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  1. V7.0.7 r4.4.2020 Alpha 18.4 Stable Branch New Save Game Required When installing mod for first time! Do not use a save game from a V6.X, Vanilla game or another mod. A18 Stable Download: Download Here V7.1.0 r5.16.2020 Alpha 18.4 Experimental Branch New Save Game Required When installing mod for first time! Do not use a save game from a V6.X, Vanilla game or another mod. A18 Experimental Download: Download Here If you are interested in renting a server with my mod, I would suggest using BlueFang Solutions. They offer good rates with excellent customer service. The servers they use have DDOS Protection and are reliable. You have full control over your server uptime, restarts, settings, etc. They do even support mods. Which can be done through FTP access or through their customer support system. They have direct contact with me in case of any issues so that we can work together to provide you with reliable server! So if you are interested in starting a server, please use this link below: Using this link will help support me with a portion of all sales will be credited to me. The money will help me in real life pay bills and rent. As requested before from some, here is a PayPal Donation Button, any donations is greatly Appreciated but is not required to play my mod. Survival: Farming - Grow Wheat, Apple, Strawberry, Cocoa, Carrot, Cucumber, Leek, Lettuce, Melon, Onion, Pepper, Tomato and Blackberry Crops Schematics - New schematics to find to learn how to craft new recipes Buffs - New and modified buffs Fishing - Craft your own Fishing Rod and catch some fish in any water body (Kinda Buggy in current Version) Ores - Tungsten, Copper, and Zinc Ores HUD - Featuring SMX UI Mod Biomes - Updated biomes and new resource pile prefabs as well as Random Crate POI to find in the wild Health Items - New items such as the Trauma First Aid Kits, Bandages, Vitamins, Leg Booster Shots and more Food Items - New food items such as Meat Pies, Bread, Pies, plus more. Animals either have Raw White Meat or Raw Red Meat Drink Items - New drink items such as Mossy Brew, Green Tea, Apple Juice, plus more Prefabs - Several new prefabs that you can explore. Also a class trader location that has unique vending machines to buy from Enemies: UMA Mini-Bosses - Mechanic Joe, Doctor Anne, Builder Bob, Housewife Marianne, Investigator Henry, Thug Billy, Librarian Sarah, and Accountant Zoe. All with special loot UMA Bosses - Brawler Boss, Stansa Boss, Spider Liz Boss, Fat Denise Boss, Tall Ben Boss, Tall Nuff Boss, Venus Boss, Blobber Boss and Arkham Boss. All with special loot Crawler Zombies - More Standard Crawling Zombies UMA Snow Zombies - 2 Snow Zombies based on A11 Zombies Zombie Hordes - All Screamer, Sleeper and Blood Moon Zombie Hordes now feature new zombies UMA Spider Zombies - Spawns as a horde every so often as well as in some spawn groups Bandits - NPC's that will attack you on site. Will also attack zombies, survivors and wildlife Survivors - NPC's that won't attack you. Will attack zombies, bandits and wildlife Loot and Perks: Loot - Many new items found in loot, zombies, loot containers as well as traders Skills and Perks - Several new dkills to learn Classes - Several classes that you can learn in game through quests. Each has exclusive recipes and items. All classes can be obtained 8 New Treasure Quests - 15 Total In Game 3 New Chain Quests - 4 Total In Game (Not in V6.0) 101 New Challenge Quests - 115+ Total In Game Traders - New specialized traders in all trader locations Items and Blocks: Armor - Full sets of Kevlar, Silver and Tungsten Armor Clothing - Several New Cold and Warm Weather clothing Blocks - Tungsten Blocks, More shape variations for concrete/rebar blocks Doors - Steel, Tungsten and House Doors (Not in V6.0) Flares - Spawns Specialized Crates Tools - Tungsten Pickaxe, Fireaxe, and Shovel, Diamond Tipped Pickaxe, Fireaxe and Shovel Guns - FAMAS, Desert Eagle, Baretta Shotgun, M25 Sniper Rifle, and Remington 8 Melee Weapons - Tungsten Club, Steel and Tungsten Machetes, Gold Tipped Knives and Machetes + Swords and Maces Ammo Types - Hollow Point and NATO Bullets Workstations: Armor Smithing Station - Craft advanced armor Torch (Station) - (Not in V6.0) Blueprint Station - Craft schematic loot crates that you place and will spawn random schematics Gun Smithing Station - Craft guns Mortar and Pestle - Craft seed recipes and more Oil Production Block - place-able Block that produces Oil over time Tungsten Forge - Has regular forge recipes as well as the capability of smelting tungsten. Works better than regular forge Tool Workbench - For crafting advanced tools Builders Workbench - For crafting rebar, iron frames and tungsten frames Screamer Block - Light this up to attract screamers really fast Coffee Maker - For crafting hot beverages Microwave - For crafting soups Player Oven - For crafting campfire recipes plus several other exclusive recipes Food Processing Table - For crafting/prepping food recipes Brewery Station - For crafting alcoholic beverages Fabrication Station - For crafting decorative type blocks Ammo Workbench - For crafting ammo Mechanic Bench - For crafting advanced vehicles Included Mods: Creature Pack - Animals Creature Pack - Fantasy Creature Pack - Humans Creature Pack - Mechs Creature Pack - Zombies CCTV NerdScurvy Toybox SMX Hud SMX Menu SMX UI SMX UI BBM War3zuk HD Guns & Ammo
  2. Downloads (soon to be in mod launcher) Doughs Mods for a19 Doughs-Khelldons Mods for a19 Doughs Mods for a18 Doughs-Khelldons Mods for a18 Modlet Generator: 7D2D-EntityRandomizer Summary: A script that makes copies of vanilla zombies with random properties into a mod. Interested? See also: Guppycur's Random ZombieGetterUpper Note: If you'd like another version or build I can try to generate one. Just message me on these forums. Modlet list (some are not in all game versions) Modlet: Buff-Ambiance-DarkerNights - Makes nights darker Modlet: Buff-Ambiance-DarkerInside - Makes indoors darker Modlet: Buff-PipeBombs - Add a few more types for early and end game use. Modlet: Buff-Grenades - Add 2 steel grenades that are more block and entity damaging than the vanilla ones. Modlet: YouveGotMail - Add 200+ fun (and sometimes useful) items in places you find mail (mailboxes, desks, dressers, trash, bookcases). Modlet: Remove-TheMap - Map and all related map info is blocked out, forcing you to use only the compass and your memory Modlet: UI-Hide-TheDayAndTime - Hides the Day and time info from you in the game (from under the compass, and in the Map window). Modlet: Nerf-FlashlightsAndLanterns - Forces you to loot flashlight related parts (not easy to find) and craft flashlights and the flashlights mods yourself. Removes working flashlights and related mods from loot and traders. Keeps the early and possibly mid game darker. Modlet: Buff-Infection - Makes getting infections much deadlier (you have less time to treat them before you die of infection) and the time you have to treat them is random each time you are infected. Infections in vanilla (a19) take 7 [real time] hours, this mod gives you a chance of 30 [real time] minutes up to 3 [real time] hours. See chart of odds on Github. Modlet: Electric-CapacitorBank - Adds a short charged Capacitor Bank and capacitors (like a Battery Bank and Batteries, but for *very* temporary or emergency power). Inspired by post by @ausbrecher Cannot daisy chain capacitor banks (works just like battery banks in terms of charging/discharging) Note: Ran across this similar modlet: CapacitorBank Modlet: Screamers-Spawn-More - Inspired by JaWoodle's "Silent Hill" series and a post by @Doomofman. Adds screamer zombies to more spawn groups (currently adds to *all* spawn groups!).Quick and sloppy 1 line modlet. Lightly tested. Will clean up modlet if I get feedback it's too much/many. DOES NOT WORK LIKE JAWOODLES (yet) screamers spawn more but every scream does not spawn a horde. Modlet: RabbitOfCaerbannog - Adds a very vicious zombie rabbit that very rarely spawns, and a grenade to kill it. Additional credits (See Github and forum for contributions): Mjoelnir.hh Mumpfy Modlet: RabbitOfCaerbannog-SpawnsALot - An override to Rabbit Of Caerbannog modlet to make rabbit spawn more often, not just in hordes. Modlet: UI-Add-2ModSlots - Adds more mod slots, if an item accepts them. Inspired by request from @CrazyAluminum Likely looks better when you have a 96 slot backpack mod (or similar) as the new slots pop out of the vanilla UI, due to lack of room Additional credits (See Github and forum for contributions): joshwar99's More Mod Slots A18-A19 on nexusmods.com Modlet: UIAddFiveRecipeIngredients - If you use mods and run into a recipe you cannot craft this may help. Modlet: Buff-Sounds-Common - Add more sound variations to common actions, and additional remixed game sounds. Let me know if you want more of a particular sound! Modlet: PunishingWorld-NewbieCoat-Remove - Removes the Newbie Coat buff when spawning into a new game for the first time. If you add the modlet after spawning, the existing Newbie Coat buff will *not* be removed. Note: Found this identical modlet: No Newbie Coat Modlet: OneHourOfDayLight - Can have perpetual nighttime or daylight, adds additional hours of daylight options in between normally not available in the start game options. Nothing in this modlet was changed for a19, a18 was just *much* darker at night than a19. I recommend also loading my Doughs-Buff-Ambiance-DarkerInside and Doughs-Buff-Ambiance-DarkerNights with this to make it as much like the pre a19 version as possible! Additional credits: Claymores Modlets "MORE OPTIONS" Modlet: PunishingWeather-Core - Adds pretty dense dirt, winds, and temp changes to all biomes. Since this mod makes it hard to see far, you can probably turn down "things in the distance" in your video settings to get more FPS.You may want to use this console command from this guide how-to-fix-increase-your-fps-guide-a18 to remove distant terrain: gfx dt Modlet: PunishingWeather-Effects-Medium - An Override to Punishing Weather - Core modlet. Lessens visual effects of the Core. Modlet: PunishingWeather-Effects-Light - An Override to Punishing Weather - Core modlet. Lessens visual effects of the Core. More like vanilla in terms of FPS affecting visual settings Modlet: PunishingWeather-Rain-More - An Override to Punishing Weather - Core modlet. Adds more rain conditions so its rainy more often (but not 100% every day) Modlet: PunishingWeather-Temp-MoreInBurntForest - An Override to Punishing Weather - Core modlet. Adds more heat to the burnt forest. Modlet: Punishing Weather - Survival - Gets colder as your altitude increases. Note: Not updating for a19 Modlet: Nerf-Backpack-CarryCapacity - Blocks more default open slots (from 27 to 12). Adding Triple Pocket Mod to all armor AND maxing out Pack Mule perk unblocks all vanilla backpack slots. Additional credits: "Reverse Inspiration" and XML borrowing from Khaine's 60-slot Bigger Backpack Mod Modlet: Nerf-JunkTurret - Makes Junk Turret more of a warning system than a Zombie destroyer, especially in early game. Adds more items to craft junk turret ammo withNote: Not updating for a19 as a lot has changed with the junk turret. Maybe more change will come before the vanilla code stabilizes and maybe I'll update it then. Modlet Collection: A fork of KHelldons a17 modlets - An attempt to get them to work in other 7D2D versions See the Readme on the main "Github" page for current status of each modlet. See individual modlet README files for more description. Working modlets are: Khelldon-BiggerBuckAndDoe - Increases size of these animals. Khelldon-BiggerChickenAndBunny - Increases size of these animals. Khelldon-RebarCrossBowBolts - Adds 2 types of rebar ammo (Rebar and Hot Rebar) that can be used in Crossbows. Khelldon-BabyBears --> Look here also: Baby Animals by mlburgoon Khelldon-GetNailed - Adds bent nails and crowbar. Need straight nails to repair wood blocks. Need crowbar or hammer to harvest straight nails, else bent. Look here also: Guppycur's Get Nailed Quest Chain Edit to be able to easily finish the starter quests since frame upgrade needs nails. Khelldon-ComplexCobble - Adds mortar. Needed to repair cobblestone and flagstone blocks. Khelldon-CustomMenu - Adds ability and example of how to modify starting game splash screen. Khelldon-GetPiggy - Adds old pig back to game. Pig sounds TBD/WIP Khelldon-HolyHandGrenade - Adds Monty Python grenade. Massive explosion. Khelldon-GetHorny - Changes horn sounds for each vehicle. Khelldon-ScreamerBears - Makes bears (several sizes) spawn instead of screamers. Moves screamers to other spawning group. Khelldon-StarterCrate - Gives several items from several loot groups (1 Mining Helmet, 1 random Weapon, 3 random Tools, 4 random Armor, 2 random Medicine, 2 random Food ). Thanks to @wolfbain5 for a working reference example here! Khelldon-AwwNuts - Adds nuts and bolts. Needed to repair and craft various metal items. Khelldon-GetGreener - For making new RNG maps: Removes snow and desert biomes and turns them into Forest. Khelldon-GetFramed - Can only upgrade wood frames if you have nails AND you can only place frames 1 block out from another wood block. Note: Original modlet only allowed building on top of frames. Changed so can build "normally" just with the "1 frame out" limitation. NON working modlets are: aGulliversTravels (DECOMMED after a18. May decom if no one requests it be fixed) Khelldon-BadCompanyUMAZeds (DECOMMED. a19 apparently does not support UMA/changing soon. Look here instead: snukfins-server-side-zsombies ) Khelldon-GetTheHerp (DECOMMED after a18. Of all things! Cannot get buff working) zzz-Khelldon-GetBenched (DECOMMED after a17. Might look into it if someone asks.)
  3. CreaturePacks Please Note: If your getting lots of spam warnings when some characters are set on fire, please load the 2-CharacterEffects pack which has the fix for that. It also contains random walktypes for all zombies, and enables humans to become infected. Also will be testing the method of turning some quest zombies back to humans. This goal of these new modlets is to provide core "Packs" that contains various vanilla compatible and fully featured characters such as bandits, survivors, animals, wandering traders, etc. without breaking EAC or requiring the DMT utility. Included in this test version are samples of each type of character with very basic xml to get them working in game. No balancing of spawn rates, weapon power, etc was attempted. There are 5 creature packs: 0-CreaturePackAnimals - Things like animals, birds, insects etc. 0-CreaturePackHumans - Various bandits, traders, and survivors and other humanoid rigged entities 0-CreaturePackMechs - Robots, drones and other mechanical things like SphereBot, the avatar of my modding partner SphereII 0-CreaturePackZombies - Zombies, you know, dead things that used to be human. Humanoid rigged. 0-CreaturePackFantasy - Everything else that doesn't fit in the 4 other categories. Swarms, Orcs, Pokemon etc. Other character modders have committed to contributing additional characters to this pack like they do to the POI (Buildings) collection called CompoPack. Want to join them? Start here: (A18 version - working on A19 version, but the how to is the same) The methods used to make this vanilla compatible were researched and developed over the past 2 years and finally it seems to be working well enough to test. However, this is something very new and challenging to develop so expect imperfections as we work out all the issues. Once initial testing is complete I plan to teach the development workflow to others. Features: Most characters support all vanilla character features. These include Humanoid rigging, root motion animation, collision with vehicles, rag-dolling, 100's of animated reactions (including hit locations, limping, etc.), limb decapitation and gore, and even the ability to spawn the characters with vanilla or custom weapons just by editing xml. These can also be retextured in xml to offer even more variety. There are some exceptions, especially on animals, as I just started to explore that controller. They also work very well as sleepers in POIs, but stumbling onto a bandit that has a MP7 at close range isn't something you will live to enjoy. Hopes and Dreams: Beyond hoping that this pack someday contains 100's of new characters, I hope some folks develop custom quests and story lines for some of the characters. Bandits are one thing, but earning a positive faction with the bandit leader by doing some hit jobs for him makes for a better end game. Known issues: There are currently no footstep sounds when these guys walk or run. Vanilla footsteps require a C# script to trigger sound events and we can not use scripts without breaking EAC. I expect to create a work around for that at some point but for now, look around more. Installation: Just drop the modlets into your MODS folder and have fun. They are not dependent on each other so load the ones you want. If your using a dedicated server, you also need to load this into your dedi server Mods folder. So a copy in both the clientside Mods folder and also on the servers Mods folder. Compatibility: The modlets are named with a prefix of 0- to insure they load before other modlets that will edit the basic xml provided in these core modlets. Nothing in these modlet's xml should change vanilla in a way that collides with other modlets but let me know if it does. Testing was done on A19 exp and 18.4 stable. Each submitted Unity.3d file (multiple entities in one file) should have a size less than 100 megs for Github compatibility. Terms of Use: The goal of everything SphereII and I do is to share information and examples of how to make this game better. So use this for yourselves or as part of a mod you develop for others to enjoy. Giving credit to the author is always a class act, but at least don't be that guy who spends an hour editing someones work and then claims to be the original author. You can use the .unity3d models only by referencing them inside the creaturepack but you may not copy those files as they usually contain one or more copyrighted, paid assets. Any derivative modlet must ensure compatibility with the base creaturepacks, and cannot directly break them. If you don't know how to make compatible mods, just ask for help. Download: https://github.com/7D2D/A19Mods Look for the 0-CreaturePacks, but there are other fun things there too, like No Potty Mouth. There is also a character effectspack modlet that adds infections (humans turning to zombies) and new walktypes to humans and zombies
  4. All Mods can be found on my A19, A18 and A17 Repos here: https://github.com/7D2D A19 Mods are under the A19Mods folder, A18 Mods are under the A18Mods folder, etc. Salvaged Bats : Adds baseball bats and item modifiers Better Books : Animated Comic Books Zombie Pinup Posters : Pinup posters for the apocalypse LightSabres : Adds 3 new lightsabres to the game Fun with Flags : Some new craftable flags, make your own fun flag today! VideoPlayers : Adds Televisions, Theater Screens and Billboards to the game. CCTVs : Adds 8 CCTV cameras and 2 monitors to the game. NOT SDX, its vanilla. Radios : Adds 3 Radios SteelBars : Adds 2 levels of steel, wrought iron and wood bars you can loot though HelmetCam: Adds a helmetcam item modifier, adjustable in xml No Potty Mouth : Addon modlet to remove the non-PG voiceclips from bandits Salvaged Bats Modlet: A modlet that demonstrates how to implement melee weapon modifiers, and adds new bats and modifiers in a compatible way with TFPs vanilla bat. New hi-def textures and mesh fixes provided by Dust2Death. Those textures for the modifiers were reduced to 1K for compatibility with most PCs. Schematic Icons by DukeW74. Hopefully some modders will want to make some more attachments for this mod and collaborate to make it a more finished modlet. See it in action: Download the modlet: https://github.com/7D2D/ Want to make you own modifiable hand items or weapons? Learn how here: Download the Base Bat Template used to align new attachments: (A17 version) https://github.com/7D2D/Templates-and-Utilities/blob/master/BatTemplate.unitypackage Better Books: Another proof of concept. Adds 2 in game magazines to read on those long nights in base. Goal is to provide a method to allow for in game documentation that includes images. Starvation really needed something like this to explain how to make uranium and other complex processes. See it in action: Download it here: https://github.com/7D2D/A19Mods Zombie Pinup Posters: Download it here: https://github.com/7D2D/A19Mods LightSabres: Adds 3 in light sabres (red,blue,green) because, well, folks asked for them. Adapted the particle from the lightsabre made by Starvation's own Pacco, may he rest in peace. Otherwise it all new. Recharge them when "broken" using a gem made from a rough diamond and a battery. They are OP so they wear out sooner than you would hope, especially L1 devices. See them in action: Download it here: https://github.com/7D2D/A19Mods SteelBars: Adds steel, wrought iron and wood bars models that you can loot though. I love using ironbars in my base for Bloodmoons, but you can't loot through those so all the wasted loot bags! Upgrade/downgrade xml by our own DrConfused! Download it here: https://github.com/7D2D/A19Mods HelmetCam: Adds a camera item modifier for helmets. Its pointed backwards now because my daughter hates vultures sneaking up on her, but you can rotate and aim the camera in xml as you would like. This needs more testing, and ideas how to improve it is welcomed. See it in action: Download it here: https://github.com/7D2D/ CCTVs Adds closed circuit TVs for your security needs. This modlet has its own thread.
  5. xyth

    A19 NPCs DMT Mod

    NPCs DMT Mod Description This is a mod that introduces dynamic NPC characters into the game by expanding on the CreaturePack Humans. These NPCs require some of Sphereii's DMT scripts, and these dependencies will be enforced upon loading this mod with the mod launcher. Many issues probably exist and we need help testing to make these NPCs work better. This mod adds many new NPCs to the game. Unlike previous NPCs, these can be hired then issued orders to stay, follow, and guard (patrol eat, drink, and looting POIs for you are being reworked, or abandoned). All this is configured in XML. Once hired, you cannot kill them, nor can another hireling or allies in your party hurt them. This blocks friendly fire issues. Non hired NPCs are fair game. They are currently set to spawn in the friendly animal spawn group, but you can change that in xml. You set the patrol route by using invisible patrol blocks. Likely that will need a video to explain. In xml you can set what the NPCs eat and drink, what they use for a toilet and what they defecate (if you turn that on), whats their home block, what they use for a bed, food containers, etc. Take a look at the xml and read the comments. The NPCs are an adaptation of the animals used for another mod, so if you want NPCs to breed and lay eggs, well, that could happen with the right xml. Just don't ask me to help you with that 🙂 Installing The NPC mod is found in the DMT section of the mod launcher or in my repo here: https://github.com/7D2D/A19DMTMods A18 version is here: https://github.com/7D2D/A18DMTMods This is an DMT mod so it must be compiled with DMT, or loaded by the mod launcher. This mod has several dependencies that must be compiled with this mod for it to work properly. These are: <dependency>0-SphereIICore</dependency> <dependency>SphereII NPC Dialog Windows</dependency> Find those dependency mods here: https://github.com/SphereII/SphereII.ModsA19 <dependency>0-CreaturePackHumans</dependency> https://github.com/7D2D/A19Mods A18 version is here https://github.com/7D2D/A18Mods Known Issues This mod has not had much A19 testing and has so much code we expect you to find issues. No training guide. Sphereii posted details on each new script that contains lots of info on your xml options. But if your confused, feel free to ask questions here. Well, except questions about egg laying.... Credits First, thanks to SphereII for creating all the new AI tasks and scripts that make these NPCs possible. Thanks to DarkStarDragon for joining in this project and adding his own NPCs to this mod. And a shout out to Mumpfy who edited the base meshes and retextured several of these new entities.
  6. Russiandood

    Magbow

    MAGBOW I realized I never posted the Magbow here when I created it for A17. It was posted on Nexus and I figured most were using Nexus anyways. Regardless, I want to make sure I have it here as well.
  7. Laz Man

    Laz Man's Modlets

    Hello Survivors, This thread will be used to organize all of my officially released modlets. Follow this thread for updates! LazMan's Storage Container Mod Summary: Adds lockable ammo/weapon/food/medical pile containers and new A19 loot containers for players to choose from the shape selector menu for the existing Storage Crate / Furniture block. Detailed Information: Here Download Link: Here Author/Credits: LazMan Current Version: 1.3 Last Modified: 09/14/2020 (A19.1 B4) LazMan's Admin Mod Summary: Adds admin tools to the game. Add's XP restoration items (10k/100k/500k/1m) into the creative menu (Dev Only) that can be distributed to other players. Works for New or Existing Saves Detailed Information: Here Download Link: Here Author/Credits: LazMan Current Version: 1.0 Last Modified: 07/17/2020 (A19 exp B169) LazMan's Expanded Quest Mod Summary: Adds additional quests to the game Contract: Eliminate Horde Quest: Blood Moon Vanguard Contract: Build Trader Outpost Detailed Information: Here Download Link: Here Author/Credits: LazMan, Roland, Haidr'gna Current Version: 1.2 Last Modified: 06/06/2020 (A18.4) LazMan's Tablesaw Mod Summary: Adds additional wooden crafts to the tablesaw. Detailed Information: Here Download Link: Here Author/Credits: LazMan Current Version: 1.1 Last Modified: 04/11/2020 (A18.4) LazMan's Expanded Trader Mod Summary: Adds 5 additional decoration blocks for sale at the Trader. Detailed Information: Here Download Link: Here Author/Credits: LazMan Current Version: 1.0 Last Modified: 03/08/2020 (A18.4) LazMan's Auto Trigger Mod Summary: Increase's Rounds Per Minute by 75% Detailed Information: Here Download Link: Here Author/Credits: LazMan Current Version: 1.0 Current Version: 01/23/2020 (A18.2)
  8. Hey everyone, I've recently started my own YouTube series of 7dtd videos. I was heavily inspired by the likes of Capp00 and Glock9 but with my own style (as I am not nearly as good at the game as either of those guys). As a result, my videos tend to have a more accidental comedic aspect as I get myself into situations that seemed like a good idea...but ultimately weren't. My first series is called "The Long Road" and it involves me trying to survive long enough to build the ultimate Horde Night base. Come marvel at my ineptitude as I throw spears into the wild blue and miss coyotes over and over with a bow. Oh, and I also thought it might be a good idea to get drunk before recording what was supposed to be the first episode in the series. Not a good move. I'll be updating regularly (2-3 times a week on average) so you can always expect new misadventures. Thanks for taking the time to read this and I look forward to seeing you there. My channel: https://www.youtube.com/channel/UCIQej9ZRNXswAVNLOSpei5A/
  9. - ALWAYS MAKE A BACK UP OF YOUR GAME FILES BEFORE MAKING CHANGES YOU ARE NOT SURE OF - - Backstory (not important) I recently found myself wishing to reset a few regions/chunks on my server, as I had salvaged all of the vehicles and was quickly running out of parts/gas, I set off on a journey to find out how to do this, in the current patch. After 4 days of hard searching, posting to the forums and reddit, I finally had a reply from an Official QA tester of the 7d2d game, so I am here to share our combined knowledge in hopes to help out those wishing to do the same. - How to reset regions (this is what you came for) First off, you will need console access on the server you wish to perform this on. Start off by pressing F1 to bring up the console menu, and typing "dm" to enable Debug Mode. Now press F3 to open up the Debug Screen, followed by your inventory key (default is TAB) to enable your Mouse Cursor. It will bring up a menu window with various details and settings on the left side of your screen, navigate to "CH" at the top and check the box, it should now look like this: You will now be able to see the "Chunk" section at the bottom, see the last part of the first line, for example, mine is: "Region: r.-2.-3" that is the region I am currently in. Now, go to the area of your base and start at one corner, leave some space (about 10 blocks) around the area you wish to save, take note of the Region. Then, simple run a square/circle around your base, ensuring that the Region doesn't change, if it doesn't, then that single Region File is the file that contains the area data that your base is stored in. (if the Region does change, take not of both [or more] Regions and save a backup of all of those files) Once you've done this, and you are confident that you know which Region your base is in, you can close the game and shut down the server. Then head to "C:\Users\Admin 1991\AppData\Roaming\7DaysToDie\Saves\<WORLD NAME>\<SEED>\Region" (world name and seed will be different depending on what you have set it to. This folder will contain a Region File for every region that currently exists in your world save (note that the game only creates a region file when you have visited that region, they are generated upon discovery, so the number of files will vary) Simply delete all of the region (7RG FILES) in this folder apart from the ones you wish to keep (for example, where your base is located) and it will reset every region that has been deleted. Start up your world, log in to the game and there you go; a fresh new world, but with whatever you wanted to keep intact, intact. P.S. Likewise, you can simply find the region in-game that you wish to reset and delete that single file, to reset a single region, the guide above is more about resetting the entire world apart from a certain region You will notice a lot more roaming animals and zombies at first, this is a good sign that it has worked. Any questions, please feel free to ask me below, this is my first guide and I've only carried this out twice myself but it has worked perfectly fine both times without isssue. Cheers
  10. I've been getting into modding and everything has seemed relatively straightforward when it comes to adding icons or specifying vanilla textures for custom items, but I can't figure out nor find a guide on how to made or get unity3d files for things like vehicles or items. I'm very new to using Unity, and for one don't know how to export 3D models as unity3d files and I also can't seem to find any websites that offer free already made 3d vehicles or items already available as a unity3d file. On top of that, I don't really know how exactly to specify to use that unity3d file inside the xml. For the most part, I've been looking at how other mods specify it, but they basically all have the file name, such as "BRDM1.unity3d?BRDM2.prefab" with that question mark that I don't really understand. I feel like I'm asking for a lot in terms of help, but regardless any advice or tips would be greatly appreciated!
  11. Hello my name is DANI3L, I upload Gameplays to my channel and I recently bought 7 Days to Die and I really love this game! I decided to make a full Walkthrough Series until the 8th Day in-game. (Maybe I will do more later) Its a gameplay without any talking, pure gameplay! I hope you will enjoy 😉 If you enjoyed please leave a like and sub 🙏 7 Days to Die Playlist (All Episodes)
  12. Is console updated to the point of no fog of war view constantly or is it still there? I quit 7dtd due to the bad move telltale made but wanting to return with my girlfriend and friends. But my main concern is the fog that wont allow you to view for long distances. Also we're looking for the more recent stuff.
  13. 3 times I took the quest from a trader to retrieve supplies I create a chest either put it above the door on the outside/inside when I come back to put more items in it it is gone along with all my items.I am trying to find out where I can go to report this but all I found was discussions about bugs.
  14. Hi on a Mac with A18. Games been fine but wrists are starting to hurt so I'm turning to a controller, specifically an original Xbox Controller (I like giving old tech a new purpose). I found a driver from GitHub and use a usb dongle to connect the controller. The controller registers and seems fine and is set to pretend to be a 360 controller. It works in Steam big view, Dying Light, Borderlands 2, and Tabletop simulator flawlessly, but it does absolutely nothing in 7DTD. I have checked the option to enable controllers in game. I used a steel series playstation style controller before in 7DTD but the analogs don't feel great at all (aiming was difficult). Is there anything I'm missing that would prevent it from working? Thanks in advance.
  15. Hallo . i use a18 and my smgand shotgun auto turret didnt atack ....i dont understand why .. somoanw hnow how to fix ?
  16. Hey folks, Running Alpha 18.4 with 7d2d.sh here. I Updated my engine to the mentioned version and installed the "fixes". When I try to visit the web-map I get a blank page and these logs: 2020-07-30T12:33:45 77.703 ERR Error in Web.HandleRequest(): 2020-07-30T12:33:45 77.703 EXC int AdminTools.GetUserPermissionLevel(string) MissingMethodException: int AdminTools.GetUserPermissionLevel(string) at AllocsFixes.NetConnections.Servers.Web.Web.HandleRequest (System.IAsyncResult _result) [0x00070] in <c10c26e2b66c4562ba86c962b02e1f48>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) AllocsFixes.NetConnections.Servers.Web.Web:HandleRequest(IAsyncResult) System.Net.ListenerAsyncResult:InvokeCallback(Object) System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem() System.Threading.ThreadPoolWorkQueue:Dispatch() System.Threading._ThreadPoolWaitCallback:PerformWaitCallback() I am busting my head against this. I reinstalled the entire server from CentOS to Ubuntu in hope that this fixes it to no avail. I can't make any sense out of this error and searching the forum and the 'Net all morning yielded no results. What am I doing wrong here? -Chris.
  17. I'm currently playing on an A18.4 random gen world that I created. I have about 25 hours on the world, and pretty recently got a Minibike, I started to ride out to a quest and hit a birds nest, instantly I was teleported about 100-200 meters forward still on my minibike, so I continued to ride through the hills on my way to the the marker. As soon as I reached it I was thrusted into the sky, changing the POV so that my camera was fixed in the place I used to be, then I was sent into the ground, going far below the world. I exited the world and attempted to restart the game, but now whenever I join it I'm stuck in a white limbo-like space in first person, and all the items in my hotbar are gone.
  18. I've been experiencing slow loading times since as far as I can remember (been playing since US lockdown started). But I've noticed that my load times for bother starting up the game and trying to enter a server are considerably longer than the three people I game with. We all have iMacs from late 2013 playing A18, with same speeds yet my loading is double theirs (like 3-4 minutes to start and 4-5 minutes to enter the same server). Any clues on why this is happening? Thanks in advance
  19. Hello, survivors! I'm new here and I'd like to start off on the right foot with you by telling you about the Coloña ... Actually, it's a project that was inspired to me by the series "Fear the Walking dead" (season 6 coming up !!!😁). What does it consist in? It's a base that I'm building with my best friend and my brother. Located on a peninsula in a randomly generated prairie biome. Eventually, it will be fortified with a level III wall (double thickness, towers, ditch with peaks, walkway). It will include 11 buildings, most of which will also be fortified with an underwater tunnel giving access to an island off the Coloña. This island will have in its center a forward post which will be used essentially as a forge for the Coloña but still composed of 4 buildings. What do you think of it? Yours sincerely. Arthamios Translated with www.DeepL.com/Translator (free version)
  20. I had a plan for a base and I'd added the Mall POI into a generated map, so I've still been playing on A18. I've just started having an issue though. I have a bunch of modlets running but they've never caused the issue before so I believe that the issue is something else. I am running the bigger backpack mod, vehicle storage mod, increased stack sizes, Harry's M4 mod, increased zombie loot mod, and a vehicle mod that varies up the spawned vics. Like I said though, never had an issue before even with the mods. My base is massive so I'm thinking it's that and all the mining I'm doing. Anyways, the issue is that blocks go invisible when I'm staring at them and too close to them. If I move about 10m away or turn 90 degrees to them, they reappear. My forges have just started doing this. I started thinking it might be the mine when the area on the surface showed just how massive an area I'd mined, roughtly half the size of a small town. For the most part I've gotten what I wanted to out of this playthrough, but this issue's been bugging me so I thought I'd ask about it. Edit: Specifically the main blocks that do this are my signs. I barely cared at all with the signs but the forges worry me.
  21. Curious guys I am by no means a modder but I am decently adept at adjusting the config XMLs to adjust gameplay to my liking. I have recently downloaded the ravenhurst mod ( awesome job by these guys ) and adjusted it to my play style ( I only play solo ). I know before when I would adjust these files I could edit what spawned on the street or in certain biomes. An example would be supply drop crates spawning in the road or backpacks spawning in the roll forest biome. This was alpha 16 or so. Now with the addition of the mod folder I know I have to go there to edit any installed mods. The problem I'm having is I don't see where the street spawn table is? Before there was a list of everything that could spawn on the street. I would just add items to my liking. Where would I find, in the xml files, the list of spawns for a specific biome or area so that I could add things to my liking? Any help would be appreciated thanks guys one more thing. If I wanted to spawn a fully operational truck or mini bike is that possible to add it to the biome loot spawn table? If so is it an easy adjustment? Thanks
  22. So in both A18 and A19 I've been having some troubles with a dedicated server. I'm running it on the same machine that i play the game on. And generally i don't have issues, unless i get a map with fairly densely populated POIs. Base map and average maps seem fine. The issue comes in the form of the server being in a state of lockup/desync. And the general symptoms are: Zombies will stop really moving, they may stand up if shot/interacted with but then will only do the jerky standing animation. Sound effects stops occuring, such as reloading and footsteps. Lootable containers stop being able to be opened. All other players look to be walking in place. If you disconnect you generally can't re-connect. (more info below on this one). Its not really a full server crash at this point, and people are still "connected" but its as if the server is hung up on something. One of 3 things can then occur. The server fixes itself, doing a bit of a "catch-up". The server doesn't fix itself, but still accepts console commands allowing a "kickall", if its still taking console commands and all players disconnect, players can then reconnect. The server doesn't fix itself, and doesn't accept console commands. This requires a forcekill of the task in the task manager because it won't exit out no matter what you do. As a note when the forcekill of the task occurs all connected players are disconnected, forcing them to the title screen. Which suggests some level of connection was being maintained to the clients; just the server itself was hung up on something. Now the console still shows certain things, but generally only players connecting/disconnect. I've attached a screenshot of someone attempt to connect during this time also, where it doesn't even fill in any of the info, and puts in a seemingly default IP/port into the chat. The output logs don't show anything as there's never any unifying thing between the incidents, and its just usually a full halt of activities in the log, outside of player disconnections. I've monitored the resources, but memory and cpu usage seem to be fine; did a memtest just to be certain as well. Overall nothing else is crashing/behaving this way which is why its so odd. I have a Ryzen 9 3900X 3.79 GHz 12-Core; 32 GB of DDR4 ram (running at 2133), effectively triple that in a paging file. Both the game and the server are running on an SSD. I've hosted other games/game servers in the past, so this hasn't been an issue before, but obviously different game could have different conflicts. I've been all around trying to figure this out but these are the only real factors that we've noticed. It tends to happen most on super densely POI populated maps. the base map, and others seemed fine, its only these rare maps that it seems to occur on. Happens a bit more right around the bloodmoon Though cutting the max zombies on the map down didn't help; and even with no zombies around its occured. Happens if theres 2 or 8 players. (average is about 4 players on). Happens more if i'm specifically playing 7 days to die; (if i'm playing something else, and even if its something thats also memory/CPU-intensive it doens't seem to happen as much) Its still happened while i'm not playing, just less frequently. The world does a small rollback after this, as it seems around the exact moment the server locks up thats where it last saved. Reloading the map causes a small rollback then; as this is desynced from player saves/inventory it can result in players getting duplicated or lost items depending on their last actions before this. I thought this meant it was an issue with it saving, but changing the save directory, double-ensuring the directory isn't read-only, and ensuring theres exclusion paths on the game and save folder didn't seem to help. Overall haven't been able to track this one down, and its been infuriating trying to troubleshoot this one; as i can't seem to find a specific cause, rhyme, or reason. The only thing I can really say is its not a network issue as as the host, doing a localhost connection to my own game doesn't work. I even once tried moving it from the dedicated server to the main game client and running it from there. This was considerably worse, because when the freeze occured it would take the game client with it.
  23. Every time I run 7 Days To Die, after a couple seconds my PC would disconnect the WiFi instantaneously and it would take me a couple of seconds to reconnect back.
  24. CCTVs: Adds 8 panning security cameras and 2 CCTV wall monitors. Each comes in a large and small size. Monitors do not require power but must be wired, but can then be unwired. Cameras require the same wiring/unwiring if you want them to pan. The cameras will either pan or aim forward based on pressing E. I cannot make them pause in mid-pan, as I'm not using code for any of this. Monitors will rotate to the next camera image every 5 seconds unless you press E to pause it. The 5th screen shows all 4 cameras at once and you can also pause there. Monitor 1 shows cams 0-3, monitor 2 shows cams 4-7. You may use multiple copies and/or sizes of the monitors, but you can only have 1 of each camera number active. For example, if you place two camera zero's, only the last one placed will show on the monitor. Don't do this as each camera uses FPS. See it in action: Download it here: https://github.com/7D2D/ Dedi Installation: Modlet needs to be loaded on both the dedicated server and each client. Comments: I added a bigger screen and smaller cameras. Let me know what else would be useful. Should look bright in daylight or in a darkened room now. Warning: Each camera used lowers FPS slightly so don't use more than your rig can handle 🙂 ... Be sure to have VSync "Off" as that seems to hurt FPS badly. Also, I noticed at long distances, in my case cameras on a tall pole above ground and a monitor at bedrock, the cameras occasionally lose sync and transmission is intermittent. Moving the monitor closer to the cameras resolves this. You MUST turn off Occlusion in the Video Quality settings or the camera will cull (make invisible) somethings when indoors * Credit to Eihwaz for cleaning up and improving the xml in this mod, and for providing localization for our German speaking friends.
  25. So I've had the game for a short time now and crashing is a big issue. When playing on my own I can usually last 2 days before the game starts to crash. After that it begins happening more frequently. I've checked the game requirements and I meet them all. Launching the game isn't an issue and neither is lag. I just crash randomly it seems. On other friend's worlds I can't even go 5 minutes before crashing making it very frustrating to try to play with friends. My friends do not run dedicated servers. My graphics are set to Lowest but it still doesn't seem to help the problem. Does anyone have any way to keep the game from crashing? I would love some help with this.
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