomes to provide more resources. 4. Experimental block damage changes 5. Added Quad to world spawns and reduced spawns very slightly (feedback on this will be required as catering for server vs single player). 6. Added compressor to EMS and Military loot options , increased probabilities in automotive and rare automotive loot as were too rare before. 7. Removed damaged motorcyle part2 from spawn ( will add more motorcycle variant wrecks at some point) Have fun 🙃 The Vehicle Madness Team !!!
  24. This mod should improve some micro stuttering by using a R/W lock rather than the generic lock. I've modified the classes: ChunkManager, ChunkCluster, Chunk. I've also eliminated some redundant locking by moving the code around a bit, like in 'task_CalcChunkPositions' or in 'thread_Regenerating', it locks multiple times while it only needs to do it once. You may also notice a small improvement in FPS when you have a lot of zombies around as they also access the chunk data a lot, since the game has no builtin Benchmark its near impossible to get accurate numbers. I will maybe do more profiling and other smaller optimization where possible. Give it a try and let me know if it improves the stuttering for you. NOTE: Disable EAC when you want to use this. Assembly-CSharp.zip
  25. Love the cooking and farming aspect, wish there was a bit more. Was looking at my stash this evening and canned pears don't have a recipe. Maybe turn it into peaches and it make peach cobbler with a bit of a sugar rush sprint but there be a slight crash effect where you slow down a bit more then normal. Another cooking idea "toasted acorn boiled acorns" can have them partnered with water in the cooking fire to remove the tannins like irl. Fish or fishing? Pole fishing could add a danger element or trap fishing Nn and gg
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