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  1. Welcome to the Alpha 19 Dev Diary. As of this time we don't even know what to call Alpha 19. It might be small named updates like "The New Combat Book Update" which could start at "19.0", with the "Vehicle Update" landing on 19.2, etc. What we do know is we're working on some new books, a vehicle update, etc but how and when we roll out what is to be determined. Hopefully it can be several point release patches to get you guys more frequent updates over 6-12 months instead of one big drop in a year. Weapons Update All weapon types will have 3 tiers. (eg: Wood Club --> Baseball Bat --> Steel Mace) Each weapon still has 6 quality levels. New top tier Auto Shotgun New mid tier Machine Gun New low tier Junk Sledge New top tier Junk Drone Most pre-alpha 18 weapons have new models and textures New Steel Fireaxe, new Steel Club. New Books Tech Junkie Learn from MacDyver himself to build useful gadgets from common household junk! Grease Monkey Learn to modify and craft vehicles of all currently existing shapes and sizes Bar Brawling Learn from Irish legend "Lucky @%$*#!" himself and never get bested in a good ol' fashioned bar room brawl. Spear Hunter Get connected with your inner caveman and master the forgotten art of spear hunting. Perk tree reduction Many non combat perks didn't feel like they were worth investing into or the cost was too great for what they offered, so many perks are being reduced to 3 ranks instead of 5. Lucky Looter: removed all digging bonuses. New perception perk: Treasure Hunter: Become one of the greatest treasure hunters of all time learning tricks that would even make Blackbeard envious. Rank 1: Plunderer Narrow down treasure locations to 7 meters and find 10% more items in buried treasure. Rank 2: Maurader: 5 meters and 20% more items. Treasure Hunter: 3 meters and 30% more items. The Infiltrator, Animal Tracker, The Penetrator, Lockpicking, Sexual Rex, Well Insulated, Living off the Land, Rule #1 Cardio, Run and Gun, Flurry of Blows, Parkour, Hidden Strike, From the Shadows, Daring Adventurer, Charismatic Nature, Physician will all have reductions or changes made to them. Yeah science will be removed and its perks distributed to others. Candy Candy will be added to vending machines, making canned foods more scarce in the process. Candy has zero calories but will boost attributes or provide special abilities for a short duration, like recog and fortbites. Here are a few examples of over 10 new candy items coming to A19. Skull Crushers Rock hard candy: Gives you a rock hard punch. Increases melee damage 50% for 2 minutes. Atom Junkies: Atom sized candy and atomic sized power! Increase explosive damage 50% for 2 minutes. Sugar Butts: If ifs and butts were candy and nuts every day would be Christmas! Well now it can be with one tasty Sugar Butts Candy. Increases Better Barter one rank for 2 minutes. New super filling foods All new super foods have 0% food poisoning. Gumbo Stew Shepard's Pie Spaghetti Tuna Fish Gravy on Toast Improved Animations Player arms in third person will no longer be stiff when moving with one handed tools, fists or weapons, instead their arms will move more naturally when they walk and run. Zombies heads will turn to track the player. Loading Screen Tips Loading screens will come with interactive survival tips the user can advance or go back to read the next or previous tip. Random World Gen Improvements Random biomes! Points of interest 7 new or refurbished ranger stations Hardware stores reimagined Much much more. Traders All traders still sell everything, but now each one specializes in something. Joel sells armor, Jen sells meds, Bob sells vehicles and tools, Hugh sells weapons and ammo, and Rekt will sell food and seeds. After graduating to the next quest tier traders offer a special quest that will take you to the next trader. Traders have head tracking so they look at the player. Integrated Survival System Hunger and thirst bars returned to main play screen New Zombie vs player critical hits system give specific injury debuffs such as lacerations, arm sprains and breaks, etc Injuries cause a lowering of max health and/or stamina until they are remedied. Multiple injury effects stack. Vomitting removed. Bad food hurts health and has a chance for dysentery. Basic food heals a little and adds fullness. Advanced recipes give max stamina bonuses and greatly increases health and fullness. Vehicle Update - pushed to A20 Vehicle Mods Vehicle break down and collision system
  2. A19 Stallionsdens Modlets for A19 EXPERIMENTAL OLD THREAD AMMO BUNDLE MAKER INFO HERE DOWNLOAD ANTI BLOCKS BULLETS INFO HERE DOWNLOAD COMBINE RETURN INFO HERE DOWNLOAD Special Thanks to: Various EVERYTHING IS SELLABLE INFO HERE DOWNLOAD EXTRA RECIPES INFO HERE DOWNLOAD HOME BREWERY INFO HERE DOWNLOAD Special Thanks to: DRACOS99 INVISIBLE ANIMAL FIX INFO HERE DOWNLOAD LOCK PICKING ADDITIONS INFO HERE DOWNLOAD LOOTABLE OBJECTS INFO HERE DOWNLOAD LOOTER INFO HERE DOWNLOAD MINING MACHINE AND RAIN CATCHER INFO HERE DOWNLOAD Special Thanks to: Various NO ARMOR ENCUMBRANCE INFO HERE DOWNLOAD NO DIGGING ZOMBIES INFO HERE DOWNLOAD NUCLEAR POWER INFO HERE DOWNLOAD Special Thanks to: Telric, Various ONE BOOK TO RULE THEM ALL INFO HERE DOWNLOAD Special Thanks to: HaidrGna OPEN DOOR SYNDROMES INFO HERE DOWNLOAD [Also Use Open Door Syndrome 1] Special Thanks to: OldManBrian, Khaine, Khelldon, Dust2Death, Telric, Quasimiyao , Sphereii OPEN DOOR SYNDROME 1 INFO HERE DOWNLOAD [Also use Open Door Syndromes] OPEN DOOR SYNDROME WITH RESPAWN AND LOCK PICKING ADDITIONS INFO HERE DOWNLOAD [Not compatible with Open Door Syndromes & Open Door Syndrome 1] PALLETS INFO HERE DOWNLOAD Special Thanks to: Dracos99, Various PETS INFO HERE DOWNLOAD Special Thanks to: Various POISON REMOVAL INFO HERE DOWNLOAD Special Thanks to: Valmar, StompyNZ,Rewtgr,Sphereii, Khaine SHOP KEEPING INFO HERE DOWNLOAD Special Thanks to:Spectral Force, Jaxteller, Ghostreaver SPECIAL FORCES CASES INFO HERE DOWNLOAD Special Thanks to: Various STACKER INFO HERE DOWNLOAD STACK SIZE INCREASER INFO HERE DOWNLOAD STORE SHELVES ORIGINAL INFO HERE DOWNLOAD Special Thanks to: DRACOS99, Khelldon STORE SHELVES INFO HERE DOWNLOAD SUPPLY CRATES INFO HERE DOWNLOAD Special Thanks to: Various TALLON EDITS INFO HERE DOWNLOAD Special Thanks and Full Credit to: TALLON And all work by him, with just a few edits of my own. WEAPON MAGAZINE SIZE INCREASER INFO HERE DOWNLOAD Special Thanks to: Various WHISPERERS INFO HERE DOWNLOAD Special Thanks to: HaidrGna, WHISPERERS WITH LIGHT AND REDUCED STAMINA INFO HERE DOWNLOAD Special Thanks to: HaidrGna, Various ZOMBIE MODIFICATIONS INFO HERE DOWNLOAD Special Thanks to: StompyNZ, Khelldon ZOMBIE MODIFICATIONS 2 INFO HERE DOWNLOAD Special Thanks to: Various 187 SLOT BACKPACK INFO HERE DOWNLOAD 375 SLOT BACKPACK INFO HERE DOWNLOAD Special Thanks to: Khaine 630 SLOT MEGA BACKPACK INFO HERE DOWNLOAD Special Thanks to: Sirilion SUPPORT ME: PAYPAL DONATION If you appreciate my work and you want to show support
  3. Ok guys, check this out. The turrets we got totally kick butt right? Well I got an awesome idea for your new pow turret. You guys at fun pimps have done one hell of good job here. I've been lucky enough to get to watch this game grow. So your new turret, I've watch several different YouTubers just use it once and be like " yup that's cool" then never touch it again. You've already got the double turret skill, so lean into the dou effect offense and defense make new turret a blocker. Have him take gas and when based and set out he blocks and knocks back. Omg everybody would love this new little guy. Thank you. Sageofdeath3
  4. Intro To solve the stability issues of a ship in 7DTD, the carrier has been made to appear logged in an ice lake or an ice lake with years of snow drift. It's a hybrid open style and dungeon crawl, The ground level is at deck 8 (13 total) it has many ways to enter. Decks (excluding the island entrance) 6-9 is open style as you start to delve deeper into the ship you're eventually be funnelled to the centre of deck 9 where the start of the dungeon segments begins. You then proceed through decks 10-13 and up into the island entrance towards the end at deck 6 (flight Deck). The last part of the dungeon crawl is in the island (control tower decks 6-1) and it finishes at the top with a convenient ice/snow cave pit with water to jump into below. Please be aware Currently the carrier cannot be spawned with vanilla RWG. It does work with NitroGen However, but there is an issue with large prefabs where the distant mesh doesn't go away and displays permanently, even inside. I do have detailed instructions to get it working perfectly, with Nitro & manual spawning. Included in the main download if you wish to use your own map or add it to an existing map. So to keep things as simple as possible. i have predone 5 maps (2 Vanilla, 3 Nitro), so the only thing you would need to do is choose a map and copy/paste the generated world folder and the prefab files and that's it. Installing it as a new Nitro map and manual spawning can get a bit involved and i've been sitting on the carrier since it was ready in A18 exp, just to see if the TFP might have fixed some of the issues with the size/mesh bug,terrain bugs (Ice displaying as Snow) and RWG dropping support for large prefabs after a17. However those are still on going issues and i just want to let people try it out. So as it is now there are workarounds for everything except the terrain bug, so no ice ether way. But i'd rather release it like this than never so here it is. Pre done Maps Everything you need is in each map download. Once installed everything should work, except the ice. To install on a new/existing map see the main download under the maps. Predone 8K Vanilla: Download Predone 4K Vanilla: Download Predone 10K NitroGen: Download Predone 8K NitroGen: Download Predone 4K NitroGen: Download Main manual spawning or NitroGen download This download has all the need documentation and step by step information to manually spawn or use with NitroGen. Super Aircraft Carrier POI: Download To see more screenshots of the Carrier throughout the build process, check out my project gallery
  5. Whenever I am starving in the game, my health will go down like one per real life minute and I think that is way to slow. You could be starving for like 2 in-game days and that really gets rid of that need to eat, because you can just survive.
  6. We've recently realized that our buddy looks just like the madmole model in game. When we mentioned it and showed him the screenshot on the left, he replied with the photo on the right. It's uncanny and he doesn't even play the game. I feel like he has to now lol
  7. During one of the FunPimps' stream for Alpha 19, the motorcycle model was shown without the shield and spikes. I thought it looked cool. This modlet allows you to select alterations to the base model in game. I've also added a taillight just because. v1.3 base model now also sports the headlight and taillight v1.2 fix a few bugs that were introduced with A19 - Add the new hud navigation sprite - Fix the model so that the player avatar sits properly v1.1 is Alpha 19 ready: I've rebuilt the assets and tested. Release Notes v1.3 Download v1.3 To see all my mods
  8. My prefab hot key “K” is not opening the prefab menu? I am trying to clear a large area of land fast. Does anyone have a fix, or know another way to open the prefab menu? Alpha 19 (b157)
  9. How would I add a xpath to add my own customs food into the loot groups "airdropfoods" "junk" "coldfoods" and "cannedfood" Whenever i tried with my attachted xpath, when loading into the game in the f1 menu, it says wrn xml patch for "loot.xml" from mod "noble's food overhaul" did not apply. <append xpath="lootgroup/lootgroup{@name='airdropfood' <append xpath="/lootgroup/lootgroup[@name='airdropfood']"> <item name="foodCupcake"/> <item name="foodCookie"/> <item name="foodNuggets"/> <item name="foodCroissant"/> <item name="foodHamburger"/> <item name="foodItalianricotta"/> <item name="foodFries"/> <item name="foodTunalarge"/> <item name="foodSandwich"/> <item name="foodPotatosalad"/> <item name="foodKFC"/> </append>
  10. I host an A19 server and last night the power went out. When I re-opened the dedicated server it rolled back to day 1 and the ground textures have disappeared (so far there are no dirt ground textures or asphalt I don't know what else is missing) the ground is still there, it can be dug up, you just can't see it. Attached is an image, this was what it looked like before I updated to the latest experimental (I have the server set to latest experimental, yes I know expect bugs), but updating to the latest didn't solve the issue either(A19 b157 as opposed to A19 b154) Is there a way to rectify this? Provided are my output logs from the last time the textures worked all the way until the last attempt Client side: output_log__2020-07-07__23-04-05.txt output_log__2020-07-08__08-52-46.txt output_log__2020-07-08__09-07-56.txt output_log__2020-07-08__09-38-35.txt Server side: output_log_dedi__2020-07-06__00-23-12.txt output_log_dedi__2020-07-08__07-15-44.txt output_log_dedi__2020-07-08__09-06-13.txt output_log_dedi__2020-07-08__09-37-02.txt
  11. 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/ Zombie Pinup Posters: Download it here: https://github.com/7D2D/ 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/ 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/ 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.
  12. I self-host a 7 Days to Die dedicated server (A19 b157) on a CentOS 7 Linux virtual machine hosted on Hyper-V. Every day or two, usually in the middle of the night, the server crashes for apparently no reason. Looking through the log files, the last lines are always these: Obtained 23 stack frames. #0 0x007fa32616b387 in (Unknown) #1 0x007fa32616ca78 in (Unknown) #2 0x007fa3238e873e in (Unknown) #3 0x007fa3238e87ab in (Unknown) #4 0x007fa3238eb6ab in (Unknown) #5 0x007fa3238eba78 in (Unknown) #6 0x007fa3238edd27 in (Unknown) #7 0x007fa3238ef2d1 in (Unknown) #8 0x00000041a34776 in (wrapper managed-to-native) System.GC:InternalCollect (int) #9 0x0000004150fd70 in GameManager:Update () #10 0x007fa32370b389 in (Unknown) #11 0x007fa323877167 in (Unknown) #12 0x007fa323878014 in (Unknown) #13 0x00564245d54ea4 in (Unknown) #14 0x00564245d50fd1 in (Unknown) #15 0x00564245d302cf in (Unknown) #16 0x00564245ac75da in (Unknown) #17 0x00564245c318ea in (Unknown) #18 0x00564245c319a8 in (Unknown) #19 0x00564245c34ef0 in (Unknown) #20 0x0056424551cc49 in (Unknown) #21 0x007fa326157555 in (Unknown) #22 0x0056424552c363 in (Unknown) I can't see any pattern in what's before those lines. The hexadecimal codes are always the same. Some times players are logged on when it happens, others there's nobody on. Server was configured using LGSM and is running Alloc's mods (June 30th version of Server Fixes). Looking at older log files this seems to have only started happening with A19, both b154 and b157. I just want to check with the community whether this is something that's known or if it's something worthy of submitting a bug report for A19. Here are links to a few of the log files: https://www.gim.li/share/output_log__2020-07-01__07-43-26.txt https://www.gim.li/share/output_log__2020-07-04__05-07-02.txt https://www.gim.li/share/output_log__2020-07-06__07-59-11.txt
  13. Hey. I'm doing modlet which adds several new buffs. Here is a tree of modlets folders: [ mod_modlet ] - [ Config ] - - buffs.xml - - items.xml - [ UIAtlases ] - - [ ItemIconAtlas ] - ModInfo.xml New icons for the buffs are located in the folder [ItemIconAtlas]. The file buffs. xml buff is described as follows: <?xml version="1.0" encoding="utf-8"?> <survager> <append xpath="/buffs"> <buff name="newBuff" icon="UIAtlases/ItemIconAtlas/iconForNewBuff.png"> </buff> </append> </survager> Buff applied correctly, but a buff icon is not displayed either in the lower left corner of the screen or in the description of the buff. There are only a dark background in the lower left corner of the screen. What am I doing wrong? Thanks for the help.
  14. Hello, I had an unpleasant situation about 10 minutes ago, I had to save on which I spent a lot of time and decided that I am going to play a little fashion, and then going back all the save has reset. Is it possible to restore it? I am asking for quick answers. Sorry for my bad english but im use translate
  15. ZQLaNavObjectsZombie ZQLaNavObjectsZombie is a Proof of Concept modlet that adds zombies the new on-screen sprite system introduced in A19. This is just to show it can be done and how to do it, maybe someone can build upon this and make it into something more useful. As for a use case for this modlet, I guess it can be useful for people with hearing impairments that cannot hear the zombies, they will now get a visual indication that a zombie is between 10-50m away from them. Other than that I do not recommend anyone using it unless they want to ruin the zombie horror part of the game. Zombies will show up on the compass, map and on the on-screen sprite system. Fully customizable in regards to functional ranges and other functions. Supports off-screen display. Trails along the edge of the screen to show a zombie that is not on screen. Comes with a custom Zombie icon that is more fitting to this than the vanilla. XML only, no DMT magic required. DOWNLOAD
  16. Знаменитая русская локализация теперь в виде модлета! Переведено: • Главное меню • Меню настроек • Все предметы • Действия над предметами • Названия эффектов и их описания • Названия рецептов и их описания • Все задания/испытания и их описания Если вы найдёте какие-то ошибки и неточности перевода, просьба срочно сообщить о них! (желательно с прикреплённым скриншотом) Custom_Rus_Lang.zip Устанавливается как обычный модлет! Приятной игры! Основное руководство в Steam! Скриншоты под спойлером ниже!
  17. Played this on a multiplayer server with some friends and here's some general things we seemed to notice overall that might need adjustment still. Sorry if its a bit long, tried to give a general point and explain the logic/reason behind it. Loot Progression: Overall its been improved, but we did find some issues that ended up speeding us through progression faster than we did in A18, which is odd considering this was supposed to delay progression a bit more. Certain recipes should have their drop rate/ability limited by gamestate. Pretty quickly before we even had a workbench made a lot of us had stumbled upon the schematics for sniper rifles and other endgame weapons. It quickly de-incentivized us from ever making tier 2 guns, because it was better for us to just get the ability to craft tier 5 equipment and hold onto the materials and make the endgame thing rather than make the in-between weapon, especially considering by the point we even had the materials we had found quality 5/6 versions of the T1 equipment; that with the extra mods in generally won out over T2 equipment that wasn't at least Q4. Delay when crucibles can drop. We found multiple crucibles in trash piles minutes into the game. Mixed with the previous recipe issue we generally started into steel making the moment we had a forge. In previous versions the game tended to be pretty stingy with dropping that item or its related recipe. Trash bins might need to have their loot weights checked. There seems to be about a 80% chance for books to drop in those. Sometimes multiple. Its to the point trash bins are more likely to have books than bookshelves or the newly introduced book piles do. We're barely into the game compared to our last A18 run and most of us have finished or are 1-2 books away from finishing several book collections, ending that general progression grind a lot sooner than before Make the jump from T1 to T2 have a bit more impact. Firstly most of us just used Q5/6 scrap or padded until we could just craft the Military or Steel. This was because by the time we had a workbench the game was dropping T6 of those pretty frequently and the mod slots became far more important again. Quality 5 or 6 items with mods even with most tools seem to overshadow Quality 1-3 versions of T2 equipment. Stone sledge is probably the worst as the stone version of that weapon has much faster animations and less stamina usage per swing than their iron and steel counterparts. Mix that with the mild stat difference and you tend to hold onto those until at least Quality 4 drops. The fact that most T2 recipes are unlocked now when you can craft Q5 versions of equipment also generally means crafting a Q5 or lower version of T1 equipment feels like a waste; and if you have the recipe already for the T3 equipment then you were likely just waiting for the ability to craft Q5 equipment and will still just skip right over. Maybe add in some sort of system where quality is determined by some other method so the ability to craft quality 5 T1s doesn't mean you can also craft quality 5 T2s and T3s. Adjust how modding works between tiers. Right now mods feel more important than the tier item. Melee weapons are the worst for this as you tend to have things like burning shaft, weighted head and so on that can have a decent impact on the duration or safety in a fight. So the more mods you can stack generally the better. This means going from even Q4 to a Q1 of a higher tier can have a pretty drastic impact on your gameplay where the next tier needs to have a fairly large points advantage to make losing those mod slots worthwhile. It might make sense to make lower tier weapons have less mod slots overall, or make the bonus you get for installing mods greater for installing in the later weapons. changing this might incentivize a bit more to make non Q5 T2 equipment instead of just hanging onto all our Q5/6 T1 equipment until we have the materials for the T3 variants. Possibly add some sort of system to eventually craft Q6 items. It seems like more focus had been shifted to crafting, but the quality 6 items still throw a wrench in this. Because if you happen to RNG your way into one either early or at all; you're never going to craft anything then (as even with random stats the extra mod slot usually makes up for it). Possibly make a super rare drop that adds the capability or a rare item that allows upgrading something to that. It still has that RNG chance for things, but right now it seems silly that i can walk around in Q6 of a bunch of equipment i haven't invested into their governing attribute or perk yet for; because i have no reason to craft them. General Balance: Generally ok, but i think the underlying system changes had untended consequences and turned strength into the one-stop-shop stat. Passive hunger depletion needs to be reduced. - Apparently i've been informed this doens't occur in single player, so it could be a bug. Losing 1/3 of my bar while just standing still waiting for a short couple minute craft to finish is insane. The passive rate also can't be adjusted with any perks making the stamina or food preservation perks not help the overall hunger situation. Its bad enough that i barely notice the difference between a day of active mining and just how starving i am driving around or just walking around my base queuing up crafts. Water should probably match the food depletion somewhat. If they want us to be constantly chugging for that efficient digestion buff at least make it so I'm not constantly over my max water then. Because even in a desert environment in poor clothing I'm scarfing food constantly, and only drinking because i want to refresh that buff. Strength feels like the wonder-stat. Sexual Tyrannosaurus does more for food preservation by reducing stamina costs than iron gut does; a perk that its entire purpose is to do that; instead the secondary benefit of the strength perk does it better. Shotguns seem to have the best ranged weapon support. You early on have blunderbuss which is governed by the shotgun perk. Which drops very early and plentiful. This means your shotgun build can start working almost immediately. While other weapons will need to wait until their weapons begin to drop before they either switch off of melee, bows, or a blunderbuss. Made worse by the fact really early on i had accidentally found tons of blunderbuss ammo by accident. While people had to go out of their way to find materials to make arrows to do anything with a bow. Shotguns have the most unique gun-mods that only they can use. With the choke, and the duckbill you generally can customize your game-play a decent amount. This is less of a design fault and more of a coincidence but blood moons generally make shotguns more preferable (minus maybe for the demolition zombies); while you need to generally go out of your way to design your base to have any chance of taking advantage of long range things like rifles. Club seems to be the best supported melee weapon. The weapon has the most unique mods for it and it alone. Spears and daggers share a lot of mods. Sledges and stun batons have nothing unique to them (and stun batons lost some mods this time around). It has about the same knock-back potential as a sledge, but less stamina consumption; and even works with flurry of blows. And the damage seems to be slightly behind the sledge but once again not enough to matter compared to the generally equal knock-back and less stamina. Heavy armor got moved here also reducing a decent amount of reason going into fortitude now. Strength also governs the cooking skill and material gathering. this means with the increased focus on hunger and cooking you're going to want strength in some capacity. and its difficult to avoid getting the construction perks because material gathering is a pretty important aspect that you tend to not be able to ignore. Possibly these skills could be moved to some sort of universal tree because if a skill is crucial to have and the game wants to force you to have it, then it probably shouldn't be tied to a stat like this, because it punishes you for trying to build into a different stat/tree. Fort is a lot weaker now. Heavy armor is moved to strength. Huntsman doesn't matter that much. Bone is already pretty plentiful. You can't possibly use up all the leather you end up with in this game by accident already. And meat doesn't even go into the major foods. The best recipes all require canned goods and maybe corn/mushrooms. Well insulated barely matters. You are either going to live in the non-extreme environments, or when you are in those environments you already have the clothing to generally shrug off the environment. Or bare minimum putting a single point into this mixed with clothing is going to generally get you by in most situations, making further investment a waste. Humorously pack mule from strength also reduces this perk's usefulness as insulation or cooling weaves can be put in, and pack mule can remove the need for all the pocket mods you'd normally stack. Healing factor isn't worth it anymore. The health regen was nice before, but generally getting up to "animal" tier was important because passive max health regen was pretty important. Now abrasions healing faster barely matters; and you eat enough food now to make the normal health regen not a problem. This is partially because before you'd almost always lose max health, while generally unless I'm absolutely overrun I almost never get the new status ailments so i never see my max health down (or if its not long enough to matter). Iron gut is horrible now. It does less than sexual tyrannosaurus for preserving food. The reduction in dysentery chance never comes up unless you're eating the 2 specifically bad foods of moldy bread or sham sandwich, that now don't give nearly as much food, but the health loss from them matters more than the dysentery chance. Eating any other food has no chance for this so this part of the perk is just wasted. Rule 1 cardio needs to be reworked. It should work like other perks and reduce stamina loss, instead of boosting stamina regen. Because you're still losing stamina and shredding your hunger meter. This just lets you sprint ever so slightly longer. Int tree needs some more attention. While the update added some more, it feels like a bit of a jumbled mess right now. Stun batons could use a bit more adjustment. The tech junkie book is primarily around turrets while a couple of stun baton specific perks. It would make more sense to have a separate book for turrets and stun batons allowing more stun baton focus. The tree has no dedicated ranged weapon beyond turrets. Robotic sledges replaced junk turrets as the early game weapon. This weapon is unique enough you could probably just make a separate skill tree around these rather than lumping them in with normal turrets. There could be some fun building specifically around these. Robotic Turrets and later Robotic SMGs aren't bad, but they aren't really meant to be used as ranged weapons; they're primarily built for use as turrets. I do feel the turret perk is a bit underwhelming. The extra activation range barely matters, and the big capstone of having 2 at once doesn't matter much as most turrets won't last an entire blood moon so you generally put down multiple just so when one runs out of ammo the next will activate and begin firing. And in multiplayer you just have each person put down one if you want more active because everyone can have one. I feel some sort of int-only mod system could be made where they either get extra bonuses for mods, or special mods that they can put onto weapons that give some int-based bonuses to them; it would allow them more synergy with other trees. Or add a unique weapon for the tree; right now things just feel very lumped together in there. Advanced Engineering is more of an anti-bad-luck perk as the general benefit from it is minor and you'll find a lot of the schematics doing non-intelligence. Grease monkey should give some sort of perk to actually driving the vehicles, because we end up passively learning the schematics anyways, and crafting them slightly cheaper for massive investment isn't worth it. The influence perks aren't bad, but aren't great; best of course being Charismatic Nature, but obviously is only useful if you're in multiplayer.
  18. Hello, Im looking for fellow Stephen King hardcore fans, who would love/want to join me in restarting/building a full blown King universe build. I will provide dedicated server. We can discuss further server setups. But I truly want to do this. I am looking for a cooperative group. Server donations is not needed as I will provide server under Blue Fang. Requirements: Intermediate or Experienced Builders Stephen King Fans Discord access Mic *Anything built on server stays on server. Prefabs will not be shared or moved. Server can/will be streamed,, as well pictures will be taken*
  19. Z2 is a small side project of mine that I just sat down and started coding the other day. I started with creating a new compass bar and then just went from there, making things up as I progressed along the orange line. The result is what you see in the screenshots below. No external assets were used in the development of this HUD with the exception of the compass bar of course which sparked this whole thing. The compass bar is hosted online(imgur) and that makes this modlet server friendly in the terms that it requires no client downloads unless one opts to use the optional 10 slot tool belt and target health bar patches which will require the clients to download and install DMT modlets. I've not spent a whole lot of time on this modlet yet, and as such I am sure there are both bugs and hopefully minor issues I haven't caught before releasing it. Please make me aware of those with a post in this thread. I prefer not to be sent PM's in this regard. Worktime: 3-4h (initial sketchup) Worktime: 6-7h (fine tuning, touchups, changes) This modlet is coded to be a HUD killer. This means that it can be dropped into an overhaul mod and it will likely kill the overhauls HUD and replace it with Z2. Some adaptation might be needed depending on overhaul features and original HUD complexity. Z2 is currently not scale friendly, due to this it attempts to lock the scale at vanilla values. This might cause issues if added to other mods or modlets that rely on changing the scale to display correctly. This will be rectified in an upcoming version. It's color scheme is also highly customizable through the styles.xml file. So if orange is not your thing, change it there by setting a new R,G,B color code in the correct style entry. This will be further diversified in an upcoming version. Z2 - Showing the HUD and the radial menu. Z2 - Showing the vehicle health and fuel bars. Z2 comes with some optional features that can be used. The reason I made these optional is because they require a higher level of experience when it comes to modding, they require the use of third party tools, they render the client EAC unfriendly and they require clients to download and install the modlets locally. The first optional feature that is available at release is the target health bar which, when installed correctly, enables the target health bar in the games engine and adds some other tweaks by SphereII to further enhance and touch up the bars a little. (DMT patch provided by SphereII) Z2THB no longer requires a DMT patch to work. Simply install it as any other modlet. Z2THB - Showing the target health bar. (Requires client install and DMT patching.) The second optional feature that is available at release is a patch to tweak Z2 to fit if you have a 10 slot tool belt modlet or overhaul installed. Please do note that Z2 itself does not currently come with a 10 slot tool belt DMT patch. Z2TB10 - Showing a 10 slot tool belt. (Requires client install and DMT patching. Also requires a 10 slot tool belt DMT mod/modlet.) To download click on the images below. They pull directly from my github repo. Optionally you can download and install these modlets through SphereII's Mod Launcher (recommended). Install like any other modlet by dropping it into your 7 Days to Die installation folder and making sure that the hierarchy is as follows; "Mods\modname\ModInfo.xml". And as always, do the smart thing and backup saves first. Use at your own risk. This is an initial release and is to be considered a test version. Please post here with any issues that may present themselves. Updates and changes will happen when I get around to it. I will try and touch up this main post with some more fancy graphics and stuff soon Hope you like it!
  20. Ragsy 2145

    Ragsy' s Modlets

    All of my Modlets available here >>--Ragsy's Modlets on GitLab--<< *** For individual modlet downloads click the 'Download link' in the modlet description post *** Also available on the >>--7 Days Mod Launcher by Sphereii --<< Hang Glider Modlet Information here Adds a handy 'Hang Glider ' for getting down from those tall buildings Additional Credits : Guppycur Compatibilty : A18.4,A19e The TFP Raft Modlet Information here Adds a craftable working Raft for all your sailing needs Additional Credits : DUST2DEATH Compatibilty : A18.4, A19e Working Boats Modlet V4 New thread here Adds a Flat bottomed boat and a small Dingy to the game Additional Credits : Guppycur Compatibilty : A18.4, A19e Vanilla Motorcycle Tune Up Version 1 Info Here Inspired by DUST2DEATH's Roadhog from A16 , a few changes to the Motorcycle that adds more lean on corners and a bit of back wheel slide like a Dirtbike feel and a top speed of 27 Compatibilty : A18.4, A19e Vanilla Motorcycle Tune Up Version 2 Info Here A few more changes to the Motorcycle , this gives a Racing Bike feel and leans lower into corners without sliding and of a top speed of 27 Compatibilty : A18.4, A19e Classic Style Zombies V3 Info Here A modlet that will send you back the classic style zombies. Note: In A18 the modlet stops 'Rage Zombies' .... AI is dumbed down and will walk into spikes more , making too much noise means hordes will form on your location. Additional Credits : REV6-7-8, Spider,Tete1805, Khaine, Xyth,HaidrGna, HAL9000 Compatibilty : A18.4 Find Bicycles in Dumpsters Info Here 9 million bicycles in Beijing and not one findable in game really ? Compatibilty : A17.4, A18.4, A19e Vehicle First Person View V3 Info Here A first person experience for vanilla vehicles (Except Gyrocopter) Compatibilty : A17.4, A18.4, A19e Take Out The Trash Version 3 Info Here Keep your local zombie infested neighbourhood clean without destroying it completely , only destroy the trash bags and not the bins and trash cans or tilt trucks Additional Credits : KhaineGB Compatibilty : A18.4, A19e (This version is backward compatible to A18.4 ) Find Vehicle Parts In Airdrops Info Here Adds probabilities of finding vehicle parts in Airdops Compatibilty : A17.4, A18.4, A19e Brighter Vehicle Headlights V2 Info Here Version 2 adds manux custom vehicles modlet and Guppycurs Vehicle Madness support, Along with normal vanilla vehicles . Additional Credits : bdubyah Compatibilty : A17.4, A18.4, A19e Remove RH Stats Bar Info Here A modlet to fully hide the stats bar on the bottom right hand side of your screen hud display Additional Credits : Numberz Compatibilty : A17.4, A18.4 Pickup_HDHQPlants Info Here Two modlet 'patch versions' for the old A16 Style press <E> to pick up HDHQ Plants used in DUST2DEATH's HDHQ Plants Modlets Compatibilty : A17.4, A18.4, A19e Better Gyro Handling Info Here Numerous tweaks to the Gyro vehicle settings to improve take offs and landing and general maneuverability . Compatibilty : A17.4, A18.4, A19e Ladder control modlets Info Here Ever thought hey how can zombies climb ladders ? Two versions Compatibilty : A17.4, A18.4, A19e Re Plant wild crops and plants Info Here Allows replanting of all wild plants and even POI plants Compatibilty : A17.4, A18.4 A big big thanks to REV6:7-8 for encouraging me to post these in my own thread to get my modding journey underway and for his continuing support ... Rev's mods can be found here REV6-7-8-s-REALITY-CHECK Also thank you to those that have helped or are helping support my modlet endeavours via the Modding Discord HaidrGna, Guppycur, DUST2DEATH, Xyth, sphereii, bdubyah, Tin, Telric and Khaine Thanks to the great community here on the forums here for the feedback and support. Enjoy Ragsy !!
  21. Hello Survivors, This thread will contain information, screenshots, videos and links to all of my A19 custom prefabs. Stay tuned! LazMan's Church Prefab Summary: Brick Church POI (Tier 2 Quest). Compatible and tested with 4K & 8K RWG worlds. Modlet available to allow for prefab to spawn in RWG maps. Detailed Information: Here Download Link: https://www.nexusmods.com/7daystodie/mods/876 Author/Credits: LazMan Current Version: 1.0 Last Modified: 07/02/2020 (A19 experimental) LazMan's Suburban House Prefab Summary: Work in Progress Detailed Information: Download Link: Author/Credits: LazMan Current Version: 1.0 Last Modified: xx/xx/2020 (A19 experimental)
  22. Hey all reading this! I have made a list with bugs or features. I will put more on list as i play. https://docs.google.com/document/d/1amlxACQFPjunfwq8praY_E6sW2Po5d1kSjy_7tRj8yY/edit?usp=sharing
  23. This modlet adds a weapon-mod for one-hit-kills at head hits. It starts with the creation of an Empty Book, which can be found in the Science tab! After reading the book the first quest starts. After completing the quest series you will get the blueprint to learn how to make the HeadShot-Mod.The weapon which have this Mod installed do one-hit-kills to headshots. On other body parts your weapon will only do 1 damage. Installation notes: 7Days in Version 19 - supported languages: english, german Just unzip the archive into the Mods folder of 7 Days. Example:(your drive:\steamapps\common\7 Days To Die\Mods\) Download: https://www.nexusmods.com/7daystodie/mods/888/ or https://github.com/Scomar82/7-Days-Modlets First step, craft the empty book: then complete the questline and you will get the schematic for unlocking: now you need only the materials to craft the mod and then enjoy:
  24. When I am in the game and open the inventory or loot, there is a chance that the game will freeze and fly to the main menu. The same thing happens on the server. In this case, the RAM is not used to the maximum, and the FPS is kept at a stable 60. Whats wrong?
  25. I can't seem to be able to play on any server as i'm getting kicked from every one back to the main menu after 10-15 minutes. No information no nothing game just freezes and sends me straight to the menu. Here is the latest output log. What i've tried Disabling modem firewall Allowing the program through the firewall Trying to close as many programs as i could think that might interfere with EAC Verified game files Will try to reinstall the game and will post again if this fixes my problem. output_log__2020-07-02__02-34-59.txt
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