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  1. 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
  2. Apocalypse now (V1.1) The list of Changes • HP/Stamina Goes up to 300 •For every level you gain, your gamestage is increased with 2.4 instead of the 1.2 you gain in vanilla. • Added big list of zombies and Hostile Animals • Re-done horde-nights/sleepers/screamer hordes • Custom roaming hordes • Toilet pistols are back and double shotgun .better treasure loot . Night time is not a quiet place anymore Weak radiated zombies will show up , you have been warned . Made the candy craftable through a perk (to unlock it you need Master Chef Third perk) • Changed the candy cost from 100 to 500 •Reduced Basic Survival Quests from 8 quests to 1 quest •After Finishing Basic Survival Quest you will get few tools and melee weapon .when you get special quest from trader to another you will get coins • Added Scrap tools/scarp iron club • Added Stainless steel . Added scrap iron bars and steel bars• change Night vision Goggles color from green to red• Lowered all Armor Physical Resistance/Elemental Resistance so you won't be Immortal anymore . vehicles takes double amount of fuel to fill it up . traders re-stock every 2 days . traders has now bigger amount of ammo and resources• Nerfed the amount of ammo you find it in loot • Crafting ammo now is much cheaper• special thanks to khaine ,Telrics ,Valmars,War3zuk for those great modlets : • KHA19-3SlotForge • KHA19-12CraftQueue • KHA19-96BBMFW • KHA19-HPBars • KHA19-LogSpikes • KHA19-PickupPlants • TelricsMeleeGolfClubA19 • TelricsMeleeGuitarA19 • Valmars Animal Snares • Valmars Expanded Ammo Types • Valmars Reuseable Cooking Bowls • War3zuk 25k Stacks • War3zuk Custom Foods • War3zuk Disassemble Ammo Social Media Discord Server Twitter download link for mod launcher and manual install 🔽 🔽 🔽 Apocalypse mod V1.1 for A19.2
  3. sphereii


    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.
  4. 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. 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 and a Flashlight. - 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%. Changes from v1.12 to v1.14: - 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 50,000. - Removed the Stay Within requirement for trader quests. *Survivalist version only* - 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. Changes from v1.14 to v1.15: - Rebalanced a few recipes. - 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). Changes from v1.15 to v1.15.1: URGENT UPDATE - Lowered Duke stack to 25k, large stacks cause chunk reset. - Sham Chowder is now Tier 4 food, rebalanced recipe and food value. ***PLEASE NOTE*** If updating to the Survivalist version after using the Charismatic version in an existing game, make a backup of your save. There's a chance that your character will reset and lose inventory and progression. Alternatively, you can put your inventory, tool belt and armour into storage. Note down your level and base/trader locations (you may lose your map data). If you use the alternative option, use the giveselfxp ##### console command to return to your level. How to install: Extract files from the zip and overwrite the files located in C:\SteamLibrary\steamapps\common\7 Days To Die\Data\Config To uninstall: 1) In steam, right-click 7 Days to Die and go to properties. 2) Click the 'Local Files' tab then click 'Verify Integrity of Game Files...' FAQ: Q: Which file do I download? A: If you're playing single player, you'll want the survivalist version. Q: Can I have both Charismatic Nature and Survival Instinct perks? A: No, they are the same perk, but Survival Instinct only affects the perked character. Check out Jonah Birch playing the mod in his permadeath playthrough. v1.15 (Charismatic) 7 Years To DIE Survivor.rar v1.15 (Survivalist) 7 Years To DIE Survivor.rar
  5. 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?!!
  6. 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!
  7. 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.
  8. 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? 🤔
  9. 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.
  10. Vehicle Madness Version 3 Beta 1.1 Guppycur's awesome original concept for Vehicle Madness 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 has actively joined the 'pit crew' and has 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 version. Features 26 vehicles ( all with overhauled unity vehicle physics and updated to linear lighting). 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 we 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 wheels 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 for now but they will not fit the custom vehicles system ** 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 minimal drops from vehicles means you may have to raid gas stations or make your own. More to come..... New things are planned along the way , such as a new tire fitting station and car lift system and possibly adding more parts to to the salvage options but not too much to make it a chore to do it. We will be adding more vehicles options for your post apocaliptic driving pleasures. A Dedicated POI for Automotive Repairs 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. 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 Credits: Guppycur, ActiniumTiger, HaidrGna, Mumpfy, Random Person, bdubyah, Dust2Death The 'Crew' on Guppy's Modding Discord' for their previous work and input on first version of which I was originally involved in a smaller role and their continuing support on the new version and helping shape the future direction of this mod. Note: You are not allowed to extract and alter the assets in this mod in any way, the assets can be used in other mods that are purely 'non profit'. 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 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 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 Ragsy and Tiger !!!
  11. 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
  12. 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
  13. Dear DEV's, please hear me out. Leveling/point system: Please bring back the leveling system that used to exist in 7D2D. The current point system is very boring and takes the fun out of the game. It would be great to level up Archery by........using a bow, or level up jumping height by......simply jumping more often. So basically if you want to master something, just do it more often (Just like real life!!!) Skyrim used this method and it was a very fun and successful game. This will eliminate the need for points. New Learning system: For learning, books aren't required, simply allow the person to locate lets say a shotgun, have an option to disassemble the item which in turn destroy it but allows the person to learn how to make it. Bye Bye books. Both these changes will breathe life back into the game BIG TIME!!! Thank you
  14. I recently came across a comment on a video showing off your vulture missiles when you try to escape the horde, that sums up my feelings exactly about the direction you are taking the game. I am posting it here, so that maybe you will take a look at what you are doing before you ruin the game. Johan Magnusson 5 hours ago i see many different ideas of how to avoid the zombies. how to "exploit" it so the zombies cannot do something or such. here is my issue with it. sitting on a bike inside a cage, or a POI just to avoid grounded zombies, so it spawns vultures instead, sure you found a way to not get wrecked... but IS THAT WHAT THE GAME SHOULD BE ABOUT??? ive loved this game, but its going out of its way to ignore some kind of anchor to reality... soon you will have ghost zombie snakes that can enter everywhere and insta kill you every 7th day, why? because players have found various ways to exploit the different bull@%$*#! that the fun pimps try to implement in order to stop players from staying alive on the 7th day... focus on NPC raiders, let people be able to dig a hole to the underground to avoid zombies. let them build on the top of a mountain to stay safe, let them have zombie fall damage = dead if such be. all this does is give players the option of survival, how do YOU want to play it? 1. instead of forcing players to build a killing/defending base, that 100% will be destroyed after the horde night is over, and then having to spend time to rebuild/repair it... REAL options to survive a possible zombie world would be. Base that is defensible. Base that is unnoticeable. (underground, high ground etc). traps that kills zombies, such as actual traps, using the environment fall damage death etc. Outrun them in vehicles (motorcycle should be able to outrun everything, 4x4 should be able to run through anything, and gyro-copter should be able to fly away from anything). this would give players the option on how to spend their 7th day. instead you get... 1, defend a base that zombies have 1000 IQ to attack, and await your death. either rinse and repeat this process and spend your days repairing/rebuilding. 2. try and find exploits to avoid being attacked, some ideas have been like "build a cage, under ground, sit on a bike in order to spawn more vultures so they do not dig as well as others... this option is basically riding out the storm in the most ridiculous ways... 3. go out and die, then go sit on the toilet while time simply has to pass so you can log in at 04:00 again... WOW FUN GAME! 4. or the similar option on a multiplayer server, Log out and hope someone else rides out the night... WOW! FUN GAME.... The Fun Pimps seems to be placing their focus on making the 7th day into a bull@%$*#! day... why not focus on things that happens in-between instead? or have the 7th days be different, of course in the beginning its easier, but then it becomes harder, have raiders attack, have a radioactive storm incoming, so that you might not be able to survive in your base location, the night might be "easy" but you cannot stay in your base... there are so much things that can be implemented for random 7days trouble instead of "now you die day and its no way to avoid this, and if you do find a way, we will erase that way in a later update"... I myself would enjoy building bases and role-playing, you build a base that cannot be accessed by zombies, so its safe, but it needs upkeep, and it can be raided by raiders, but they only come now and then... and in normal days you can be raided while not home, so if you have security you will be alerted on whats attack you, do you need to get back? or can you ignore them. this would make use for traps and multiple sections. and human NPC raiders would option for either doors to enter, or if you are door-less (using gyro-copter to get in and out) they will try and get through on the weakest spot or lowest spot. there is so much stuff that could be done. and more focus on building, decorating, stuff that is interact-able (forge/workbench etc). if you have electricity, you should be able to install ovens, gas ovens, grills, refrigerators, coffee machines, soda machines. and have decay on fresh items unless stored in a working fridge, or cooler etc. would be easy to have a fridge work on electrical. but if you do not have electricity the option to put in snow as "fuel" that would keep a fridge working for X amount of hours just like using forges etc. having item get zero decay if they are stored in specific storage's. ammo rusts unless in ammo box, a way to clean rusted ammo. SO MUCH stuff they can do... and yet all the focus on is getting you dead on the 7th... i liked previous alphas when you used the wrench to take down different objects that you could decorate with. instead of just building things from scratch ( i cannot build a tv in real life, FEW can... but i could get a tv from a abandoned house and install it)... someone mentioned a bus that could work as a base, with crafting and storage. that would be awesome, but a simple add-on to the 4x4 with a manual turret for 2players, you mount a turret on there and drive, and your friend works it shooting at zombies running after you. and YET.... all it is about is to make zombies more acrobatic then the best gymnastics in the world, to climb walls, walk on narrow paths, better IQ then anyone to find and hunt the player, specific spawn depending on player is on foot or in a vehicle... all in order to get that player dead on the 7th... Add events on days that are not horde nights, raiders, survivors, hell, add the option to find NPC survivors to guard your base, requirement is a bed for them and food upkeep. add the option that they can be farming for you (the most boring crap that there is) you build a farm with different things, and you apply a worker to farm it, so every day you get x amount of veggies. and remember, unless you got a good storage to add the zero decay, they will be ruined in x amount of time). Ive seen on other mods, (and i am not sure if it was in a previous alpha) where you chop the trees down and it becomes smaller, and you can stop chopping so it can grow big again. also growing trees should have options to grow them in different sizes, the world has small trees, medium trees, and large trees, and no matter what you plant as a player, it always grows into a supersize tree... That's where his post ends, but damn if he didn't nail exactly what I am feeling. Edit: Just to bring some balance back to my game, this is what I did to nerf the OP vultures.... I just got done dialing the birds back in my game now too, so I wont have to rage here. And I think it's fair. limit of 5 max, made it so they can't just stone stop the 4x4 or motorcycle, and they are just barely slower than those two at top speed. so if you slow down at all, or turn around, or have to make a sharp turn, they are right on you. Since you cant go at full speed all the time unless you are on a main road, that's as good a compromise as I am looking for. (or am able to edit at my skill level which is none). Also since the bicycle and minibike are much slower, but also much earlier game, shouldn't be a balance problem, since you wont be fighting a horde that you would have to bail out on (i would hope) and if you try it, you are still going to get rekt. I never was looking to just run around all night anyway. Just want a plan B so I can regroup if needed before I rejoin the fight.
  15. I'm relatively new to modding 7dtd as I've only edited the xml files to add new recipes and change some buffs among other things. With the drop of A19 swimming seems to take forever to do especially over any sort of large body of water. I know I can edit the Materials xml and change the swim speed of water as a whole but an interesting idea would be to add an item or an equipment mod that increase your swim speed (like flippers mod attached to some boots). This also goes into the realm of possibly making a foot equipment that can walk over spikes and barbed wire without (or less) decrease in speed. Is something like this possible with just editing the xml files? If so are there any avid modders out there know how this could be done? I'm also looking to learn more about modding 7days so if there are any tutorials that go over things like this I'd love to hear any suggestions. Thanks!
  16. Okay many will not agree and that is fine some may like the challenge Keep the world has gone to .... dense populations just made for a nice source of food for the dead primitive areas of the world maybe be lacking in tech but can develop skills needed to hold off the horde nights. Primitive area no buildings, cars or anything Add on to survival skills with gathering and hunting. Have a decay rate of quality on food to spoiling but less demand on food consumption. Players can build structures same as before cap it at early age concrete Strip everything from current 7d2d but the lands and primitive start to the game Have forest, desert and snow as default but let there be a choice of optional biomes that exists in the current game. Use Earth as a template. Have this game as a stand-alone / new title not a mod to current game that is stripped down then a build up of the Primitive Z unless you feel this is better as an add on of the current game. Consider allowing me to test and be exclusive for content creation until agreed up date of an alpha release for the idea Again this is a primitive only build and survival stand-alone (preferred) thought towards this game and I have more ideas to throw at it to be included Thanks! JD
  17. I don't know if its just me, but the current inventory system is not very realistic. I wish the devs change the inventory system for a weight based one (like in skyrim), because for example if i pick up 2 plants 1 peaces of paper and a book/scematic than i in real life I ain't slowd down by those. But i want to hear others opinion in this topic.
  18. A question does anyone have any idea how I can change another horn sound vehicles? Eg with the 4x4 truck or so the horn is different than the normal one. A heartfelt thank you
  19. Im currently trying to do a small gameplay overhaul for 7 days to die simmilar to Romero-ish but a bit more leaning towards Resident Evil. in this overhaul i want zombies to be able to tank an infinite amount of gun and melee damage and the only way to kill them is to get a critical headshot. The Reason i want to do this specific overhaul is because i want zombies to not give a @%$*#! about any kind of damage unless it completely destroys their head or another body part because it seams odd to me that a zombie would die from getting shot in the leg. In other words: this overhaul is supposed to be a complete gorefest with exploding heads and limbs all over the place. To make this overhaul fun to play i need a reliable way to call upon critical hits without making it a 100% chance on every headshot because i do want every weapon to require its own amount of headshots to finish off a zombie. I could propably archieve this by adding a buff to the zombie once he gets hit by you. So if you use a pistol and you do a headshot it would apply the "HeadDamage5" buff if the zombie gets the same buff again it will result in the "HeadDamage4" Buff ones it reaches "HeadDamage1" the buff will apply a 100% critical hit chance for headshots if you use an AK it could apply the "HeadDamage3" Buff on the first hit so it would require less headshots. but that doesnt work for shotguns because all the pellets will hit at the same time so i need some command to tell the game that only if say 6 pellets of buckshot hit the head you will get a guaranteed critical. i would eventually have to just work with headshot multipliers like Romero-ish does but i really want to use the critical hits because it would just be awesome if every single point blank shot with a shotgun would explode the zombies head but if i leave it at the current random chance it means that even 1 pellet at 20 meters distance hitting the head could result in a critical wich would look odd and be slightly unbalanced in this new overhaul. The 44 Magnum, Sniper and Hunting Rifle will most likely get 100% chances on headshots out of the box but their range and arm/leg damage will vary. if it really turns out to work how I imagine it I could also implement stun and stumble effects into this system so for example if a zombie reaches "LeftLegDamage3" it could result in him falling over. Explosives and Fire would be Excluded from this system but i would propably rebalance them to be more powerfull and Rare/Expansive. And pls dont just say keep the random criticals and stuns because RNG just isnt fun. Also all the values above are just examples i dont know yet if the pistol should require 6 headshots while the Ak needs 3 im figuring that out later. If anyone has a solution for the shotgun problem i described pls post it below.
  20. Dear 7 Days to Die I have been a supporter since Alpha and have written down some of my suggestion to make the game even greater. One of your game uniqueness is that it’s a crafting survival game, own it! - Make it rewarding to craft like traps that gives you xp upon zombie kill. - Craft molds to gun parts and thereby make it possible to craft guns again (Repair lowers item-lvl). - Craft vehicles with placeable blocks to modify it (it becomes slower the heavier it is). Make it less like rust like giving it a storyline / a characteristic like fallout where you can choose how your character will be: Angelic, neutral or pure evil?. - It can be NPC POI like an NPC stronghold (Where you can kill, steal, employ etc. from NPC’s) - Or make it possible to craft a portal where you can join together with other players from different servers/singleplayer worlds or go in alone to a new world with dungeon, puzzles, storyline, timetravel (Going back into mediaval zombie world or zombie infected spaceship) where you have to protect, survive or clear zombies or survive in a small area (island?) with limited ressources (like the previous small world). - Make random encounters like convoy or train with NPC’s. (Might be hard) For crafting I recommend adding a hotkey for shaping blocks and add shape in menu together with scrap, place in hotbar, use etc. Add some sort of shader for looks and reduce performance usage from high buildings by adding height rendering so only a few building floors are rendered at a time. (Not sure whether this already exists) Add peaceful worlds (Could be community build worlds like a medieval world) for new players that want to learn how the crafting system/game works, role playing players, players who just wants to build or pure pvp world (You already got the game for it) I have made sure to suggest most things that should be an easy change and whether it’s useful to you or not is entirely up to you. I hope you continue with your awesome work and wish you the best: 7d2d fan.
  21. Hosting a 24/7 War3zuk AIO server with 16 slots. Set on Warrior difficulty, PVP/PVE. Everything else is set to default. Hit me up on discord if you’re interested. https://discord.gg/JYEeru
  22. Up to this point Zombie AI has always been run off of one central system. Whether you are in a house looting or at your base on blood-moon the zombie AI always acts the same. The problem with one central AI is that it can be easily exploited. When you know the rules it is easy to find a way to bend/break them. And one of the two major ends of the zombie encounters suffers. Either the zombies swarm you base in Alpha 16 like hungry but dumb locusts (very good) and Swiss cheese up every POI in game (bad), or in Alpha 18 they path perfectly through POI's that they are familiar with (which is good) and are engineering geniuses on horde night with buildings they have never seen (ridiculous) To fix this problem why don't we have TWO MAIN AI systems? The first would be for horde nights, screamer and wandering hordes where MOST of the zombies would act like the Alpha 16 AI. And second one is for scavenging and looting through POI's. Use the Alpha 18 model. It makes sense that they can navigate through building they are familiar with. Did you notice I said that MOST zombies for horde nights would run off of the base Alpha 16 AI. To add further chaos, fear. and fun to horde nights so that you cannot easily cheese them give them a bit of variety. You would vary the AI for the type of zombie involved: Give the structural engineering genius Alpha 18 pathing to the Engineer Zombies. It makes sense that they can see what blocks are weakest. Have the Biker Zombie enter a Rage so that he picks any random block within a radius to beat on when he can't immediately path to you. For the Military Zombies have them path in a line and all attack the same block to cut through your walls, then have them path through you base to search for you. Put screamers in horde night and have their cries rally the normal zombies to them and or change their behavior. With just a few AI differences it makes it difficult to properly predict what the horde will do, and thus defending your base is much more fun and interesting. Most of the tools for this are or have been present in previous versions to accomplish this without too much issue. And I believe the game experience would be greatly enhanced.
  23. We run a a PVP/PVE modded server, so try a server different from the others! become a Jedi, become the wealthiest survivor or be a hunter in the PVP area! Your base is always saved and stores you buy! We just want to have fun, that's the TIPSY way! https://www.tipsycity7days.com/ WHAT MODES WE HAVE: * Over 20 Vehicles! *Lightsabers (RARE) *Laser guns, swords and more *Working TV (3 channels) *Working Radio (10 songs/2hrs) *Come and gamble slot machines (win money or lose it) * Over 10 new zombies * Own a store in TIPSY ALWAYS *Buy land or building and become Mr Monopoly! *Hot Air Balloon * Over 40 new furniture *Kill area for PVP (Enter at your own risk!). — Server Information — Server name: Tipsy City/PVEPVP/200% exp/Wiped 5/20Server ip:
  24. Grey's Prophecy is a flavoring of the default game. The goal of the mod is to add fun stuff, and some humor, while keeping close to the vanilla formula. Some of the bigger changes that you will encounter are: 10 slot toolbelt - Courtesy of Khaine (DF creator) Mumpfy's zombie texture variations Perk System overhaul to a more class based system, including 2 that don’t require adding points to the parent attribute Class types Warrior Hunter Gunslinger Blacksmith - Mini Class (5 levels) Engineer Rogue General Talents Jack of All Trades Empath Separate repair kits/items Iron tools are repaired with Forged Vanilla repair kits are still used for repairing vehicles Bigger backpack 96 slots Bigger stack sizes for most items More new zombie types 4 from a18 and 2 new ones Reworked Rekt and Hugh zombies to now look like zombies, and added radiated versions Craftable weapon, tool, and gun parts, so you don’t have to rely on looting/buying them 2 new book sets The Wizard’s Toolkit Savage’s Books of Nonsense 4 new vehicles Semi Truck that seats 6 and has 108 slots! The General Lee! Coka's Skyline Horse with no name New weapons, tools, and items, some that give nods to our favorite streamers The Uncle Sam Hammer Shugg’s Spikey Club Gan’s Epic Rod Fong’s Staff of Pain Radiomantic Knuckles PB’s Spartan Pickaxe Framer’s Choice Broadsword Dragonblade Wooden Mace Iron Mace Katar Medieval Axe Medieval Battle Axe New item modifiers Ice Weapon Thorns Shock Armor There's still more to add and we hope you enjoy playing it as much as we have enjoyed working on it! You can get the mod using the mod launcher: http://7d2dmodlauncher.org/, or by downloading the files from the repository here: https://gitlab.com/ganthegrey/greys-prophecy-a19. Support us on Patreon! https://www.patreon.com/ganthegrey Find us on Twitch: GanTheGrey SavageHarbinger Join the Discord: The Wizard's Tower Terms of use: The majority of the modifications are using the game’s built in models, materials, icons, etc… Have been found as free assets in the Unity store, or have been created by me. As such these are available for use. The following is a list of the Unity assets used that are available to use: https://assetstore.unity.com/packages/3d/props/interior/crafting-table-160161 https://assetstore.unity.com/packages/2d/textures-materials/ice-materials-133660 https://assetstore.unity.com/packages/3d/props/weapons/fantasy-staff-lite-54999 https://assetstore.unity.com/packages/3d/props/weapons/staff-of-pain-48820 https://assetstore.unity.com/packages/3d/props/interior/plates-bowls-mugs-pack-146682 https://assetstore.unity.com/packages/3d/props/interior/ygs-mugs-96665 https://assetstore.unity.com/packages/3d/props/interior/free-alchemy-and-magic-pack-142991 https://assetstore.unity.com/packages/3d/props/tools/tools-pack-1-20510 https://assetstore.unity.com/packages/3d/vehicles/land/post-apocalyptic-truck-with-armor-45422 https://assetstore.unity.com/packages/vfx/particles/fire-explosions/flames-of-the-phoenix-46176 https://assetstore.unity.com/packages/3d/environments/fantasy/blacksmith-s-forge-17785 https://assetstore.unity.com/packages/3d/props/weapons/dragonblade-pbr-fantasy-sword-96982 https://assetstore.unity.com/packages/3d/props/weapons/free-pack-of-medieval-weapons-136607 https://assetstore.unity.com/packages/3d/props/weapons/ultimate-weapons-pack-lite-94668 https://assetstore.unity.com/packages/3d/props/weapons/horror-weapon-set-1-26142 https://assetstore.unity.com/packages/3d/props/weapons/medieval-weapons-vol1-free-demo-120361 The General Lee model was purchased and is not available for use or redistribution! If you like the model, and want it for your project, you can find it here: https://assetstore.unity.com/packages/3d/vehicles/land/hd-car-american-muscle-01-101297 Coka's Skyline model was purchased and is not available for use or redistribution! If you like the model, and want it for your project, you can find it here: https://www.cgtrader.com/3d-models/car/racing/nissan-skyline-gtr-fast-and-furious Special Thanks: The Guppy's Discord modding server for help with issues and ideas Xyth for the hard work getting the custom animation controller working! Khaine for the 10 slot toolbelt Mumpfy for the zombie texture variations UncleSamIAm, Shugg, NoxAegis, AlphaDragonGaming, LoriannTucker, PayneStoneback, biggytoe, and Bluejoy for QA And of course TFP for creating this game in the first place!
  25. Donations: Paypal Donations to keep things moving For Alpha 18.4 Experimental Early Release. This 7 Days to Die Mod is a work in progress towards a more logical, scientific, deeper, scary and adapting version of the base game. The goal of this mod is to expand on the base game to allow the player adapt to a changing, dynamic world. Through the use of research you will unlock new techniques, items, blocks, powers and knowledge. NOTE: This is a work in progress. I have a very long list of thing to implement and I am adding them as I have time and knowledge of how to make them. At the moment the game is in an early testing state to see how the systems I have built work so far. I will be altering this to be an DMT mod eventually. There will also be changes to the progression system, skills and quests all which could break save games. I will endeavor to only release world or character breaking updates as more major updates so that one knows and will not break their games. On the 7 days to die mod launcher. Visit The Repository for more detailed information! https://gitlab.com/adredengaming/a-dred-end-a18-mod Questions Concerns Comments I have a discord: Here There has also been information on my YouTube Channel: Here Features: New Progression system so don't think of this much like vanilla. The more YOU do the more you get rewarded. NOT the more zombies you kill the better you now how to make a gyrocopter. Learn by crafting. I have added a little something so that the player can get better at crafting things. This is the most experimental part of the mod and needs tuning and constructive feedback. Learn by doing. The more you do something the better you will get at it. No need to spend your point(You wont get any ) Learn SCIENCE! by doing. The more you try to research thing the better you will get at that kind of research. So It should get easier to get more science done. [to do] Keep adding in more Bio modifications the player can use to upgrade themselves. Both items and the the skills More Localization for the files More Icons as time permits Research system: Through the use of research you will unlock new techniques, items, blocks, powers and knowledge. NOTE: This is a work in progress. I have a very long list of things to implement, and I am adding them as I get time to make them. Create a research desk and start crafting experiments. These will get you research notes and the notes will allow you to create schematics for the things you need to build. NOTE: I need to tune this feature. the number for each item are very arbitrary and not tuned to fit each schematic. Some recipes are in the advanced research desk - like the Molotov on a stick Planned: Find items in the world are new and will allow you unlock new ideas and schematics that can lead to new abilities, blocks and items. Reduced gameyness: There are some things in the game that feel like they are only in there to make certain reward cycles work. I aim to reduce this to give the game a greater feeling of immersion. Pick up the lights in POIS Find bicycles in peoples garages An Ending: Not 100 % Implemented in alpha 18 : One quest that should be an end condition of the game. Go out and destroy the infected cloning facility. It wont stop all the zombies of the world but it will (eventually) greatly reduce the number in your county. ATM you need to have the provided map installed to find the facility. Deep in the wastelands is the cloning facility. Still working on polishing this feature, I also need a little bit of DMT magic to finish this. New Weapons: Many Planned The mod was going to be a melee mod and thus has new weapons and there are many planned in updates. Thagomizer a new club based on the tail of a stegosaurus. Should be a one shot on easy zombies with a hard swing. Spears - There is a stick that can be sharpened and there is also an Iron spear that is craftable to give even more range and damage. Removed the vanilla spears as they would be pretty heavy and worse to craft then a flat piece of steel War pick, War axe and War hammer Most tools also have a version where there is a handle that can be altered with different tool or weapon mods to make various combinations Melee signs: It should be the case that all sings in the game can be weapons. All you need to do is break them free from there bonds and start smashing Brazmocks archery mod is in there for testing purposes. Mining laser is creative mod only Zombie Changes: I giveth and taketh Better Eyesight - Better hide at night Reduced melee range - The zombies Headshots - Zombies have soft heads so best to kill them with a head shot. body shots - Why do they need organs, so you can smack them, put holes in them break them to a point. The torso is tough Increased spawning numbers - There will be more zombies. Random getter up - The zombies will take 1 second to 10 seconds to get back up. No hurt sound, no death sound - don't forget, Double tap. Corpses - For special items you will use to adapt to the world This mod also includes zombies from the creature pack and so there are new zombies Lots of new zombies. There is a new faction of zombie called the controlled that some one is controlling. Often times they are seen with helmets and other armour and some have weapons grafted to them. They also have a few special building, with more to come. Noise makers: These are little distractors that can be thrown to attract zombies (Currently not working in a18) Lights: Most of the lights in the game have been added to craft New top tier Block Zombzyme block is a very resilient block created from various household chemicals and the arm bones of zombies. It will take some research and experimentation to figure out how to do this SPIKES from alpha 16.4 I have brought back the ability to craft the spikes from alpha 16. I have also expanded it with the ability to craft quicker crappier versions of the spikes too. Just incase you are in a pinch for time. New Large Doors (Thanks Dbat) Some large castle doors and portcullises Quadra V-Tech is in the game too. Likely for now mostly a creative menu Other Modders I would like to thank are: DBat, Ironblade, Brazmock/Azmo, GuppyCurr, Khaine, Keledon, Haidr Gna, Sphereii, Stopmy NZ, Xyth, Darkstar Dragon, DanCap0, DeathtoDust, Mumphy, Manux. Really most of the modders on the guppy server
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