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  1. 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 1.01, 1.02 topic Fishing Adds active and automatic fishing and new cooking recipes. A18, A19 1.04, 1.05 topic Mining Adds copper and zinc (including ore generation, salvaging, and looting) and mining machines. A18, A19 1.04, 1.05 topic Minor Mods Name Description Compatibility Version Link Barbed Wire Returns the missing or removed barbed wire sheet from A17. A18-A19 1.01 download Don't Use Up Water Prevents empty jars from depleting water sources that the player placed with a bucket. A18-A19 1.01 download Enemy Health Bar Adds a visible health bar to enemies to the top of the screen under the compass. A19 1.00 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 1.01, 1.02 A18, A19 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-A19 1.02 download Regenerating Boulders Boulders (even ore boulders) will regenerate after they have been mined. A18, A19 1.03, 1.05 topic 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.
  2. ErrorNull Zombies (enZombies): I created more normal zombies to add more variety to the game, using the same archetype zombie creation method showcased by the Snukfin's Server Side Z(S)ombies mod and Snufkin's Custom Server Side Zombies - PLUS mod. Likewise, if this mod is used on a server, players who connect to the server don't need to download anything on their side. For now, enZombies are meant to be your average walkers and crawlers to complement the existing vanilla zombies. Stronger and boss-level zombies are on the works. Each enZombie also has their own feral, radiated, and crawler versions. Certain enZombies will spawn out in the terrain based on the biome - alongside the vanilla zombies. So you will find foresty zombies in the forest, deserty zombies in the desert, snowy zombies in the snow, and so forth.. with each zombie group sporting a color theme to match their biome. enZombies also spawn as sleepers inside the POIs, though unfortunately there's no easy way to spawn them as sleepers based on a biome theme. So you will simply see the full range of enZombies appear inside the POIs. enZombies also appear in the challenge quests. This is more of an OVERHAUL type of MOD since I removed and redid most of the vanilla zombie groups in entitygroups.xml, created a few of my own, and redid a number of the main spawners in gamestages.xml. If you experience odd issues like zombies missing from other mods when using this one, then renaming this mod so it gets loaded before other mods can help. Usage: You can use my mod as it is presented, or you are also welcome to disregard my spawning customization and just pull my zombies (from archetypes.xml and entityclasses.xml) and merge them into your own mod. But, I'd appreciate if you credit me in that case like mentioning my mod or the link on your website, discord or forum post. I love making these custom zombies and plan to continue for a long while, but it does take lots of time and effort. Download and Install: Download the zip file below. Unzip or extract the contents of zip file into the 7 Days to Die "Mods" folder. Version 1.6 - 👉 Download Link (google drive) 👈 Known Issues: There are some interesting bugs when creating zombies in this manner - by modifying the archetypes.xml. It's not unique to enZombies and are present in the Snufkin zombies as well. The fact that this is all server side (players don't need to install anything on their side), and only requires a text editor to create and modify zombies, far outweigh the quirks: Credits: Thanks to @Snufkin for starting it all with your "Snukfin's Server Side Z(S)ombies" mod, and thanks to @arramus for keeping it going with the "Snufkin's Custom Server Side Zombies - PLUS" mod. I studied these mods for weeks to figure out how it worked and gave me inspiration to contribute as well. Add-Ons: These are optional mods created for enZombies that are officially supported. The main enZombies mod must still be installed in order for these Add-Ons to work. Download the zip file for the add-on you want and extract the contents to your 7 Days to Die "Mods" folder. enZombie Screenshots: Mentioned Mods: Snukfin's Server Side Z(S)ombies Snufkin's Custom Server Side Zombies - PLUS
  3. 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!
  4. KingGen v0.11.1 Random World Generation for 7 Days to Die This is the official webpage of KingGen, a tool to generate beautiful maps for 7 Days to Die. Give feedback here: google form Follow development here: trello board Downloads: Windows - 64 bit Linux - 64 bit Usage: Download KingGen. Run it. Choose your preferences and click “Generate world”. KingGen will create a folder containing the world. You have to copy it into 7 Days to Die’s worlds folder, usually: “%appdata%\Roaming\7 Days to Die\GeneratedWorlds” Why KingGen? The generated worlds are beautiful, with natural landscapes and large cities. The generation is faster than vanilla, even on old machines. Biomes are randomly placed, no repetitiveness. Deserts and snow never touch. KingGen is purely noise based, no stamps are used. This means that no two lakes look the same, nor two mountains. Advanced customization supported. Tutorials Thanks to @Tallman Brad for the fantastic tutorials! Screenshots: Editor 4K 8K 16K An 8K heightmap Performance: KingGen is incredibly performant. It is several times faster than vanilla generation thanks to its parallelized algorithm that takes advantage of all your cpu cores. This table summarizes KingGen’s performance on a laptop. You can expect even better results on a gaming pc. Size of world Execution time Ram usage 4K 30 sec 400 MB 8K 2 mins 1.5 GB 12K 4 mins 3 GB 16K 8 mins 6 GB
  5. Gonna just make this thread for all my modlets to keep it organized. !!!ALL MODLETS THAT ADD NEW ASSETS MUST BE INSTALLED ON SERVER AND CLIENT!!! The Wasteland: Bdub's Vehicles: zAlert: Buggy: Hot Rods: Humvee: GNX: Box Truck: Willy Jeep: Golf Cart: MRAP: Marauder: UAZ 452: Pickup: Work Truck: Nova: BRDM-2: MD-500: Grass Blocks: Duster: Stallion: Charger: Dirt Bike: Cruiser, Junker, and Rat bikes: SHERP: UH-60:
  6. FEATURES Play 7 Days to Die as a balanced post apocalyptic zombie vanquishing Sorcerer. Through training and discovery, you'll learn how to deport the undead straight back to hell by casting elemental spells of Fire, Ice and Lightning. • Vanilla game 100% untouched, add-only policy! • Balanced around vanilla gameplay, you must train to gain and sustain your power! • Unique animations, art, effects and sounds for spells and items • New Spells: Craft, Master and Upgrade 5 Spells per element! • New Enemies: Touched, Fallen (Champion), Awakened (Boss), Ancient (Raid) • New Attributes: Sorcery, Fire, Ice, Lightning • New Resource: Spirit (mana required to perform all Sorcery) • New Dual Skill Tree and Perks: Arcane, Fire, Ice, Lightning • New Crafting: Armor, Weapons, Mods, Spells, Potions, Scrolls, Stations, Blocks, Resources • New Armor Sets: Arcane, Fire, Ice, Lightning • New Masteries: Alchemy, Runesmithing, Spirit, Essence, Arcane, Fire, Ice, Lightning • Play-style: Sorcerer (Spellcaster) • Play-style: Alchemist (Potions, Bombs) • Play-style: Archer Mage (Spell Arrows) • Play-style: Gun Mage (Spell Ammo) • Play-style: Melee Mage (Spell Weapons) • Weapon Abilities: Primary, Secondary, Passive and Charge abilities • Rune Mods: Harness the power of Runes to augment your weapons, armor and gear! • Alchemy: Craft Potions, Elixirs and Bombs • Sexy Loot: Item Sets, Armor, Weapons, Mods, Spells, Potions, Scrolls and more! A19 SORCERY ICE OVERHAUL (v0.94+) SORCERY UPDATED - ICE 5/31 (v0.941) Added: Ice Element Added: Ice Spells Added: Ice Arrow & Bolt Added: Ice Spell Turret Added: Ice Potions Added: Ice Scrolls Added: New Quests Added: New Runes Added: Class Runes Added: Spell Traps Added: Wisp Entities Added: Shatter Feature Added: Health Bar to Fallen Added: Spell Pushback Added: Fire Element Overhauled Changes & Fixes: Visit the Discord #Changelog ‼️New game is required‼️ CLASS SET RUNE UPDATE NOW LIVE! (v0.943 | 6/4) • Added: Spell Knight (Class Runes) • Added: Spell Gunner (Class Runes) • Added: Spell Archer (Class Runes) • Added: Enchanter (Class Runes) • Added: Ritualist (Class Runes) • Added: Scholar (Class Runes) • Added: Silence Rune (stops Fallen + Ally Healing) • Added: New Mastery (Scholar) • Added: Fire Spellcast FX (player arm) • Added: Alchemy Mastery 5/5 now Boosts Ally Potion Potency • Added: Rune Mastery 5/5 now Boosts Ally Rune Effectiveness • Added: Lightning FX+Spells (Shock, Electrocute) • Changed: Rune Mastery now unlocks Runes and Transmutations in this order - 1: Common, 2: Transmutations (convert), 3: Rare (Silver), 4: Legendary (Gold), 5: Transcendent (Orange) • Changed: Class Runes Drop Rate increased even more! ✔️Works with existing saves! No restart needed.✔️ YOU AGREE TO THE FULL TERMS OF USE AND DISCLAIMER HEREIN BY DOWNLOADING AND USING THE SORCERY MOD: DOWNLOAD SORCERY Sorcery is finally back for A19! You can expect bi-weekly/monthly updates from here out. Download: Sorcery-master.zip (latest version) Unzip: Sorcery-master.zip Drag-n-Drop: The two folders (Sorcery + Deep Pockets), found within the unzipped (Sorcery-master\Mods) folder, directly into your Mods folder (\7 Days To Die\Mods). Create the Mods folder here if it doesn't already exist. Verify Mod Path: (\7 Days To Die\Mods\Sorcery) + (\7 Days To Die\Mods\Deep Pockets) Deport The Undead back to Hell: You're ready to play as a post-apocalyptic harbinger of the elements... may your training commence! MOD LAUNCHER If you already have the latest version of the Mod Launcher, simply run it and install Sorcery there. Otherwise, follow these steps to get started: PLAY WITH DARKNESS FALLS If you already have the latest version of the Mod Launcher, simply run it and install Sorcery there. Otherwise, follow these steps to get start CREDIT TFP for creating and improving this ridiculously awesome game, while also providing the ability to making this type of modding available. 👑Supporters Supporters make ongoing development possible! Without your help, it would not be possible to put in the immense amount of time and effort required to design and create the plethora of unique assets that make Sorcery.
  7. V19.8.2.5c 6.2.2021 Alpha 19.5 Stable Branch New Save Game Required When installing mod for first time! Do not use a save game from any vanilla game, older version of mod or another mod. A19 Stable Download: Download Here V19.8.2.5c 6.2.2021 Alpha 19.5 Experimental Branch New Save Game Required When installing mod for first time! Do not use a save game from any vanilla game, older version of mod or another mod. A19 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 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 Traders - Modified trader locations that feature 2 new traders, one specializing in schematics and the other quests and reward papers Class Stores - Featuring 2 regular traders and the 2 new traders with all the class vending machines for buying goods Enemies: Boss Zombies - Several boss zombies made from Creature Pack - Zombies modlet. All with special loot Crawler Zombies - More Standard Crawling Zombies Zombie Hordes - All Screamer, Sleeper and Blood Moon Zombie Hordes now feature new zombies Bandits - NPC's that will attack you on site. Will also attack zombies, survivors and wildlife. Mainly found in wasteland and burnt biomes (From Creature Pack - Humans) Survivors - NPC's that will only attack you if you attack first. Will attack zombies, bandits and wildlife (From Creature Pack - Humans) Loot and Perks: Loot - Many new items found in loot, zombies, loot containers as well as traders Skills and Perks - Several new skills to learn with a revamped skill menu from the SMX UI Modlet 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 101+ New Challenge Quests - 115+ Total In Game Reward Cards - These cards can reward you with either experience points, skill points or even provide a buff for double/triple xp. Can be obtained at traders or in special loot crates Traders - New specialized traders in modded trader locations (These locations are obvious when you see them as they have a different look than vanilla trader locations) Items and Blocks: Armor - Full sets of Kevlar, Silver and Tungsten Armor Clothing - New Cold and Warm Weather clothing Blocks - Tungsten Blocks, More shape variations for concrete/rebar blocks Flares - Spawns Specialized Loot Crates. These are found in special loot crates Tools - Full sets of Scrap Iron Tools, Tungsten Tools and Diamond Tipped Tools. Also Steel and Tungsten Augers/Chainsaws 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 - For crafting advanced armor such as kevlar, tungsten and silver Blueprint Station - For crafting schematic loot crates that you place and will spawn random schematics Gun Smithing Station - For crafting all vanilla and mod guns Mortar and Pestle - For crafting seed recipes and more Oil Production Block - A workstation 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 Modlets: Creature Pack - Animals Creature Pack - Humans Creature Pack - Zombies CCTV NerdScurvy Doors + Windows NerdScurvy Toybox SMX Hud SMX Lib SMX Menu SMX UI ZTENSITY UBBI and Patches
  8. This is a modlet I made for 19.5. I like the random stats on the stuff you find but it does feel bad finding a higher quality weapon with markedly worse stats than a lower quality weapon. This aims to fix that in a balanced manner. Download Link (GitHub) Features New Workstation - Machinist's Bench This new bench takes over the old table saw that got dropped a few versions ago. Mods have been moved to be crafted here along with the suite of retooling recipes. Worlds that start fresh with this modlet should have these appear in the wild. They'll convert over in old worlds but the crafting menus won't work for those due to a quirk in the engine I've yet to find a way to rectify. Crafting or finding one is possible! Tool and Weapon Retooling - Reroll the stats for equipment that is made from the various 'parts' resources you find. These recipes are unlocked at the same time as you unlock the base recipes and allow you to use the item in question as an ingredient, plus a handful of it's original materials, to re-craft and thus re-roll the random stats you got to try and get something better. It could end up worse, but the process is fairly cheap. You can also upgrade low quality items to the highest quality available for you to craft (if you find a q1 rifle and your skill allows for q4, you can upgrade it to q4). Items modified in this manner cannot be sold to the trader. They don't know what you did to the thing. Mod Crafting - Now happens from the Machinist's Bench New Skill - Machinist (Intellect: Craftsmanship) Unlocks a handful of useful mod recipes for you to craft as you level it up. Each level increases the effective damage increase your mods confer. Vanilla rate is 10%. At level 5 the effectiveness increases by 25% for a total of 12.5% per mod attached to the weapon. On a Quality 6 this is like having a 5th mod's worth of damage! Update Item - Machinist's Compendium If you're loading this into an already existing game world this item made at the workbench will update the new recipe unlocks to match your current set. It's made with some paper, glue, and coal.
  9. INTRO & CREDIT: Everyone needs a little downtime, right? Find, grow, and smoke your own cannabis. Sure, it'll make you a little hungry, but you sure take some punishment when you're high. This modlet adds seeds, plants, schematics, progression, buffs, and usable items. DOWNLOAD & INSTALL: Alpha 18: MeanCloud__Cannabis_v1.01.zip (version 1.01, 2020-03-20) Alpha 19: MeanCloud__Cannabis_v1.02.zip (version 1.02, 2021-07-22) 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, start looting around until you find some cannabis seeds or (cannabis buds and the perk or recipe to craft seeds from it). Plant the seeds as you would any other and wait for your cannabis to grow. Cannabis can be rolled into joints or smoked in bongs that you can craft or find. Smoking cannabis joints will give you damage protection and a bit of fortitude for a few minutes. It'll also heal you (like weak painkillers), but you'll lose some perception and a bit of max stamina (got the munchies?) in exchange. The perception, fortitude, and damage protection effects are temporary. Smoking cannabis in a bong will give you a more potent effect. NOTE FOR MULTIPLAYER: The current version of Alpha 19 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 cannabis mod themselves to get the proper descriptions of items, buffs, perks, etc. that this mod changes. 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.
  10. 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) 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 19 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.
  11. Info Panel Server Version: 0.0.4 Version Games: a19 Information: Press ESC to open the panel Just change the text in the file windows.xml Many thanks to user Snufkin. The basis Download: https://github.com/sLimLong/Info-Panel-Server
  12. Are you a Resident Evil fan? Are you up for a challenge? Welcome to Resident Evil, where it all began! I started building the Spencer Mansion back in August 2017 (Alpha 16.2), I've been working on this passion project of mine for 3 and a half years now. I am very pleased with the final build and would love to share it with the 7 Days to Die community, so that you may all enjoy a very unique 7 Days experience. This is a replica of the Spencer Mansion as close to a 1:1 scale within the limitations of the game, using only vanilla assets. The goal of the challenge is to build a Gyrocopter and use it to fly to the trader, talking to the trader will complete the challenge. But of course there are rules! Any of the following will automatically lose the challenge: (1) Dying. (2) Going outside the boundary of the mansion on foot. (there's a visible boundary don't worry, and there's nothing out there anyway) (3) Using any console commands. (only exception is for performance improvements) (4) Editing any of the files. (5) Using any modlets. (with the exception of localization) (6) Playing with any amount of day time period. (7) Playing with more than 125% XP and/or more than 134% Loot. How to install (If not using Mod Launcher): (1) Make a fresh copy of the vanilla game folder (A19.3 or A19.4), rename the copy to something like '7 Days to Die Spencer Mansion Incident'. (2) Extract the Data and Mods folders to the new copy you've just created. Example location C:\Steam Games\Survival\7 Days To Die Spencer Mansion Incident PLEASE READ: When playing the mod for the first time or when playing it again after playing another mod/vanilla, you'll have to change all of the settings at least once so the game recognizes the new settings. If you don't, you could be playing with 200% Loot, 300% XP, et cetera, unintentionally. More importantly, you want to avoid playing with any day time. You WILL NOT have a good time if you have day time. So be sure to change your settings before playing. When making a game, be sure to select 'Spencer Mansion Incident' as your world name. Optional extra challenges for those super fans: (Feel free to record your gameplay for boasting) (1) Knife Only: Finish the game with only using either the Survival Knife or Combat Knife. Machete doesn't count. (2) Untouchable: Finish the game without ever taking any damage from any sources. (3) Speed Run: Finish the game as fast as possible. (Some potential competition for people) (4) Poisoned: Upon starting a new game, use the console command "buff buffpoisoned" (without quotations, this is an exemption to the console command rule) and finish the game without ever curing your poison. Default Settings Make Sure Friendly Fire is turned on in the Multiplayer tab. Download: From the Mod Launcher. Manual Standard Install - https://github.com/Frantic-Dan/Standard-The-Spencer-Mansion-Incident Manual Content Creator Install - https://github.com/Frantic-Dan/Creator-The-Spencer-Mansion-Incident In-game map of the mansion: (spoilers) Updates: Hotfix V1.13c Changed - Swapped Feral Hawaiian model back to the old one. (This fixes the broken AI) Hotfix V1.13b Changed - Swapped Hawaiian model back to the old one. (This fixes the broken AI) Hotfix V1.13a Fixed - Newbie defence buff didn't work as intended. Changed - Newbie defence buff now mitigates 15% damage. V1.13 Fixed - some crawlers got stuck in doorways. Fixed - Leather armour pieces can now be scrapped. Removed - Mega crush from vending machine. Added - Mega crush recipe. Added - Newbie coat provides a 10% less stamina drain and boosts Armour by 10 until level 6. Added - Botany book now teaches you how to craft first aid bandages, takes 15 minutes to research. Changed - Rebalanced mega crush buff and duration. Changed - Top row of inventory is a copy of the toolbelt, newly obtained items will NOT go into your toolbelt, unfortunately. Changed - Nerfed bears Health, damage and XP by 25%. Changed - Rebalanced quantity of brass and dukes. Changed - Molotovs need less gas to craft. Changed - You now start with the XP bar half filled. V1.12 (**Requires a new game**) Added Assault Shotgun Added crawler variety Stumps always give honey now Lowered health of dead animals by half Increased gamestage needed for iron age to 20 Buffed heavy armour perk to 10% per rank Removed 34% and 67% loot abundance Gave flashlight extra dismember chance +1% normal and +2% power Increased combat knife block damage by 50% Removed starting with lockpick, food and drink Moved lockpick, food and drink to the east safe room Lowered ammo stack size to 5 reloads worth (7.62 stacks to 60) Lowered ammo bulk crafting size to 30 Removed most vanilla journal entries Added 7 written notes as journal entries New recipe, First Aid Kit can be crafted into 3 First Aid Bandages Increase damage bonus from mods to 16.7% Lowered HP of jail doors to 15k for easier wrenching Insulation and armour plating mods can go onto clothing Increased damage bonus from perks to 17% per rank Lowered ranks of combat perks to 3 Destroyed forge must be repaired, gives 45 bullet tips when looted AND MUCH MORE! V1.11a through to V1.11d Fixed - some localisation text. Fixed - Red Herb and Blue Herb seeds couldn't be unlocked. Fixed - more localisation Changed - Slightly increased damage of knives and bullets so that when playing on A, S and S+ difficulty, the final damage inflicted is rounded up 1 more damage. Fixed - Mixing Green and Blue herbs was imbalanced, requiring 2 Green Herbs instead of 1. Fixed - Rebalanced the healing amount of Blue Herb Cream and Green+Blue Herb Cream. V1.11 (**Requires a new game**) Added - Red Herbs and Blue herbs and all Herb mixing recipes. Added - Anti-venom First Aid Bandage. Added - Poisoned debuff. Snakes and Spider Zombies inflict poison. Added - New enemies. You can find out what they are for yourself. Removed - Infiltrator and Hardcore Parkour perks. Removed - 2 Grenades and 1 Rocket ammo. Removed - Nightvision goggles Changed - Wrench now benefits from Miner 69'er. Changed - Healing items heal a little more. Changed - Lowered the stack sizes of medical items. Changed - Lowered the stack sizes of Throwables and Rocket Frags. Changed - Rebalanced medical loot Changed - Looted Rifles come with 5 rounds of 762 and Machine guns come with 10 rounds of 762. Changed - 762 ammo requires less gunpowder to craft. Changed - Increased required Gamestage for Iron age to 15. Changed - Coffee and Fortbites have a longer duration. AND MUCH MORE! V1.10 Does not require a new game: - More Japanese translations. - You can now pick up your traps and electrical blocks with a wrench. - Handgun and Combat Knife are now black by default. - Removed schematic unlock listing on gyrocopter parts to remove false hope of finding the schematic. Requires a new game - Made it more clear on where to place the ladder in the library. - Reduced HP on non-gamestaged shipping crates to 75HP for easier access. - Workbench must be repaired with a claw hammer and 25 repair kits, repair kits are dropped by Tyrant. V1.09 Reduced food and water drain when you are level 1 through 5 to almost zero. Translated new text to Japanese. Fixed the possibility of the second last quest to bug out and become impossible to complete. Moved the World and Prefabs into the mod folder, for easier installation. (Thanks Chikorina) **You must update** Added two new rules: Loot abundance above 134% and XP above 125% also loses the challenge. V1.08 (**Requires a new game**) Added a guaranteed Engine. Lowered XP needed to level. Harvesting materials gives triple XP. Learning Elixir is unlocked and uses oil instead of acid to craft. Reduced craft time of Steel, Crucible, Gyrocopter parts and Can of Sham. Crucible needs less clay and stone to craft. Oil is cheaper and faster to craft. Advanced Engineering Rank 5 now needs Intellect 9 instead of 10. Collecting full Gyrocopter gives you forgetting elixir. Tyrant drops learning elixir and blessed metal mod. Tyrant no longer inflicts critical injuries. Extended the Escape phase slightly. Added fat to bacon and eggs recipe, +4 food +2 health. Removed some ammo. Nerfed Fortifying Grip. V1.07 Removed - Death penalty not working as intended V1.06 (You DO NOT need a new game, you can continue existing playthroughs) Lowered Bird Nest respawn time to 7 real hours (Was 15). Shipping crates give more loot. Broken glass can no longer be eaten. Some cooked meals are cheaper to craft. Seeds are cheaper to craft. Fixed the flooding leaking into the back of the kitchen. (Hopefully) Playing a game with day time is now dangerous (Set your game to always be night, change daylight length between -1 and 0 a couple of times) Added a death penalty to reinforce that dying loses the challenge. Crucible can now be scrapped for 15 mechanical parts. Gyrocopter Chassis needs 10 less mechanical parts to craft. Lowered the health of the hardened chest to 10,000 so it can be harvested for mechanical parts. V1.05 Changed - Japanese sign now have Japanese characters. Added - Super Goggles. All attributes except strength +1, Loot bonus +10, XP +30%, Craft time -20%. (dropped by Tyrant) Changed - Increased Wrench speed by 50% and lowered stamina cost by 33%. Changed - Increased chance to harvest acid from barrels and medical cabinets after reading the wasteland treasure book. V1.04 (Make a backup of your save first, there's a small chance of your character resetting to level 1) Your save can be found here: C:\Users\your PC name\AppData\Roaming\7DaysToDie\Saves Removed - Lucky Goggles, they give 0 loot bonus. (Sorry, they broke progression) Added - signs in Japanese. (Requires a new game) Changed - Lowered required attributes for Master Chef, Living off the Land and Iron Gut. Changed - Made some secrets easier to see. (Requires a new game) Removed - Most old cash from loot, increased amount of dukes in loot. V1.03 Added - Hops farming and 4 extra farm plots. (requires new game) Changed - Planted seeds are now at ready to harvest stage plus seed. (requires new game) Changed - Lowered cost of mechanical parts, electrical parts and springs in various recipes. Changed - Grenades use an electrical part instead of mechanical, and removed spring. Removed - 10 - 50 minute day lengths, Added 105 and 120 minute day lengths. Fixed - Potted plants can be scrapped and smelted Added/fixed - New descriptions and fixed spelling mistakes for Japanese translation V1.02 Fixed - An oversight where the Sword Key gave you the Handgun instead. Changed - Wolf and Zombie Dog speed lowered so Knife Only playthroughs are more manageable.Added - Japanese Translation V1.01 Fixed - Playing with 34% and 67% loot abundance made it very likely impossible to get the Pump Shotgun, Rocket Launcher, Magnum Revolver, Grenades and Rocket Launcher ammo. Changed - Lowered Scrap Iron cost for crafting Scrap Armour pieces from 60 to 40. Special Thanks: JaxTeller718 - For getting me into modding. KhaineGB - For helping me with the doors. Khelldon - For the main menu modlet. chikorina - For the Japanese Translation, Red and Blue herb models, and investing time to help me. HaidrGna - For helping me with the duplicate toolbelt. I'm looking for language translations for languages other than English and Japanese, I'll be greatly appreciated!
  13. I looked everywhere, but sadly i saw nowhere a Mod, that makes the female Player Grace more Beautyfuller, cause her Face looks a bit yuuk for me, too rough, too Male looking like, with one Word, she is ugly as Hell. So is there any Mod that let her look like a Real Women and not like my Grandgrandma ? Tysm
  14. 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
  15. Okay so im not sure if this the right place to post this but oh well. So ever since i started using my 3080 on this game, my gpu usage never surpasses 50-60%. Of course resulting in lower performance. Ive done countless things to try to fix this. Making my PCs power “high performance” both in windows settings and nvidia control panel. I went through many settings changes with nvidia support and they were not very helpful. Ive reinstalled windows, updated my bios, reseated the gpu and nothing has worked. Even at the lowest possible settings in game, on 1080p i get about 100fps. I normally play 1440p. Not sure if this game is just not optimized for the FE because other people seem to be getting great FPS on this game with other 3080s. i get great performance of any other game. Any help would be appreciated and thank you in advance. My Specs - MSI MPG X570 Gaming edge Wifi - Ryzen 7 3700x @ 3.6ghz - RTX 3080 FE - 16gb Corsair vengeance rgb pro 3200mhz - Game is on a 2tb SSD Id also like to say that i do not believe this is a CPU bottleneck. I see other benchmarks online with the same CPU that do just fine. And is it also possible that my system being AMD is the problem??
  16. 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) 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 19 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 stallionsden's mining truck and rain collector modlet. This mod intentionally uses some of the same block names and lootcontainer IDs to discourage players from attempting to use both mods at once. Additionally, 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. Neither is this modlet 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.
  17. 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 --<< Some of the Vehicle related mods are also now available on Nexus ... My Mods on Nexus Jetski Modlet Information Here A fast mode of transport seats 2 players Additional Credits :ActiniumTiger for Textures Windsurfer Modlet Information Here A vehicle thats gone with the wind Additional Credits :ActiniumTiger for Textures Chaos Motorcycle Modlet Information here Adds a custom Motorcycle to the game that may look familiar Compatibilty : A19 Additional Credits : Chaos aka Random Person Hind Helicopter Modlet Information here Ragsy and Tiger add a big "flying tank" to the game Compatibilty : A19 Additional Credits : ActiniumTiger Hang Glider Modlet Information here Adds a handy 'Hang Glider ' for getting down from those tall buildings Compatibilty : A18 and A19 Additional Credits : Guppycur Bathtub Boat Modlet Version 2 Information here Adds a craftable apocaliptic style bathtub boat for a bit of fun. Compatibilty : A19 The TFP Raft Modlet Information here Adds a craftable working Raft for all your sailing needs Compatibilty : A18 A19 Additional Credits : DUST2DEATH Working Boats Modlet Version 5 New thread here Adds a Flat bottomed boat and a small Dingy to the game Compatibilty : A17 A18 A19 Additional Credits : Guppycur Vanilla Motorcycle Tune Up Version 1 Infomation here Compatibilty : A18 A19 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 Vanilla Motorcycle Tune Up Version 2 Information here Compatibilty : A18 A19 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 Classic Style Zombies V3 Information Here Compatibilty : A18 A19 ( Headshots not working in A19 find alternative modlet if you want this feature) 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 Find Bicycles in Dumpsters Information Here Compatibilty : A17.4, A18.4, A19 9 million bicycles in Beijing and not one findable in game really ? Find Bicycles Parts Dumpsters Info Here Compatibilty : A19 Requested as alternative to the finding whole bicycles modlet , now you can find the various bicycle parts in the dumpsters and the possibility you can find a schematics for the bicycle Vehicle First Person View V3 Information Here Compatibilty : A17.4, A18.4, A19 A first person experience for vanilla vehicles (Except Gyrocopter) Compatibilty : A17.4, A18.4, A19 Take Out The Trash Version 3 Information Here Compatibilty : A18.4, A19 (This version is backward compatible to A18.4 ) 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 Find Vehicle Parts In Airdrops Information Here Compatibilty : A17.4, A18.4, A19 Adds probabilities of finding vehicle parts in Airdops Brighter Vehicle Headlights V2 Information Here Compatibilty : A17.4, A18.4, A19 Version 2 adds manux custom vehicles modlet and Guppycurs Vehicle Madness support, Along with normal vanilla vehicles . Additional Credits : bdubyah Remove RH Stats Bar Information Here Compatibilty : A17.4, A18.4 A modlet to fully hide the stats bar on the bottom right hand side of your screen hud display Additional Credits : Numberz Pickup_HDHQPlants Information Here Compatibilty : A17.4, A18.4, A19 Two modlet 'patch versions' for the old A16 Style press <E> to pick up HDHQ Plants used in DUST2DEATH's HDHQ Plants Modlets Better Gyro Handling Information Here Compatibilty : A17.4, A18.4, A19 Numerous tweaks to the Gyro vehicle settings to improve take offs and landing and general maneuverability . Ladder control modlets Information Here Compatibilty : A17.4, A18.4, A19 Ever thought hey how can zombies climb ladders ? Two versions 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 modding 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 !!
  18. 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 1.04, 2021-07-22) Alpha 19: MeanCloud__RegeneratingBoulders_CaZ_v1.05.zip (version 1.04, 2021-07-22 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 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.
  19. It is certainly nice and helpful to create bookmarks. But if you like to add notes to locations (day of the spawn) it gets confusing quickly. Especially that all bookmarks are permanently displayed in the compass and can not be hidden is annoying. An option to hide the bookmarks from the compass would be very welcome.
  20. 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.
  21. Just started a fresh 8k modded map, on day 22 or 23. Modded POI's, weapons, vehicles, overhauled farming, and some other things, but not overboard. Just game enhancements I wanted some more vehicle options, firearms and POI's so that's most of what's on the server as far as mods go. Currently just myself and a couple buddies, thought I'd try to get more people involved. Feel free to reply here or join our new discord if interested. 21+ please. https://discord.gg/WhtvVypuUM
  22. ABOUT Overhauled User Interface Improved Journal User Interface with thematic topic header images Vehicles have custom UI, showing speedometer, encumbrance and more Map window now supports 40 custom POI icons to choose from Advanced Sorting and Searching feature in inventory and storage Optional Undead Legacy UI parameters in Options -> Video -> User Interface -> Undead Legacy Overhauled Encumbrance system where all items and blocks have certain weight, inventory limited by carry weight, slot limit 300 Overhauled attributes and perks Perks no longer unlock new schematics, nor they level up crafting tiers Introduction of Action Skills, that level based on what you do Introduction of Research System New lockpicking minigame Overhauled crafting system and crafting progression Overhauled material progression Hundreds of new items, blocks, recipes, vehicles etc Fully scrapping vehicles or various boulder resources will make them respawn based on new block respawn timer setting Player crafted electrical lights support for full RGB customization More immersive world interaction, water sources require jars to interact, fuel barrels and pumps require fuel cans Pick up all wild plants and player crafted ones with action key A lot of slightly damaged vehicles found in the world can now be fully repaired And more features for You to discover Adventurer! TERMS OF USE https://community.7daystodie.com/topic/4085-subquakes-undead-legacy/?do=findComment&comment=54613 LINKS DOWNLOAD or from ModLauncher (Requires A19.5 (b60) and EasyAntiCheat must be turned off) Official Website - Official Undead Legacy website Discord - Undead Legacy Discord Community SUPPORT If you like the mod, you can support me and it's development through PayPal or Patreon:
  23. // Greetings, fellow survivors! Welcome to the new and improved SMX modlets for 7 Days to Die - Alpha 19. With this modlet series my goal is to give the entire 7DTD user interface an extreme makeover and refashion it into how I believe the user interface for the game should be experienced. The mod consists of several modlets which can be broken down into three separate mods. These are all stand alone and can be used alone or, as is the intention, together with the other two. These three mods combined is what makes the SMX experience complete! Please be advised that SMXlib is a library modlet that all the other modlets fetch assets from. Because of this it is a mandatory modlet that is included with all the different downloads. There are also optional downloads, like the bigger backpack modlets, the target health bar modlet and the third forge slot expansion. I hope you will enjoy to play 7DTD using the SMX modlets. And if you do, please consider endorsing it, have fun! // Terms of Use. You are allowed to use this modlet as is for your own personal use and/or on a server you run and/or administrate. You are under no circumstance allowed to distribute any SMX and/or ZMX branded modlets without written consent from the developer. If you wish to distribute SMX and/or ZMX branded modlets as part of your own project and consent have been given you are required to do so in such a way so that all the files of the SMX and/or ZMX modlet or modlets in question remain unaltered and you cannot under any circumstance claim credit for creating the modlet or modlets or any of the files provided with it/them. If consent is given you are required to make the changes as a new modlet that injects into the modlet in question and keeping load order in mind it is to be named so that it loads AFTER the original modlet. The original modlet shall be distributed as is with no change to its files what so ever. If consent is given it is only given on a case to case basis and those that receive consent cannot pass that consent on to another party or project. Nor will the consent pass on to other creators that opt to include consented work into their project. You are not allowed to use any of the assets bundled with SMX and/or ZMX branded modlets in other projects. This restriction applies to all files that the SMX and/or ZMX modlets consist of. You are required to seek special consent from the developer should you wish to make changes to any asset files provided with the SMX and/or ZMX branded modlets. You are required to inform the developer when your project that contains any SMX and/or ZMX modlet or modlets have been made available to the public. // SMXhud // The HUD replacement modlet... SMXhud is SMX as you know it from Alpha 16 first remade into a modlet and tweaked for Alpha 17 & 18 and now further enhanced for Alpha 19. The purpose of SMXhud is to take the in-game HUD into a more horror like and gritty art style all while trying to stay as informative as possible while not being intrusive on your gameplay. SMXhud - The Base HUD conversion. ZMXhudCPTHB - Enables the Target Health Bar for SMXhud. (Install optional modlet ZMXhudCPTHB to get the target health bar) // SMXmenu // The MENU replacement modlet... SMXmenu is a menu conversion modlet. It was made to extend the art style of SMX into the menu UI’s of the game and even though it was made to supplement SMXhud it will also work stand alone for those that just want to modify their menu UI's. SMXmenu - The Main Menu conversion. SMXmenu - The In-Game Menu conversion. SMXmenu - Video Settings Window. // SMXui // The UI replacement modlet... SMXui is an extension of SMXhud and SMXmenu and will bring the art style over to the rest of the user interface. I've tried to maintain as close a relation to the vanilla interface as possible but I have also granted myself some artistic freedom when it comes to some areas. It deviates from vanilla with the fifth crafting queue slot which I added to make it fit the overall design better. The other changes I made are all optional like the third forge slot and the 63, 99 and 110 slot big bag conversion modlets for those that want a bit bigger bags. SMXui - The forge with the third forge slot enabled. (Install optional modlet ZMXuiCPTFS to get the third forge slot and ZMXuiCPBBM to get the bigger backpack) SMXui - Totally reworked skills windows. The goal was to make it look like a talent screen. SMXui - Trader Window. // Download Locations... SMX modlets can be downloaded from NexusMods, Github or via the Mod Launcher. Click the appropriate icon below to start a download from your favorite source or use the 7 Days to Die Mod Launcher by SphereII to install the SMX modlets on your system. // THE MAIN MODLETS // // THE OPTIONAL MODLETS // // Installation and removal procedures... Download the modlet from one of the locations below. Decompress the modlet using WinRAR or a compatible archiver. Copy or move the Mods folder into your 7 Days to Die installation folder. Overwrite if prompted. Verify the install by checking that the ModInfo.xml file is located in this hierarchy: "\Mods\modletname\ModInfo.xml" Remove by deleting the modlet folder in question inside the Mods folder. // Support SMX Development... All SMX branded mods and/or modlets will forever be free of charge and available for everyone to download and enjoy. I do however from time to time get questions from users on how they can donate to me and support the SMX development. The purpose of this link is nothing more than a way for me to cater to those that want to make a donation. You should under no circumstance feel obligated to do so, but if you do decide to do it I want you to know that is comes greatly appreciated. Donation or not I would like to extend a thank you to all that download and use the different SMX mods, I hope you enjoy them as much as I do making them. If you feel like making a donation to support the development of the SMX branded modifications, click the image below.
  24. MAGOLIS COMPO PACK So welcome to the CompoPack. Together with Wolfbain5 and the guidance of Magolis wishes both Wolfbain5 and i have churned thru every prefab and finally have a release for you guys to play with. Compo Pack has its own Discord server Found - HERE Once you join, agree to the rules then a verification PM will be sent for you to follow, simply follow the steps and you will be in 🙂 . - Feel free to join. On the Compo Pack Discord channel you can - Submit new prefabs to be added to the compo Pack, - Report any errors or problems you may find - Discuss any thoughts and ideas - As well as general talk ******WORKS IN A19.5***** ***IMPORTANT INFO*** This will require a new world to be generated, not just a new save game because several prefabs have changed size which can cause severe errors in existing world when they are reset by questing. For multiplayer the mod will need to be installed on all player clients. We did a comprehensive cleaning. Every prefab has been gone through for texture stream reduction and zombie spawn site clean up in an attempt to lower lag. All quest locations should now work. Every prefab that has a quest has been gone through and updated to ensure they can be completed. Vanilla locations not included. Minor questpath walkthroughs have been gone through to insure entry into the buildings. a Major questpath walkthrough is in the works. Many prefabs have had several of their doors unlocked in logical locations. We have also gone through each prefab to fix paint, we may be missing a few spots, if so, please report. A loot reduction has been done in many gamebreakingly over populated loot pois. COMPOPACK 47 CHANGELOG Tasks that will be ongoing - Replaced many blocks to their correct block for texture saving. IE: if it was painted concrete and the block under the paint was actually wood it got replaced with concrete (This will still continue into CP47 if we find more) - Zombie amounts in prefabs were fixed to a more standardised level and per more vanilla amounts in alot of over populated pois. (Mine included lol) - Loot rebalance will be ongoing each and every iteration of the compo pack. - quests, pathing and zombie interactions. Ie: active, passive and attack tags. DOWNLOAD THE METHOD YOU PLAY HERE: KINGGEN CP47 Download contains: * Prefabs (edited to work with Kinggen) * CPPrefablist (Contains vanilla and cp prefab list.) * For Map Generator assistance and or Map Generator DL - NITROGEN CP47 Download contains: * Prefabs. * Example Map. * Nitrogen Files. * Cp47 comes with its own nitrogen prefablist. Simply use the one supplied here in the download. NOT the Nitrogen one. NITROGEN HOW TO INSTALL WITH PICTURES STEPS) RWG MODLET CP47: Download contains: * Modlet. KINGGEN INSTALL INSTRUCTIONS: 1. Download Kinggen - 2. Download Cp 47 prefablist and prefabs via the download. 3. Add prefabs to game prefab folder ( if on server PREFABS WILL BE BOTH CLIENT SIDE AND SERVER SIDE) 4. place CPPrefablist in a place you will remember (needed for next steps) 5. In Kinggen advanced setting direct the custom list to the cp prefablist select your settings and generate your map and play... NITROGEN INSTALL INSTRUCTIONS: 1. Copy all FILES from the COMPOPACK's Prefabs-folder into your Gamefolder.../Data/Prefabs/. IMPORTANT: Please copy just the files from the folder !!! DO NOT COPY AND PASTE THE WHOLE PREFAB-FOLDER ITSELF (else it will not work) !!! 2. **If using the example Maps provided** Copy 4k version from the folder eperimentalmap from this download to the 7d-saves-folder (C:\Users\<USERNAME>\AppData\Roaming\7DaysToDie\GeneratedWorlds) alternative: generate a own world with Nitrogen versin 0.501 and copy it to the 7d-saves-folder (C:\Users\<USERNAME>\AppData\Roaming\7DaysToDie\GeneratedWorlds) 3. Move all 3 .txt files into the resource folder of nitrogen 4. Customise your world with the many options available 5. Start a new Game and choose the world experimentalmap4k (alternative the name of your own generated world) - then you will have plenty of new buildings everywhere. MODLET INSTALLATION INSTRUCTIONS: 1. If you dont have a Mods folder already, Make a Mods folder in game directory If you havent already 2. Simply then open the COMPOPACK A19 CP47 (RWG MODLET) folder and Drag the COMPOPACK A19 CP46 folder inside original folder into Mods folder (steam/steamapps/common/7 days to die/Mods) 3 .Run game and enjoy Server Instructions: 1. Same as above for client, but in server folder. Prefabs will also need to be on client side as well as server side. CP 47 Proudly brought to you by: MAGOLI - A legend whom kept everyone entertained with his updating of the Compo Pack for all of us to enjoy WOLFBAIN5 - Loot, Nitrogen and Zombie Removal service as well as Quest fixer and assisted in updating prefabs. Handled Nitrogen side of things STALLIONSDEN- Prefab repairer, Painter, And Rotater of wrong rotated blocks and OFC annoying Wolfbain5 with my huge amount of zs and mass amount of volumes for him to sort (Your welcome Wolfbain5 haha) Handled Modlet side of things. Plus all the many Great and amazing prefabbers out there whom have contributed to the CP over the years and all those whom will be adding more in the future. Prefabs Removed from CP47 to be fixed and re added when ready: * The Slums (By_Pikero) * Cyberdyne * ResidentEvilMansion (by_Magoli) DISCORD CHANNELS PREFAB SUBMISSIONS HERE Please refer to original thread for any info in the O.P for now. comments welcome here to, Original thread can be found here for cp45 dl and info:
  25. First new map!! For A18.4 & A19 *Updated 26th August 2020 - Been re-generated world fixed 8k UK flat with biomes no more snow whole UK & re-generated all map packs fixed traders quest. 21th August 2020 - Still worked on A19 updated no changed & no issued on my UK maps. Updated 9th March 2020 - been done NitroGen regenerated same 8 UK map with vanilla prefab only. Updated 8th March 2020 - been added download link prefab pack & I will again NitroGen same UK with vanilla prefab no mod. All 8 UK map list: UK flat 8k plain UK flat 8k biomes UK flat 16k plain UK flat 16k biomes UK hills 8k plain UK hills 8k biomes UK hills 16k plain UK hills 16k biomes Depend on people would like plain or biomes or hills or flat land on UK map. But beware 16k map lots of RAM usage best use 32Gb RAM when loading game & this map need prefab pack, if loading start new game will no building around map because custom prefab pack mod in my 7 Day to Die folder. Make sure download custom prefab pack. Custom prefab only for A19 Download link from Google drive Download link from 4shared *Make sure download from compo-pack* Vanilla prefab only For A19 Download link from Google drive Download link from 4shared Custom prefab only for A18 Download link from Google drive Download link from 4shared Prefab pack - Download link Google drive or 4shared Vanilla prefab only For A18 Download link from Google drive Download link from 4shared I was first time make UK 8k flat land used from google UK map image & put on NitroGen much easy draw map with heightmap & fixed POI city/town worked well no more random map generate. I been make 16k UK map with heightmap map from google search heightmap maps like UK France Spain USA etc. I use custom biomes from GIMP no more random biomes & on NitroGen just 50/50 chance spawn roads on between North England to North Ireland on map. I feel awesome make UK map on 7 Day to Die feel like apocalypse on UK lol Only small issued about few water was chopped off on near land can't find any fix it bug could on NitroGen. Water bug picture
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