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Showing results for tags 'Alpha 18'.
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I’m kind of hoping someone here will be able to help me but pretty much for the last two horde nights my game has been freezing to where I get the “program not responding text box” while I still hear the sound of the crickets chirping. This hasn’t happened on any horde night before the last two and disabling zombie spawns gets me through the night without any issues. Of course I don’t want to play like this. Here are my logs: https://pastebin.com/SYfwVyi8 Any help would be very much appreciated! Please and thank you!
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Ok, so I'm playing 7DTD on my Steam Deck and decided that i wanted to play 100Days on every Alpha since Console version (Alpha 15) so I won't miss anything and learn throughout the way. I'm currently at Alpha 15.2 and i want to know... Is there any way we can invite our friends to old alphas ? Cuz my friend downloaded the same alpha but we have no clue how to do so, we believe there's no possible way to do it. Ngl it would be awesome if *THE FUN PIMPS* would allow us to choose what version we want to play with our friends on our servers I believe many of us would choose alpha 15 too or even do what i am currently doing since many of us never got to play the continuous versions of the game. Anyways I'm getting of track here, we just wanted to know if there's any way we can invite our friends to old alphas of the game? Cuz we've been looking everywhere for answers YouTube, Google, Facebook, steam and so on. But no luck so far... Let us know pls
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If you are looking for a realistic mod you may have come to the wrong place, but if you are looking for some variation in the game involving some nice action with new zombies and with increased difficulty you happen to be just in the right thread. This modlet adds 53 new zombies to the game! + 3 zombies from Snufkins mod: Archon, Geist and Scarecrow. There are a total of 36 zombies and 17 animals. The full version uses custom sounds. Then I also have a server side (pure xml version). Downloads is at the end of this thread. • Sightrange on default zombies is 100. • Handreach on default zombies is decreased from 1.65 to 1.60. • Every fat zombie have now a chance to break your arm. • Beaker is a bit easier to find. • PhysicalDamageResist on Biker, Demolition, Soldier and Worker nerfed just a bit. (Radiated ones was as strong than my custom zombies with PDR unchanged). • Screamers have a chance of only 27% to spawn another screamer. (made to prevent infinite screaming loops) • I lowered the volume on all explosions that had too high volume. Molotov explosions is changed to match Burning mans puke. • More experience from Bears. • My custom flies does not have a wingflap sound. • Spider zombies jumps higher. • Custom quests - 4 custom quest at the moment. Plan to add more. • Custom armors - Magic Plate Armor and Steel boots of haste. Small warning Spectre: Can be seen if you atleast have Reflection quality to Low. If this is off, it is much harder to see him and not how he is supposed to look. Shadow: Can only be seen if Shadow distance is atleast set to Low. If this is off he will be completely invisible. UPDATES - 2022-02-22 V2.95 (small update) • Atrocitys scream is now every 48 seconds if you are 20 blocks or closer from her. • BurningPhoenix HP increased +123, • DiamondPhoenix HP increased +200 and Exp +134 • Candy PDR increased +3 • ChickenDemons Exp increased +200 • FireChicken HP decreased -30 • FireSnake Exp increased +700 • GhastlyPhoenix HP increased +233 and Exp +556 • KaboomPhoenix HP increased +400. • Mini appearance changed. • Sanguis HP increased by +40 • TheFlyingPlague attacks changed. Should now attack properly and vomit properly. Old updates here: Overview: Part1: Action video on all zombies! This is what they do to you! Old Part 2: HERE ! Part 3 - Planned to do this month (January 2022) and Part 3 will likely contain all the zombies from Part 2 + the new zombies. (On hold for now) Copter Corpse - CLICK HERE Zombie names + info (alphabetical): Buffs: All my A20 modlets here! ->Download<- If you wish to donate me: PayPal __________________________________________________ _________________________________________ All my A19 modlets here All my 18.4 modlets All my A17.2 modlets Video on all zombies from A17: https://youtu.be/LYXP15okbJE
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If you have feedback or problems with any of my modlets, try to post them in their specific topic (most of these modlets link to their own topic). Major Mods Name Description Compatibility Version Link Cannabis Adds usable cannabis to the game. Who says you can't enjoy the end of the world? A18, A19, A20 1.01, 1.02, 1.03 topic Fishing Adds active and automatic fishing and new cooking recipes. A18, A19, A20 1.04, 1.05, 1.06 topic Mining Adds copper and zinc (including ore generation, salvaging, and looting) and mining machines. A18, A19, A20 1.04, 1.05, 1.06 topic Minor Mods Name Description Compatibility Version Link Acid Allows you to realistically craft acid from grain alcohol. See 'references.txt' for nerd notes. A19, A20 1.01 download Barbed Wire Returns the missing or removed barbed wire sheet from A17. A18-A20 0.04 download Don't Use Up Water Prevents empty jars from depleting water sources that the player placed with a bucket. A18-A20 1.02 download Enemy Health Bar Adds a visible health bar to enemies to the top of the screen under the compass. A19-A20 1.01 download Enemy Reach Shortener Reduces enemy's reach to a more reasonable distance. Credit to @JaxTeller718 for concept: this is a copy of his but with an even shorter reach, fixes to falloff damage, and is forward-compatible with new and custom enemies. A18, A19-A20 1.01, 1.02, 1.03 A18, A19, A20 Entity Titles Adds missing names for entities. (Helpful when using the Enemy Health Bar modlet) A19, A20 1.01 download Med Stack Sizes Updates all of the medical supplies (consumables and ingredients) to stack to +5 more than they used to (stacks of 5 are now stacks of 10; stacks of 10 are now stacks of 15. A18-A20 1.03 download Regenerating Boulders Boulders (even ore boulders) will regenerate after they have been mined. A18, A19-A20 1.03, 1.06 topic Solar Adds craftable and lootable tiered solar components to power your electronics. Credit to @Drconfused for various concepts and his 1x1 3D asset he generously permitted me to use. A19, A20 1.00, 1.01 download GENERAL INSTALL INSTRUCTIONS: Download and extract modlets to your 7 Days to Die /Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). Once extracted if the mod contains a /Prefabs folder, then move the files in the mod's /Prefabs folder to your 7 Days to Die /Data/Prefabs folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Data\Prefabs ('Prefabs' will already exist; if you can't find it, you're in the wrong place). Some mods require (or strongly recommend) you to start a new game. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more.
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INTRO & CREDIT: I wanted surface boulders to be able to regenerate after a while so I can go harvest them again. This makes the game less challenging by not requiring deeper mining for resources, but that's kind of what I wanted (specifically when paired with other mods that drop materials from boulders). DOWNLOAD & INSTALL: Alpha 17: MeanCloud__RegeneratingBoulders_v1.zip (version 1, 2019-10-09) Alpha 18: MeanCloud__RegeneratingBoulders_v1.03.zip (version 1.03, 2019-10-25) Alpha 18: MeanCloud__RegeneratingBoulders_CaZ_v1.03.zip (version 1.03, 2019-10-25 for Copper & Zinc) Alpha 19: MeanCloud__RegeneratingBoulders_v1.05.zip (version 1.05, 2021-07-22) Alpha 19: MeanCloud__RegeneratingBoulders_CaZ_v1.05.zip (version 1.05, 2021-07-22 for Copper & Zinc) Alpha 20: MeanCloud__RegeneratingBoulders_v1.06.zip (version 1.06, 2022-01-02) Alpha 20: MeanCloud__RegeneratingBoulders_CaZ_v1.06.zip (version 1.06, 2022-01-02) for Copper & Zinc) Download and extract this modlet to your 7 Days to Die Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). v2 CHANGES: Compatible with A18 Adds support for the ore boulders, including Iron, Lead, Coal, Potassium Nitrate, and Oil Shale v1.03 CHANGES: Subversion that supplements my Mining modlet, which adds regenerating boulder support for copper and zinc boulders. v1.05 CHANGES: Compatible with A19. Localization for German, Spanish, French, Italian, Japanese, Korean, Polish, Portuguese (BR), Russian, Turkish, and Chinese (both) Perk updates by @doughphunghus as suggested by @Eko v1.06 CHANGES: Compatible with A20. USING THIS MOD: With this mod, when boulders are destroyed past their final cracked form, they will turn into a small stone, except you can't pick it up. You can leave this stone alone and it will eventually turn back into a boulder (after a few real life hours) or you can keep smashing it and it will be permanently destroyed (in case you want to clear the area to build on). This small stone can't be picked up and does not give any yield for harvesting, it's just there to let you know the mod is working and will regenerate in that position. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more.
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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
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INTRO & CREDIT: You've seen it before: copper and zinc together to make brass! What I've done here is extended support for ore-laden sub-biomes by adding copper and zinc metal boulders and vein generation to the random world generator. You can smelt these materials together to make brass directly in the forge. Additionally, I added automated mining excavators (inspiration and permission from stallionsden's modlet) that will automatically produce a variety of raw ores, stones, and even asphalt, gravel, bones, soil, and glass -- but the cost to make them is steep. After retrieving raw ores, you can use the new rock crusher machine to crush them up for you into usable resources. Finally, lots of effort has been made to add copper and zinc as salvageable metals throughout the game from appliances to metal piping as well as automotive pieces and chain-link fences. This mod gives you plenty of options for finding new ways to get brass for all your munitions needs, not to mention all the other ores at a reasonable pace. Credit to @Del_Stryker for putting together some copper and zinc boulder models. DOWNLOAD & INSTALL: Alpha 18.0: MeanCloud__Mining_v1.01.zip (version 1.01, 2019-10-28) Alpha 18.1-18.4: MeanCloud__Mining_v1.04.zip (version 1.04, 2020-03-21) Alpha 19: MeanCloud__Mining_v1.05.zip (version 1.05, 2021-07-20) Alpha 20: MeanCloud__Mining_v1.06.zip (version 1.06, 2022-01-02) Download and extract this modlet to your 7 Days to Die /Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). Once extracted, move the files in the mod's /Prefabs folder to your 7 Days to Die /Data/Prefabs folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Data\Prefabs ('Prefabs' will already exist; if you can't find it, you're in the wrong place). USING THIS MOD: To get started mining, I highly recommend you create a new random world. If you try to install this mod in an existing game, the new copper and zinc ores and veins will not be generated. You will still find copper and zinc while salvaging and scavenging, but you will not find it while mining unless you create a new random world (see notes further down in this post). Once you've found some copper or zinc to mine (or have otherwise looted some), take it to the forge and you'll find that it now accepts the additional metals which can be smelted down into scrap brass or forged directly into bullet casings. Note that you still need the relevant perk to craft bullet casings and the crucible to pour brass back out of the forge as normal. This modlet also adds excavators, which are automated mining machines that will drill into the ground and resurface with materials every so often. While they are expensive to make, they will surely make up for their cost in the materials they mine up. Most of the mined ore must be processed by a rock crusher, which this mod also adds. The rock crusher is a new workbench (it's built from an old industrial clothes washing machine) that uses ore blocks and sand to crush the usable materials out of the ore. Excavators will go through various stages as they mine through the ground: Have fun mining! WANT MORE? Try my Regenerating Boulders modlet that lets ore boulders regenerate. There's a subversion of that mod that works for these copper & zinc ore boulders:! NOTE FOR MULTIPLAYER: The current version of Alpha 20 does not push localization data to users. If you are playing multiplayer (either hosting or via dedicated server), each player will need to install the mining mod themselves to get the proper descriptions of items, blocks, UI labels, etc. that this mod changes. NOTE ABOUT WORLD GENERATION: This modlet adds ore generation in the form of sub-biomes for copper and zinc metal boulders and ore veins. If you do not generate a new world, these boulders and veins will be absent (but you can still definitely acquire copper and vein materials by salvaging and scavenging during normal gameplay). I would recommend that you start a new game if you intend to use this mod. NOTE ABOUT THE FORGE CHANGES: If you are adding this modlet to an existing game, please be aware that your existing forges will have all contents erased except for fuel and anything that was queued. This is because this modlet is adding extra input materials (copper and zinc) and the 7 Days to Die game engine does not gracefully handle this kind of change. Make sure you're okay with all players losing forge contents the first time this mod is installed into an existing game world. NOTE ABOUT MODLET COMPATIBILITY: This modlet is not compatible with the S420's SimpleUI-ForgeInput modlet that changes forges to have three inputs. This modlet already includes forges with three inputs anyway, but S420's overwrites what resources are accepted by the forge, causing errors to be logged to the console since this modlet requires copper and zinc to be accepted by the forge. Additionally, this modlet is not compatible with many modlets that reskin the forge at all. ERRORS ON STARTUP? If you fail to install the prefabs correctly, 7 Days to Die will log errors in the console window. You need to install the prefabs to the correct location, even if you aren't generating a new world or are playing on a dedicated server. TESTERS: This is one of my bigger mods -- looking for people to test and provide details of any bugs or issues, or simply want to give feedback on their experiences with the mod such as game balance. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more. All of my modlets for 7 Days to Die.
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INTRO & CREDIT: I spent some time developing a fishing mod of my own since I couldn't get any of the older ones pre-A18 to work. This modlet is inspired by Clockwork Orange's ACP Fishing modlet and I'd like to give him credit. This version adds additional features such as more cooking recipes, multiple manual and automatic fishing tools, schematics/recipe unlocks, perk progressions, etc. DOWNLOAD & INSTALL: Alpha 18: MeanCloud__FishingA18_v1.04.zip (version 1.04, 2019-10-28) Alpha 19: MeanCloud__Fishing_v1.05.zip (version 1.05, 2021-07-22) Alpha 20: MeanCloud__Fishing_v1.06.zip (version 1.06, 2022-01-02) Download and extract this modlet to your 7 Days to Die Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). USING THIS MOD: To get started fishing, look for a fishing spear you can craft. You can make this tool without any unlocks. Find some natural water (bucketed water intentionally won't work) and left-click to start fishing. When you think you've caught something, right-click your tool to gain a fishing cache that you can then place down and destroy to see what you found. For fishing rods, the cache will be attached to your pole automatically when you right-click and then you can right-click some ground to place it. Better tools are unlocked by looted schematics and the perk system (you can do either depending on your luck). Fishing rods and fishing traps will catch more fish and a variety of other debris that may be in your lakes and rivers. Fish can be eaten raw like raw meat and also cooked and prepared in a variety of ways. The game has a button that shows all recipes an item can be crafted into (including cooking), so have fun exploring. To place fishing traps, you must be standing in water and right-click the trap on dry land. The game considers the first block or two of shoreline to still be under water if your water quality video setting is set to High, so you may need to look around until you find a spot that lets you place the trap down. Traps can take take up to an hour (real time) to catch stuff. Once they have, they won't catch anything more until you loot them, so keep an eye on your traps. If you're looking for recipes and schematics, look anywhere tool schematics (for fishing rods and traps) or food schematics (for recipes) are generally found. For tools, that includes car parts shipping crates, hidden stash cardboard loot, hero loot crates, loot bags from enemies, junk/garbage piles (including trash cans and dumpsters), destroyed lab equipment, various safes (brewery, Shamway, etc.), traders and some quests. For food recipes, try looking for buried treasure map treasure, mailboxes, filing cabinets, kitchen sinks, cupboards, and other kitchen containers (and of course, traders). NOTE FOR MULTIPLAYER: The current version of Alpha 20 does not push localization data to users. If you are playing multiplayer (either hosting or via dedicated server), each player will need to install the fishing mod themselves to get the proper descriptions of items, buffs, perks, etc. that this mod changes. TESTERS: This is my first big mod -- looking for people to test and provide details of any bugs or issues, or simply want to give feedback on their experiences with the mod such as game balance. I wanted to provide an active task that players could perform that would guarantee them food since we have so many other active tasks like mining, woodcutting, and combat that gives us most of our other basic materials, but not food (farming is time-gated, scavenging and animal hunting is hugely inconsistent). Be kind and I'll do what I can to support and continue development on this mod. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more. All of my modlets for 7 Days to Die.