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About Me




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  1. Welcome to the Potato Lounge Community!. We are always looking for New Players, 18+, whether you are a Veteran or new to the game to Join our mature community. The servers are based out of NA East ( NY ). We also play other games if your looking for more than just 7 days with friends. Join our discord for more info. PVE. Server Name: TPL Undead Legacy (10k) IP: Server Name: Potato Lounge Darkness Falls (10k) IP: Server Name: TPL Ravenhearst (8k) IP: You will need the Mod Launcher Discord: https://discord.gg/6bsXnP8EfZ Do you got what it takes to survive in our server!?, see you there!
  2. I'm looking for advice on how to go about removing an entity (for example Rabbits) from the game entirely without having them be replaced by some other entity. The reason I need to achieve this is to make the game playable for my girlfriend who has a phobia of zombies. I know that zombies can be disabled in game however I would still like there to be an element of challenge. Currently I have edited entitygroups.xml to replace all zombies with rabbits. While this is playable with mods adding survivors and bandits it's a little weird to have rabbits all over the POI's... Is there a way I can just remove the zombies for good yet still allow modded enemies to spawn?
  3. 7 days to die bug me cant join any game la braderr need a fix for this sheet exc nullreferenceexception object reference not set to an instance of an object this thingy pops up everytime i join my server n single player its appears in somethings like cmd thingy welp me la cb
  4. I'm making a mod that essentially adds better version of campfire, forge, chem lab, and workbench. I'm wondering if there's a way to edit the speed some of these craft recipes
  5. [v1.0.2] Mod Manager Features: Mods List/Settings UI accessible from the main menu. Enable/Disable and customize mod settings from mods that support the Mod Manager Mod Settings API. Game mod list compatibility checking. Ensures you don't load a save with the wrong set of mods. Better error handling. Shows a user-friendly dialog box with the option to copy/ignore the message instead of spamming the in-game console with no way to close it. Mod version checking. Get notified if any new mod updates are available, as well as get compatibility updates about old/new mod versions with the current version of the game installed. Custom Mod Loader. Load mods from multiple directories (as well as the new default %AppData%\7DaysToDie\Mods and the old 7DaysToDie\Mods program folder). Mod Dependency Management. Prevent mods that are missing other mods from being loaded, causing errors during startup without any way to figure out what mod is causing it. Download/Source: > Latest Release for Alpha 20.5 b2: https://github.com/FilUnderscore/ModManager/releases/latest/download/ModManager.zip > Previous Releases & Changelog: https://github.com/FilUnderscore/ModManager/releases > Source Code: https://github.com/FilUnderscore/ModManager Installation: For Clients: Note: This mod is not client-side EAC-compatible and will not run with EAC enabled due to how mod DLL loading works in A20. Download and extract the latest release into the Mods folder in your 7 Days to Die install folder (create one if it does not exist). Settings can be modified in the Mod Manager Settings Tab in the Mods menu. Mod Developers (API): The Mod Manager includes its own APIs to integrate with mods (C# currently, XPath/XML support coming soon), currently including a Mod Manifest API that allows your users to check for new mod versions within the in-game Mods menu, and a Mod Manager API (currently including a Mod Settings API to allow users to customize settings without needing to restart their game (and the UI is handled all by the Mod Manager). The API is written as a wrapper that can be included in your project as a source file, which allows for optional Mod Manager support - meaning no errors will be thrown if the user chooses not to use the Mod Manager with your mod). More information about the API can be found here: https://github.com/FilUnderscore/ModManager/wiki/Mod-Integration (Note: At the time of writing, the documentation is still incomplete!) Mod Support: SMXmenu support: https://github.com/FilUnderscore/ModManager/releases/download/1.0.2/ModManagerSMXmenuSupport.zip Screenshots: Mod settings support with Improved Hordes: https://community.7daystodie.com/topic/26781-improved-hordes-a205/
  6. What is this? This plugin replaces the zombie spawning model with an offline simulation. Players on the server will be assigned a visibility zone that decides which zombies will be active and which ones will be offline. If the zombie was killed it will respawn at the map border as an offline version and roams the map, if the zombie is still alive but leaves the player visibility it will become offline but keeping attributes such as health and class. For more information please visit https://github.com/ZehMatt/7dtd-WalkerSim You can find the latest release here: https://github.com/ZehMatt/7dtd-WalkerSim/releases Update 1/24/2021, Version: 0.3.0 - A19.3 support. - Fixed potentially locking up the server. - Fixed initial population not using 'POITravellerChance'. - Added option to make sound distance configurable. - Added sound event vizualization support to the viewer. - Added option 'PauseDuringBloodmoon'. - Added option 'ReservedSpawnSlots'. - Added option 'WalkSpeedScale'. - Improved offline walking behavior. - Improved zombie spawning to avoid lag. - Improved despawn when backtracking, they have a minimum lifetime of 1 in-game minute. - Reduced network bandwidth for viewer. - Reduced default server update rate from 60 to 40 Hz. - Reduced 'PopulationDensity' from 120 to 60. - Increased 'POITravellerChance' from 0.25 to 0.65. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.3.0 Update 8/27/2020, Version: 0.2.1 - DMT support, you can now play this mod without a dedicated server. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.2.1 Update 8/25/2020, Version: 0.2 - A19 support. - Fixed visibility zone not being calculated correctly. - Fixed exceptions being thrown when new players join. - Removed the need to disable enemy spawning via serverconfiguration.xml. - Removed sleepers from the simulation, uses the builtin system instead now. - Added audio events, offline zombies will be attracted towards gunshot sounds. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.2
  7. After about a whole week's developing and testing, I've finally decided to make this public to the modding community. What does it do? Basically as its name suggests, it allows you to use your own particle prefab for explosion. I assume everyone ever worked with explosives feels pity for the limited particle options. Worry not now, with compatibility in mind, this thing comes to your rescue. You can even use your own scripts on your particles, which of course have the ability to affect gameplay! A short showcase video for this mod, particle shared by guppy VIDEO How should I make use of it? I wrote a tutorial in the tutorial section, link: Using custom explosion particles with working scripts in A20 And in my GitHub repository linked in that tutorial, there is a working sample mod with a whole lot visual scripts. Keep in mind that it's still under testing! Well, although I've tested the mod under multiple use cases, and it's working perfectly in hosted MP, I'm still too afraid to say the word "stable". Please give it a try and report any bug at this discord channel: A tiny channel in Guppy's discord server Download the mod from NexusMods Thank you all in advance for participating!
  8. Since A20 client mods are now officially supported without the need of DMT, thanks a lot for that! This mod aims to increase the headshot damage to be able to kill ordinary zombies with one bullet if shot in the head. This works for any damage that is considered piercing damage, bullets, arrows, (probably) spears, excluded are enemies that have armor. Why? There are a couple of reasons to why I wanted it this way. 1. Bullets and brains do not like each other, so when I shoot something that has a head that holds the brain in it and there is no magic involved and also has no protection then the bullet should be the last thing the enemy will see. So for me this is usually an immersion breaking thing when bullets seem to be as weak as throwing stones at them. 2. The pacing of the game is a bit too slow. If you go with a silenced pistol and are a capable shooter this will change the entire pacing of the game, you can now pretend to be John Wick with precise shots. Why not XML? I actually looked at doing it with XML but the damage system in this game is quite complex and I didn't feel comfortable messing with those, I'm a coder and this was straight forward for me. Download https://github.com/ZehMatt/7dtd-HeadshotTime/releases/tag/v1.0.0 Source Code https://github.com/ZehMatt/7dtd-HeadshotTime Installation (Client) 1. Download the release 2. Unpack the archive into "%STEAM_PATH%\steamapps\common\7 Days to Die\Mods" folder. 3. Disable EAC, the mod will not load otherwise. 4. Done Installation (Server) 1. Download the release 2. Unpack the archive into "%STEAM_PATH%\steamapps\common\7 Days to Die Dedicated Server\Mods" folder. 3. Done NOTE: If you install this on the server the clients will NOT need the mod.
  9. Do you stream and want to bring another layer of interactivity into your 7 Days gameplay? Watch the video below to see what I came up with. Raced to kill 25 zombies first with the 7 Days to Die to Streamer.bot Mod made by kk964 Download the bot: https://streamer.bot Download the mod: https://github.com/KK964/7-Days-To-Di... Join the Streamer.bot discord for more mods, tools, games and other cool stuff for your stream https://discord.streamer.bot/ Catch me live at https://www.twitch.tv/lyfesaver74 Special thanks to KK964 https://twitter.com/KK964gaming VRFLad @ https://vrflad.com and nate1280 at https://patreon.com/nate1280 The mod still needs a bit of documentation and tweaking but it is usable at the moment. Currently, these are the events supported by the mod: # Events - ChatMessage: - ChatMessage {"player": {"name":"PlayerName"}, "message":"Message"} - PlayerDeath: - PlayerDeath {"player": {"name":"PlayerName"}} - PlayerKillZombie: - PlayerKillZombie {"player": {"name":"PlayerName"}, "entity":"EntityName"} - PlayerKillAnimal: - PlayerKillAnimal {"player": {"name":"PlayerName"}, "entity":"EntityName"} - PlayerJoin: - PlayerJoin {"player": {"name":"PlayerName"}} - PlayerLeave: - PlayerLeave {"player": {"name":"PlayerName"}} - PlayerSpawnIn: - PlayerSpawnIn {"player": {"name":"PlayerName"}, "type":"TypeOfSpawn"} - PlayerDamage: - PlayerDamage {"player": {"name":"PlayerName"}, "damage": "DamageAmount", "cause": "DamageCause"} - PlayerKillEntity: - PlayerKillEntity {"player": {"name":"PlayerName"}, "entity":"EntityName", "animal":bool, "zombie":bool} All but the "Damage" event are working great. As it stands the damage event is inconsistent. One of the ideas I was looking to do is add blood splatter to the edges the lower in health I get and also have the game source rumble/shake when damage done and start faded to black and white at 15% health left. The ideas are almost endless on what one can achieve
  10. I'm trying to add modslots to Items that don't have any in the vanilla game. I tried it on the Hazmat Mask for a while now with no real success, and I can't find a mod that has already done this (only ones that add more to already existing mod slots) my current attempt looks like this: <?xml version="1.0" encoding="UTF-8"?> <configs> <set xpath="/items/item[@name='apparelHazmatMask']/property[@name='Tags']/@value">head,armor,armorHead,lightArmor,lightArmorPenalty,canHaveCosmetic,lightArmorDeg</set> <set xpath="/items/item[@name='apparelHazmatMask']/effect_group/passive_effect[@name='ModSlots']/@value">1</set> <insertAfter xpath="/items/item[@name='apparelHazmatMask']/effect_group/passive_effect[@name='ModSlots']"> <passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/> </insertAfter> </configs> usually <set xpath="/items/item[@name='apparelHazmatMask']/effect_group/passive_effect[@name='ModSlots']/@value">1</set> should be enough to edit the modslots, and it is on any item that already has some. But for some reason it does nothing for the Hazmat Mask, so I tried adding/changing different values eg. the Tags to see if that might help and thanks to the Tags head armor mod's like the "Helmet Light Mod" now do show a green gear icon when trying to modify the mask indicating that they would fit, only that it still doesn't show any mod slots on the UI no matter what value I set "ModSlots" to. Is there anything else I'm missing?
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