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  1. KingGen v0.13.1 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. 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. Links Detailed user guide Video tutorials Change log Submit your heightmaps Translate KingGen into your language Feedback Follow development Donations Mods KingGen is supported by a few mods. If you are a mod owner and want to make KG and your mods compatible, please reach out for customized help. Mods that currently support KingGen: Compo Pack Darkness Falls War of The Walkers Ravenhearst 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 500 MB 8K 2 mins 1.5 GB 12K 5 mins 3 GB 16K 10 mins 6 GB Donations: Help the development of this mod with a small paypal donation
  2. Ok, so I'm playing 7DTD on my Steam Deck and decided that i wanted to play 100Days on every Alpha since Console version (Alpha 15) so I won't miss anything and learn throughout the way. I'm currently at Alpha 15.2 and i want to know... Is there any way we can invite our friends to old alphas ? Cuz my friend downloaded the same alpha but we have no clue how to do so, we believe there's no possible way to do it. Ngl it would be awesome if *THE FUN PIMPS* would allow us to choose what version we want to play with our friends on our servers I believe many of us would choose alpha 15 too or even do what i am currently doing since many of us never got to play the continuous versions of the game. Anyways I'm getting of track here, we just wanted to know if there's any way we can invite our friends to old alphas of the game? Cuz we've been looking everywhere for answers YouTube, Google, Facebook, steam and so on. But no luck so far... Let us know pls
  3. (at 00:19 onwards it's demonstrated how to use the command and what it does) Long time ago TFP locked the hands/weapon FOV and set it to extremely low (45, lower than console games) because the hands model looked bad. Now they fixed the hands model (Magnum holding anim still looks bad but w/e) but the FOV is still locked to 45. I couldn't find other mods doing this so I decided to create this mod to be able to set the hands/weapon FOV to something more reasonable like 60. This mod adds a console command: wfov wfov <number> wfov 58 that changes the hands/weapon FOV. When executed without arguments (like wfov) it gets the current WeaponFov (by default I made it 60). When given a number (like wfov 60) it sets it to that number. More technical info: This mod is actually separated to 2 mods. 1) First is 0-FieryRiderCore which has the code for managing and storing custom options (Maybe it'll be useful to someone else). It creates a customPrefs.xml file inside <GameDir>/Data/Config where it stores the custom options. 2) Second is FOV Changer which adds a custom option and using it to set the WeaponFov. GitHub(0-FieryRiderCore): Link to the mod GitHub(Fov Changer): Link to the mod Bonus mod: Pistols AAA Aim Fov - Not a DMT mod. Just vanilla. Moves the standard pistols (that are normally in the game) away from the camera while aiming like it is in many AAA games. I think it looks better. Downloads: 0-FieryRiderCore Fov Changer Pistols AAA Aim Fov (Bonus mod)
  4. If you are looking for a realistic mod you may have come to the wrong place, but if you are looking for some variation in the game involving some nice action with new zombies and with increased difficulty you happen to be just in the right thread. This modlet adds 53 new zombies to the game! + 3 zombies from Snufkins mod: Archon, Geist and Scarecrow. There are a total of 36 zombies and 17 animals. The full version uses custom sounds. Then I also have a server side (pure xml version). Downloads is at the end of this thread. • Sightrange on default zombies is 100. • Handreach on default zombies is decreased from 1.65 to 1.60. • Every fat zombie have now a chance to break your arm. • Beaker is a bit easier to find. • PhysicalDamageResist on Biker, Demolition, Soldier and Worker nerfed just a bit. (Radiated ones was as strong than my custom zombies with PDR unchanged). • Screamers have a chance of only 27% to spawn another screamer. (made to prevent infinite screaming loops) • I lowered the volume on all explosions that had too high volume. Molotov explosions is changed to match Burning mans puke. • More experience from Bears. • My custom flies does not have a wingflap sound. • Spider zombies jumps higher. • Custom quests - 4 custom quest at the moment. Plan to add more. • Custom armors - Magic Plate Armor and Steel boots of haste. Small warning Spectre: Can be seen if you atleast have Reflection quality to Low. If this is off, it is much harder to see him and not how he is supposed to look. Shadow: Can only be seen if Shadow distance is atleast set to Low. If this is off he will be completely invisible. UPDATES - 2022-02-22 V2.95 (small update) • Atrocitys scream is now every 48 seconds if you are 20 blocks or closer from her. • BurningPhoenix HP increased +123, • DiamondPhoenix HP increased +200 and Exp +134 • Candy PDR increased +3 • ChickenDemons Exp increased +200 • FireChicken HP decreased -30 • FireSnake Exp increased +700 • GhastlyPhoenix HP increased +233 and Exp +556 • KaboomPhoenix HP increased +400. • Mini appearance changed. • Sanguis HP increased by +40 • TheFlyingPlague attacks changed. Should now attack properly and vomit properly. Old updates here: Overview: Part1: Action video on all zombies! This is what they do to you! Old Part 2: HERE ! Part 3 - Planned to do this month (January 2022) and Part 3 will likely contain all the zombies from Part 2 + the new zombies. (On hold for now) Copter Corpse - CLICK HERE Zombie names + info (alphabetical): Buffs: All my A20 modlets here! ->Download<- If you wish to donate me: PayPal __________________________________________________ _________________________________________ All my A19 modlets here All my 18.4 modlets All my A17.2 modlets Video on all zombies from A17: https://youtu.be/LYXP15okbJE
  5. 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!
  6. !!!ALL MODLETS THAT ADD NEW ASSETS MUST BE INSTALLED ON SERVER AND CLIENT!!! Important Note: If you want to include any of our modlets in your overhaul' please do us the courtesy of asking for permission first. When given you must give the due credit to the authors and any other modders that may be credited under the "Additional Credits" section if any. Also you are not allowed to extract any unity files without our permission either, if there has been an alpha change then wait and files will be updated. For the new alpha version as soon as we possibly can. Thank You!!! VEHICLES MI-17 Helicopter Chopper1 Helicopter Red Devil Motorcycle Dirt Duster Dirt Bike AC_ATV WEAPONS AC_BallisticKnife AC_BaseballBats Miscellaneous AC_Teleports I want to finally give special Thanks to everyone who helped me along the way. I educated myself through the videos and teachings of Xyth, Guppycur, Ragsy, Alter, Haidr'Gna, Telric, Sphereii, Mumpfy, Adreden, Bluename, Marcus, Bdubyah, Zilox, TSBX, Khaine and many more via Guppy's Unofficial Discord for 7 Days to Die's modding community. I truly appreciate all you guys 100% Join Guppy's Unofficial 7 Days to Die Modding Discord Server to join the community and get help playing with mods and creating them as well! Feel Free to Also Join My discord Server as well. https://discord.gg/eXkTkrjh
  7. Info Panel Server Version: 0.1.0 Version Games: Alpha 19-20 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/releases
  8. If you have feedback or problems with any of my modlets, try to post them in their specific topic (most of these modlets link to their own topic). Major Mods Name Description Compatibility Version Link Cannabis Adds usable cannabis to the game. Who says you can't enjoy the end of the world? A18, A19, A20 1.01, 1.02, 1.03 topic Fishing Adds active and automatic fishing and new cooking recipes. A18, A19, A20 1.04, 1.05, 1.06 topic Mining Adds copper and zinc (including ore generation, salvaging, and looting) and mining machines. A18, A19, A20 1.04, 1.05, 1.06 topic Minor Mods Name Description Compatibility Version Link Acid Allows you to realistically craft acid from grain alcohol. See 'references.txt' for nerd notes. A19, A20 1.01 download Barbed Wire Returns the missing or removed barbed wire sheet from A17. A18-A20 0.04 download Don't Use Up Water Prevents empty jars from depleting water sources that the player placed with a bucket. A18-A20 1.02 download Enemy Health Bar Adds a visible health bar to enemies to the top of the screen under the compass. A19-A20 1.01 download Enemy Reach Shortener Reduces enemy's reach to a more reasonable distance. Credit to @JaxTeller718 for concept: this is a copy of his but with an even shorter reach, fixes to falloff damage, and is forward-compatible with new and custom enemies. A18, A19-A20 1.01, 1.02, 1.03 A18, A19, A20 Entity Titles Adds missing names for entities. (Helpful when using the Enemy Health Bar modlet) A19, A20 1.01 download Med Stack Sizes Updates all of the medical supplies (consumables and ingredients) to stack to +5 more than they used to (stacks of 5 are now stacks of 10; stacks of 10 are now stacks of 15. A18-A20 1.03 download Regenerating Boulders Boulders (even ore boulders) will regenerate after they have been mined. A18, A19-A20 1.03, 1.06 topic Solar Adds craftable and lootable tiered solar components to power your electronics. Credit to @Drconfused for various concepts and his 1x1 3D asset he generously permitted me to use. A19, A20 1.00, 1.01 download GENERAL INSTALL INSTRUCTIONS: Download and extract modlets to your 7 Days to Die /Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). Once extracted if the mod contains a /Prefabs folder, then move the files in the mod's /Prefabs folder to your 7 Days to Die /Data/Prefabs folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Data\Prefabs ('Prefabs' will already exist; if you can't find it, you're in the wrong place). Some mods require (or strongly recommend) you to start a new game. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more.
  9. INTRO & CREDIT: I wanted surface boulders to be able to regenerate after a while so I can go harvest them again. This makes the game less challenging by not requiring deeper mining for resources, but that's kind of what I wanted (specifically when paired with other mods that drop materials from boulders). DOWNLOAD & INSTALL: Alpha 17: MeanCloud__RegeneratingBoulders_v1.zip (version 1, 2019-10-09) Alpha 18: MeanCloud__RegeneratingBoulders_v1.03.zip (version 1.03, 2019-10-25) Alpha 18: MeanCloud__RegeneratingBoulders_CaZ_v1.03.zip (version 1.03, 2019-10-25 for Copper & Zinc) Alpha 19: MeanCloud__RegeneratingBoulders_v1.05.zip (version 1.05, 2021-07-22) Alpha 19: MeanCloud__RegeneratingBoulders_CaZ_v1.05.zip (version 1.05, 2021-07-22 for Copper & Zinc) Alpha 20: MeanCloud__RegeneratingBoulders_v1.06.zip (version 1.06, 2022-01-02) Alpha 20: MeanCloud__RegeneratingBoulders_CaZ_v1.06.zip (version 1.06, 2022-01-02) for Copper & Zinc) Download and extract this modlet to your 7 Days to Die Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). v2 CHANGES: Compatible with A18 Adds support for the ore boulders, including Iron, Lead, Coal, Potassium Nitrate, and Oil Shale v1.03 CHANGES: Subversion that supplements my Mining modlet, which adds regenerating boulder support for copper and zinc boulders. v1.05 CHANGES: Compatible with A19. Localization for German, Spanish, French, Italian, Japanese, Korean, Polish, Portuguese (BR), Russian, Turkish, and Chinese (both) Perk updates by @doughphunghus as suggested by @Eko v1.06 CHANGES: Compatible with A20. USING THIS MOD: With this mod, when boulders are destroyed past their final cracked form, they will turn into a small stone, except you can't pick it up. You can leave this stone alone and it will eventually turn back into a boulder (after a few real life hours) or you can keep smashing it and it will be permanently destroyed (in case you want to clear the area to build on). This small stone can't be picked up and does not give any yield for harvesting, it's just there to let you know the mod is working and will regenerate in that position. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more.
  10. Latest Updates/News ~~~~~ Last mod updates/added: Oct 09 2022: Bugfixes and new mod UI-Hide-HPBarButShowName ~~~~~ Mod download repositories Doughs Mods for a20 Doughs-Khelldons Mods for a20 Community Sound Packs for a20 (Stay tuned!) My github repo Older than a20 and decommed mods can be found here. 7daystodiemods.com Descriptions and downloads for my mods can also be found here Streams/Playtesting My twitch channel where I usually play 7D2D with my mods (and others) in them Youtube mirror of some twitch streams Tools Modlet Generator: 7D2D-EntityRandomizer (see yellow text below!) Summary: A script that makes copies of vanilla zombies with random properties into a mod. Interested? See also: Guppycur's Random ZombieGetterUpper Note: If you'd like another version or build I can try to generate one. Just message me on these forums. a20 status: Undetermined. BUT I ran across this, which is an update+rewrite+new features in python from trub64 "trubs-variants". Please use this if you can for a20 (though I have not tried it yet) my original attempt at the randomizer was in perl just so I could quickly prototype if it could even be done (load thousands of different zeds, logic) and what i can code in without thinking. Its a mess internally. I would like to clean it up/try to push more boundaries with it but I don't have a lot of time to devote to it right now. Mod List/Summary My personal modlet list (some are not available in all game versions) Mods converted for a20 AND *should* be "server side safe" UNLESS specifically noted/known. Modlet: Craft-SantaHat - Adds a recipe for crafting the Santa Hat, per a request on the modding Requests + Discussions forum. Modlet: Buff-PipeBombs - Add a few more types for early and some end game use. Is this mod server side safe?: Some of these items do significant block damage. Not as much as vanilla TNT. Modlet: Buff-Grenades - Add 2 steel grenades that are more block and entity damaging than the vanilla ones. Is this mod server side safe?: Some of these items do significant block damage. Not as much as vanilla TNT. Modlet: Buff-Infection - Makes getting infections much deadlier (you have less time to treat them before you die of infection). The time you have to treat them is random each time you are infected. You won't know how deadly it is unless you pay attention to the rate of infection. See chart of infection time odds in mod documentation/README. Modlet: GiveMeABreak - Increases falling damage so you cannot fall from as high without taking leg damage. > 3-4 blocks has chances to sprain/break/etc. Modlet: Doughs-Food-SousChefOfTheApocalypse - "Food expansion" intended for YouveGotMail but can be installed by itself. Adds ~40 new food related items. Modlet: Doughs-Food-SousChefOfTheApocalypse-ClientIcons - Adds client side custom icons to Doughs-Food-SousChefOfTheApocalypse. Is this mod server side safe?: No, it contains custom icons Modlet: Remove-TheMap - Map and all related map info is blocked out, forcing you to use only the compass and your memory Modlet: Remove-CompassPoints - Removes the compass points and directional markers/ordinals. The 'Compass' is now just a useful area to see markers on the map. Companion mod to use with Remove-TheMap Modlet: Doughs-Remove-ToolTips-Environmental - A request to be able to remove tooltips related to environmental conditions. Currently the mod only removes the "you are wet" tooltip, but several others are in the mod you can uncomment them out to use them. Modlet: Doughs-UI-Hide-HPBarButShowName - Basically takes the HP bar and removes the HP stats and the bar itself, leaving only the zed name. REQUIRES: loading a mod turning on the HP bar! Only tested with KhaineGB's HP-Bars mod, but there are a few more that turn this feature on. Modlet: UI-Hide-TheDayAndTime - Hides the Day and time info from you in the game (from under the compass, and in the Map window). Modlet: UI-LowerLootPercentages - Allows for more options below 25% loot in the game start options menu. Modlet: UI-Remove-PlayerItemsFromCompass - Hides player crafted/placed items from appearing on the compass. Modlet: UIAddFiveRecipeIngredients - If you use mods and run into a recipe you cannot craft this may help. Modlet: OneHourOfDayLight - Can have perpetual nighttime or daylight, adds additional hours of daylight options in the start game options. See also: Claymores Modlets "MORE OPTIONS" Note: The Blood Moon may last a bit longer than is should, possibly a TFP thing on how day/night timing works? per this post Modlet: Buff-Ambiance-DarkerInside - Makes it darker indoors Modlet: Doughs-Buff-Ambiance-DarkerNights - Makes it darker outside at night Modlet: Doughs-Buff-Ambiance-WholeLottaFog - Adds a persistent thick fog to the existing level of fog in the world. Slightly foggier during the day. Inspired by Donovans "NightFog" mod Modlet: Nerf-FlashlightsAndLanterns - Forces you to loot flashlight related parts (not easy to find) and craft flashlights and the flashlights mods yourself. Removes working flashlights and related mods from loot and traders. Keeps the early and possibly mid game darker. Modlet: Nerf-Backpack-CarryCapacity - Blocks more default open slots (from 27 to 12). Adding Triple Pocket Mod to all armor AND maxing out Pack Mule perk unblocks all vanilla backpack slots. "Reverse Inspiration" and XML borrowing from Khaine's 60-slot Bigger Backpack Mod Modlet: Nerf-ItemStacks - Lowers the amount of items that can stack in a storage slot in backpacks/containers/etc. NOTE: The stack lowering is extreme in many cases. This makes things more difficult/grindy. Most building blocks not changed. see the readme in the mod. Modlet: PunishingWorld-BlockStability-Nerf - The worlds infrastructure is crumbling... This drastically drops the horizontal block stability "stickiness". Building is harder because you can no longer build out as far without supports. POIs and more dangerous as they can be more easily destroyed/collapsed as they were not built for this low stability. See the README for this mod before using! Is this mod server side safe?: Probably not? Buildings/POIs can be easily/accidentally collapsed, which may look like drop mining. Modlet: Electric-CapacitorBank - Adds a *very* short charged Capacitor Bank and capacitors (like a Battery Bank and Batteries). Inspired by post by @ausbrecher Tutorial video of some use cases: Youtube: Use cases tutorial Note: Ran across this similar modlet: CapacitorBank Modlet: PunishingWeather-Core - Adds pretty dense dirt, winds, and temp changes to all biomes. Is this mod server side safe?: It may have issues. May be bug? Also, check out: khzmusik's Seasonal Weather mod (may only be for a19 only, per game API changes as of 2021-12-20)! Modlet: PunishingWeather-Effects-Medium - An Override to Punishing Weather - Core modlet. Lessens visual effects? (may not work as well in a20). Is this mod server side safe?: It may have issues. May be bug? Modlet: PunishingWeather-Effects-Light - An Override to Punishing Weather - Core modlet. Lessens visual effects back to vanilla settings. (may not work as well in a20). Is this mod server side safe?: It may have issues. May be bug? Modlet: PunishingWorld-NewbieCoat-Remove - Removes the Newbie Coat buff. changed in a20 to always remove it, instead of leaving it if you already had it. Note: Found this similar modlet, that behaves like my a19 one that leaves it if you already had it. No Newbie Coat Modlet: RabbitOfCaerbannog - Adds a very very vicious zombie rabbit that rarely spawns, and a grenade to kill it. Best to run away! Additional credits (See Github and forum for contributions): Mjoelnir.hh Mumpfy Is this mod server side safe?: NO. It has custom resources which are not synced to clients from the server. There is possibly a server side safe version that may be integrated someday into the Snufkins PLUS pack. A download (someone else made) of just this rabbit is here Modlet: YouveGotMail - Add 200+ fun (and sometimes useful) items in places you find mail (mailboxes, desks, dressers, trash, bookcases). Additional Credits: Netwit2008 - Text/Lore/Story contributions. Note: If you like this mod, I found another with lots of lore/notes: The First 7DTD Chronicles by Rahanne (on Nexus mods) Mods not yet converted for a20 AND *should* be "server side safe" UNLESS specifically noted/known. Modlet: Mech-Lucy (DECOMMING after a19) - Adds a slightly different acting robot mech. Model and "base" extended from the 0-CreaturePackMechs mod in the Community Creature Packs Is this mod server side safe?: NO. It relies on the 0-CreaturePackMechs mod, which is not server side safe. a20 conversion note: Relies on Creature Packs, which are being reworked to the new NPC pack, which is getting frequent updates. Will wait until it settles down. Modlet: Prefabs (DECOMMING after a19) - Adds some Prefabs I built. You might want to adjust the rwgmixer.xml file for spawn rates as I have not tested spawning rates. Is this mod server side safe?: NO. It contains prefabs, which need to be loaded on the clients as well. a20 conversion note: I will do these at a later time, once I get into prefabbing again. Modlet: Buff-Sounds-Common (DECOMMING after a19) - Add more sound variations to common actions, and additional remixed game sounds. Let me know if you want more of a particular sound! Is this mod server side safe?: NO. It has custom resources which are not synced to clients from the server. a20 conversion note: Many sounds have changed in a20. I will likely decom or rebuild this in a "Community Sound Pack" format, which is basically 1 sound type per pack. Details to come. Modlets I am maintaining (written by others) ~~~~~~~~~~ Modlet Collection: KHelldons modlets ~~~~~~~~~~ An attempt to get them to work in other 7D2D versions. See the Readme on the main "Github" page for current status of each modlet. See individual modlet README files for more description. Doughs-Khelldons Mods for a20 Additional author contributions/credits: Original mod author ->khelldon, for original a17 mods/repo/transfer of maintenance. (Anyone else? Let me know! Will require some proof.) Working modlets are: Mods converted for a20 AND *should* be "server side safe" UNLESS specifically noted/known. Modlet: Khelldon-BiggerBuckAndDoe - Increases size of these animals. Is this mod server side safe?: It should be. Modlet: Khelldon-BiggerChickenAndBunny - Increases size of these animals. Is this mod server side safe?: It should be. Modlet: Khelldon-RebarCrossBowBolts - Adds 2 types of rebar ammo (Rebar and Hot Rebar) that can be used in Crossbows. Is this mod server side safe?: NO. It has custom resources which are not synced to clients from the server. Modlet: Khelldon-GetNailed - Adds bent nails and crowbar. Need straight nails to repair wood blocks. Need crowbar or hammer to harvest straight nails, else they are all bent. Is this mod server side safe?: NO. It has custom resources which are not synced to clients from the server. Modlet: Khelldon-ComplexCobble - Adds mortar and lime to make it. Needed to repair cobblestone and brick blocks. Is this mod server side safe?: NO. It has custom icons which are not synced to clients from the server. Modlet: Khelldon-CustomMenu - Adds ability and example of how to modify starting game splash screen. Is this mod server side safe?: NO. It has custom icons which are not synced to clients from the server. Modlet: Khelldon-GetHorny - Changes horn sounds for each vehicle. Youtube: Example mod horn sounds Is this mod server side safe?: NO. It has custom icons which are not synced to clients from the server. Modlet: Khelldon-AwwNuts - Adds nuts and bolts. Needed to repair and craft various metal items. Is this mod server side safe?: NO. It has custom icons which are not synced to clients from the server. Modlet: Khelldon-HolyHandGrenade - Adds Monty Python grenade. Massive explosion. Is this mod server side safe?: NO. It has custom icons which are not synced to clients from the server. Modlet: Khelldon-StarterCrate - Gives several low tier random items from several loot groups (Hat, Weapon, Tools, Armor, Medicine, Food ). Additional author contributions/credits: Thanks to @wolfbain5 for a working reference example here! Is this mod server side safe?: It should be. NON a20 or not working modlets are: Note: if you really liked these mods, let me know and I'll resurrect them Modlet: Khelldon-BabyBears (DECOMMING after a19) Why? Other modders have more expansive mods like this. Use: Baby Animals, baby-animals, animal-overhauls Is this mod server side safe?: It should be. Modlet: Khelldon-GetPiggy (DECOMMING after a19) Why? Other modders have more expansive mods like this. Use: telrics-animal-husbandry , farm-life-expanded Adds old pig back to game. Pig sounds TBD/WIP. Pigs can be found in other farming related mods. Is this mod server side safe?: It should be. Modlet: Khelldon-ScreamerBears (DECOMMING after a19) Why? Not sure anyone uses this. Makes bears (several sizes) spawn instead of screamers. What the mod does: Moves screamers to other spawning group. Is this mod server side safe?: It should be. Modlet: Khelldon-GetGreener (DECOMMING after a19) Why? The new loot system gives bonuses for looting in different biome types. Not sure if anyone is using this. Likely can use KingGen once it gets a20 compatibility or TFP will update RWG options. What the mod does: For making new RNG maps: Removes snow and desert biomes and turns them into Forest. Is this mod server side safe?: It should be but it is unknown. Modlet: Khelldon-GetFramed (DECOMMING after a19) Why? The new block changes to shapes make trying to update this confusing. There might be a better way. If you really liked this mod, let me know and I'll take another look at trying to convert it. I may try again once I get the feel for the new changes. What the mod does: Can only upgrade wood frames if you have nails AND you can only place frames 1 block out from another wood block. Note: Original modlet only allowed building on top of frames. Changed so can build "normally" just with the "1 frame out" limitation. Note: You cannot use the stone ax to nail a frame together! Must use any other higher tier block upgrading item! Is this mod server side safe?: It should be but it is unknown. Modlet: aGulliversTravels (DECOMMED after a18) May decom if no one requests it be fixed) Modlet: Khelldon-BadCompanyUMAZeds (DECOMMED after 18) a19 apparently does not support UMA/changing soon, Use: enzombies-more-zombie-variations and robelotos-a20-modlets and khzmusiks-modlets and snufkins-custom-server-side-zombies-plus-a20 ) Modlet: Khelldon-GetTheHerp (DECOMMED after 18) Of all things! Cannot get buff working Modlet: zzz-Khelldon-GetBenched (DECOMMED after a17) Might look into it if someone asks.
  11. Hello, welcome in my topic My list of mods suggestions are welcomed, but be aware i'm not doing any mods requiring unity asset, as i don't know how to make them (so not my own models unfortunately) this topic is WIP Installation of all my mods: just extract into Mods folder inside 7 Days To Die game folder (create one if theres none) some may be incorrectly archived, check if file modinfo.xml is like this 7 Days To Die\Mods\MODNAME\ModInfo.xml Rain Catcher Cinder Fix (and tweaks) Santa-Hat as mod Stack Anvils Crucibles and Bellows Ammo and Gas Bundles crafting Ghillie mod Give back my Blunderbuss! Working Ice machine Logs from Trees and working tableSaw (Forestry) Steel Last updates: 23.5.2022: Steel to v1.0.1 20.5.2022: Forestry to v1.2.3 12.5.2022: Forestry to v1.2.2 08.5.2022: Forestry to v1.2.1 07.5.2022: Steel v1.0, Updated Forestry to v1.2.0 20.2.2022: IceMachine v1.1 20.2.2022: Forestry v1.1.1 19.2.2022: Forestry v1.1 --- Working on: just now im working on my last "Forestry" mod and Steel mod (if i get any new idea for it) tba: +thinking about reusing disabled trees.. but how and where?
  12. Snufkin

    Snufkin's Jukebox

    Snufkin's Jukebox Description. Customizable Jukebox that holds up to 16 songs. While the Jukebox can be crafted, the songs must be obtained. The Jukebox itself can be placed as a vehicle. Upon placing it, it won't have any songs to play. To add songs you must obtain the 16 Jukebox Vinyl. They can be found in loot or bought from the traders. The Vinyl must be placed in the Jukebox's storage, upon which the song will be unlocked. If the Vinyl is removed the song will be locked again. Usage. With an empty hand: Primary Action, normal attack: Next Song. Secondary Action, power attack: Previous Song. To stop it, punch it while crouching. Adding Songs. The mod doesn't have any songs included. To add your own songs: Open the "_Convert" folder inside the mod folder. Copy up to 16 mp3 files to the "SONGS" folder. Run "CONVERT". Download https://drive.google.com/file/d/1i05kubKPv68vmiHs_ZcQJc2jnUVA2oCX/view?usp=sharing Hotfix 1: https://drive.google.com/file/d/1hBkGoL5HXanTJtbyGVooM8mMYyMPZHKe/view?usp=sharing The CONVERT script now deletes the mp4 files in the Resources folder before copying the new songs.
  13. >>> Click Here to Download <<< >>> Alternative download link <<< CC_Left4Dead version 1.0 A collection of locales from Left 4 Dead, remade as 7DtD POIs. by 'Crater Creator' Last tested in A19.6 b8 There are two zombie games that, by a wide margin, I've played more than others. One is 7 Days to Die, and the other is Left 4 Dead 2. Like The Walking Dead and other series, Left 4 Dead has become a beloved classic of modern zombie fiction in its own right. This made it an easy choice to use as a source of locations to adapt to 7 Days to Die. For the 1.0 release, I've focused on locations from Death Toll, my favorite Left 4 Dead 2 campaign. The pack currently includes 10 POIs: Tier 5 DTDowntown: an extra large conglomerate of Riverside's downtown buildings, reassembled into a creative yet familiar dungeon crawl Tier 4 DTTunnel: a largely underground journey through Death Toll's first two rounds, including the road tunnel, sewers/waterworks, and Hersch Shipping Company Tier 2 DTChurch: Riverside's local church and adjacent cemetery. The L4D Survivors used it as a safe room after defeating 'church guy' and the horde he called with the church's bell. Tier 1 DTCabin: a creepy forest cabin on the outskirts of Riverside DTQuikBuy: a convenience store, just across the street from the church in Riverside DTBoatHouse: a small riverfront building, where the survivors held out before John and Amanda Slater rescued them by boat Non-Questable DTTower DTBungalow DTPavilion DTRiverCabin All POIs are configured to work in RWG. They use all vanilla game assets and should work with other mods. They're meant to closely match the originals in terms of aesthetics, with changes to pathing, loot balance, and other gameplay as needed, especially to create entertaining 'dungeon crawls' in the questable POIs. This collection may expand as time allows. Not all memorable/distinctive locations would work well as standalone 7DtD POIs, but others are viable. To install, simply move the CC_Left4Dead folder into your 7 Days to Die installation's Mods folder. Lastly, I love feedback! Put it right here.
  14. A20.4.101 version is here Nexus mods page is here (I appreciate if you download and endorse the mod there, I'm earning points when you download and with points I can get free steam game keys or donate to charities etc.. Thanks for your support.) ---------------------------------------------------------------------------------------------------- Guys and Gals, Welcome to the 2022! Wishing Happy and Healthy New Year to everyone! I just made big change on mod structure. Also added some little QoL and fun extras. Now this is not a modlet that includes everything, it is a compilation of 18 modlets. Check below descriptions to learn what's included in them. If anything doesn't suit your taste, just delete its folder from ~/Mods folder. If you want what you deleted back, just open the archive and put it back into ~/Mods folder. For the sake of simplicity old descriptions removed but changelogs preserved. Therefore you have to try all these special things yourself to see what's so special about them if you are new here and didn't have chance to try earlier. special_things_00_basics ### Mandatory to have. Never delete this folder unless you want complete uninstall. ### • Special Forge and Workbench • Invulnerable materials • Special Stone Axe special_things_01_extras ### Extra tools that I didn't want in basics. ### • Special Claw Hammer and Nailgun • Special Paint Tool special_things_02_apparel ### Very useful apparel. ### • Special Cigar and Shades • Special Mining Helmet • Special Rocket Shoes and Rocket Boots special_things_03_consumables ### Very useful drink, food and meds. ### • Special Beer • Special Hunter and Farmer Stew • Special Painkiller special_things_04_melee_b ### You can have candles made of zeds or charge your phone over zeds. ### • Special Torch* and Flashlight • Special Fireaxe and Javelin *Known bug: you can't power attack with Special Torch in 3rd person view. (3rd person view is only available via Debug Mode) special_things_05_ranged_b ### Silent. Useful. Long ranged. ### • Special Bow and Crossbow • Special Arrow and Crossbow Bolt • Special Junk Turret special_things_06_blocks_b ### Nothing can destroy these unless you want it happen so. ### • Invulnerable Steel Shapes • Invulnerable Glass Block, Ramp, Plate and Pillar • Invulnerable Storage Box special_things_07_blocks_e ### Indestructible housing blocks. Mannequin is a training dummy. ### • Invulnerable House Door and Vault Door • Invulnerable Cellar Hatch and Vault Hatch • Invulnerable Garage Doors and Draw Bridge • Invulnerable Female Mannequin special_things_08_bicycle ### Fast speed. High resistance. 90 slots. ### • Special Bicycle special_things_09_trader ### She sells what's most required. Always open. Refreshing stock everyday. ### • Special Trader special_things_10_melee_e ### More melee weapons including those added earlier upon request. ### • Special Machete and Knuckles • Special Club and Sledgehammer • Special Spear special_things_11_ranged_e ### More ranged weapons, firearms to be exact. ### • Special Double Barrel Shotgun, Pump Shotgun and Auto Shotgun • Special .44 Magnum Revolver, Desert Vulture and Pistol • Special SMG5, AK-47, Tactical AR and M60 • Special Hunting Rifle, Lever Action Rifle and Sniper Rifle • Special Shotgun Slug, .44 Magnum, 9mm, 7.62mm Bullets and Bundles special_things_12_armor ### Special Tank Top removed. Nothing else here yet. ### special_things_13_ui ### special_things_00_basics is not required for that to work. ### ### UI modifications. ### • Shows HP and name of entity • Adds center mark to compass, color is aqua special_things_14_hand ### special_things_00_basics is not required for that to work. ### ### Improves player hand and makes brawling a competitive build. ### • Increases player hand's speed and damage special_things_15_stack ### special_things_00_basics is not required for that to work. ### ### Increases some stack quantities to 50K. ### • Resources, foods, drinks, medicals, drugs, ammo and others special_things_16_7x24 ### special_things_00_basics is not required for that to work. ### ### Change of working hours for all traders. ### • Now traders are working tirelessly, 7x24 special_things_17_loot ### special_things_00_basics is not required for that to work. ### ### Harvesting animal body gives an extra resource. ### • Rabbit gives Blood Bag • Chicken gives Sewing Kit special_things_99_nsfw ### special_things_00_basics is not required for that to work. ### ### IF YOU ARE NOT AN ADULT DO NOT READ BEYOND THIS POINT. ### • Removes top from female torso (makes topless) • Removes shorts from female legs (a panty will still be there) How to find in game Crafting Creative menu What other This mod is server sided, if you prefer multiplayer your clients don't need to download anything. Upgrading invulnerable block = getting regular destructible block Magenta = new = added with latest version ---------------------------------------------------------------------------------------------------- Changelog A20.4.101 Localization files structure fixed for A20.4 (they were causing red warnings at loading but somehow they were still working... now there is no error at loading) A20.3.101 Added two QoL hack as a new modlet • Harvesting a rabbit's body will give you blood bag • Harvesting a chicken's body will give you sewing kit Adjusted all recipes • Changed first entries of most recipes (Just recently I learned we get first entry when we scrap something) • Made balance changes / mostly raised quantities required (some items are still left easy to craft intentionally) • Added new requirements like armor parts for apparel crafting and tool parts for axe and hammer crafting • Added optional secondary recipes (for Special Torch and Flashlight) Updated some localization files • Ammo bundles desc. were "... 100 pieces", now they are "... 100x100 pieces" • Removed a redundant line break from Special Stone Axe desc. Updated out of date meshfile paths to A20 (some of the ranged weapons had old meshfile paths registered) A20.0.100a Small bugfix for Special Nailgun (Native nail as a magazine item was not doing any damage, it is fixed immediately.) A20.0.100 Now this is not a modlet that includes everything, it is a compilation of 18 modlets. Check above description for what's included in every one of them. Added Special Flashlight Added UI modifications Added player hand improvements Added QoL modifications Added something nsfw A20.0.004a Note that: Below issues were related to invulnerable blocks only version. Main versions of the mod don't have any issues. Fixed storage box recipe Fixed having no tool to upgrade invulnerable blocks A20.0.004 Fixed no inventory issue when you open special forge or special workbench (it was because in A20 devs decided to add open_backpack_on_open="true" close_compass_on_open="true" parameters in xui.xml file) A20.0.003 Fixed Invulnerable Glass blocks, they are working on A20 now A20.0.002 (not released to public) Added forged intermediate. A working -normal- forge needed to craft intermediate; intermediate needed to craft special forge; and intermediate + invulnerable steel + invulnerable glass needed to craft special workbench Removed admin shotgun and added admin pipe pistol instead Fixed Special Trader, it is working on A20 now Fixed Special Bicycle, it is working on A20 now A20.0.001 (not released to public) Initial version for A20 build A19.6.100 Disclaimer: Weapon IDs changed (e.g. AK-47) If you are updating from previous version some of your weapons can disappear. Major changes Fixed names and added description texts to all. PM me if you are interested translating into your language. Made special items and invulnerable blocks craftable only on special forge and special workbench Adjusted ranges, zoom levels, spreads and kicks of all weapons Minor changes Added special painkiller to bring "removeallnegativebuffs" buff back Changed special stone axe into less powerful tool but, now it is possible to craft without workbench Added special claw hammer to fill the void of old special stone axe Added special javelin, it is possible to craft without workbench but, it is way cheaper and faster with workbench Added special spear, basically better version of special javelin Added special fireaxe, it is possible to craft without workbench but, it is way cheaper and faster with workbench Added special admin shotgun to help server admins. It is not viable to craft, since target users are admins they can get via CM Changed some weapons' sound as silencer version where it is possible Removed special stun baton as it was able to harm traders irreversibly which can affect gameplay in a bad way (No problem though if you used on Rekt, he deserves it) Fixed some minor errors those missed earlier Made many minor changes and adjustments Note: Crafting special stone axe, special javelin and special fireaxe without workbench can seem overpowered to experienced players but, it is not completely right. I tested them to not make them dominate the game in day 1, yes of course they are not your ordinary useless stone items, of course they are special however they still can't save your day solely against a horde night. They are just Quality of Life tools, especially when starting a new game. Also many newcoming players find 7DTD challenging to play and drop playing, I believe these tools can make some players actually start enjoying the game and keep playing. v8.0.0 Added special melee weapons - Candy club - Sledgehammer - Steel spear - Stun baton Added special ranged weapons - Compound bow - Iron crossbow - Pump shotgun - Auto shotgun - Tactical AR - M60 - Marksman rifle - Sniper rifle Added special ammo - Steel arrow AP (and its bundle) - Steel crossbow bolt AP (and its bundle) v7.3.1 Increased invulnerable storage box stack to 30k like other invulnerable blocks v7.3.0 Added invulnerable storage box Fixed special forge and workbench being destructible (now both are invulnerable) Created optional/lightweight/nostorage edition of mod due to compatibility issues with Undead Legacy. (Download from here) v7.2.5 Added special handgun desert vulture Added special torch Added special food hunter stew Added special food farmer stew Torch power attack effects implemented Fixed knuckles power attack harvesting options Knuckles block damage and range increased Changed craft times (to bring some immersion) Changed the ammo types special weapons can use (now you can use regular ammo with special weapons) Exhanged swing sound of machete heavy and light attack as well as knuckles Added elemental (explosion) resistance to helmet, tanktop, boots and shoes Improved some passive and triggered effects (minor edit of some buffs like adding radiation resistance to special apparel) Removed removeallnegativebuffs effect from special foods, instead added extra health bonus and matched its duration with stamina bonus Changed Invulnerable blocks upgrade items (to make them vulnerable) to forged invulnerable materials (previously those were invulnerable blocks themselves) Changed Invulnerable blocks repair items to forged invulnerable materials (previously those were invulnerable blocks themselves) Other minor fixes v7.0.0 Added special bicycle Added special turret Fixed wrong icons for special ammo bundles, now bundles show corresponding ammo's icon. Other minor improvements. v6.0.0 Fixed special forge and special workbench (XUi was missing). Added missing invulnerable steel door recipe. Added special steel knuckles. Added special rocket shoes and changed special rocket boots. Also there are other minor changes; * special mining helmet's light changed, * bartering bonus of special beer adjusted, * special smg's recipe changed, * standardised code/text in items.xml, * fixed special machete stacking issue, * improved special shades (added attribute bonuses and loot game stage bonus), * improved special cigar (added attribute bonuses, improved barter sell bonus), * removed negative earth damage multiplier of special stone axe (for faster digging at early game). v5.0.0 Fixed recipe of special trader. Fixed/added recipe for special machete. Improved text/code of special drink beer, created new buff for it. Added special forge and workbench. Added invulnerable steel door (simplistic alternative to vault door). v4.0.0 Fixed invisible icons of invulnerable steel bars. Fixed wrong model of .44 Magnum handgun. Added Special Machete (to farm animal fat, leather etc). Added Special Trader (Copy of Jen with different items; you can buy, sell and take jobs like any other trader, you can place her anywhere and also place as much as you want). v3.1.1 Standardises code between A18.4 and A19 to apply future updates easily on both version. Removes all harvesting and dropping chances from invulnerable blocks. Adds new invulnerable steel hatch (looking more simple than vault hatch, added upon requested). v3.0.1 Bugfix; CustomIcon parameters changed to fix invisible icons in A19 version. v3.0.0 Gun parts name in recipes changed for A19 compatibility. Before v3.0.0 ... special_things_by_hsngrms-700.zip special_things_by_hsngrms-400.zip special_things_by_hsngrms-500.zip special_things_by_hsngrms-600.zip
  15. 7 days to die bug me cant join any game la braderr need a fix for this sheet exc nullreferenceexception object reference not set to an instance of an object this thingy pops up everytime i join my server n single player its appears in somethings like cmd thingy welp me la cb
  16. Here is a download link to an updated and revised version of the Auto Miner and Auto Ammo Maker combined into one mod, but still with the two separate 'automation' units, called AutoBots (full credit to Snufkin who offered one of the most recent builds for the Auto Miner, but also to the modders down the line who have introduced similar features throughout multiple previous Alpha releases). https://github.com/arramus/AutoBots-A19-2021May29 This is a server side only mod and only needs to be placed in the server Mods folder. Players are not required to install it in their Mods folder. Pictures follow the outline and description: The AutoBot Mod is certainly not made to replace existing Auto Production options as some players really appreciate what is already out there because it provides more time to spend on other activities. This AutoBot Mod is simply made to bring Automation up to date and offer a little more balance for players who prefer an experience closer to Vanilla presets. Automated Mining Bot The Automated Mining Bot only went through minimal updates primarily as follows: - Converting 10000 Gas into 1000 shale is no longer possible as this was exploited through a constant Chemistry Table to Auto Miner loop that saw 800 shale to 10000 stacked Gas build up a very tidy resource profit but ended player's mining/wrenching careers. - The Gas icon disappeared from some releases out there due to recipe tagging features. This restores the icon. - The Workstation for the Automated Mining Bot has a different inventory color (gray) and is a different model from the Automated Ammunition Bot to better tell them apart. - Localization has been added. - It takes 10 seconds to 'pick up' the Bot for moving elsewhere. - Hit damage has been increased to 1200 - The Automated Mining Bot unlocks at Advanced Engineering Level 4 - It is compliant with A19 updates - Making the Automated Mining Bot requires a slightly different recipe Automated Ammunition Bot The Automated Ammunition Bot went through some fundamental recipe changes as follows: - It became easy to create HUGE quantities of ammunition by using the exploit in the Auto Miner and rather large quantities without it, to the degree that players were casually sharing 5K+ of AP ammo without putting the slightest dent into their own personal stocks. One player could realistically supply the needs of every player on a populated server. Recipes have changed to bring in a different style of game play for those who prefer more of a challenge and are based on a simple formula: 1. Half of each individual projectile's Gunpowder requirement + / or replaced with 2. Half of each projectile's Secondary/Primary Resource where needed to maintain balance or in place of Gunpowder where Gunpowder was not required + 3. One third of the Coin cost based on the projectile's Player Vending Machine cost. With ammo stacking providing a potential 20% discount on resources, the above formula exceeds that discount to 50% for Gunpowder or Secondary/Primary Resource but also brings in the extra requirement to use coin. This will give coin a greater purpose for latter Game Stage and reduce money hording as well as offer some greater context to the brass requirement of many types of ammo. The formula is not perfect, and may need to be tweaked, but makes this update a Quality of Life feature for those bringing in the coin and resources without it becoming a free hand out. - Icons disappeared from some releases out there due to recipe tagging and format. This restores the icons. - The Workstation for the Automated Ammunition Bot has a different inventory color (green) and is a different model from the Automated Mining Bot to better tell them apart. - Localization has been added. - It takes 10 seconds to 'pick up' the Bot for moving elsewhere. - Hit damage has been increased to 1200 - The Automated Ammunition Bot unlocks at Advanced Engineering Level 4 The Automated Miner with icon color and recipe. The Automated Ammunition Bot with description and a different icon and color. Placement on the Automated Mining Bot on the left and Automated Ammunition Bot on the right. My way of remembering which is which is simply that Data 'Mining' typically requires an keyboard which the Mining Bot has, while those big yellow and red buttons on the Auto Ammunition Bot are clearly the product of Shotgun shell casings. You'll find your way, for sure. As with standard, a full array of mining options minus the shale to stop the dog chasing its own tail which gets longer with each nip. And standard mining speed increases with attached augers that reflect their level. As for the ammo, a Gunpowder and Coin requirement that gives batches of 500 for rounds. 500 for turrets ammo with calculations based on Player Vending Machine and Primary Resource costings. 100 for arrows and bolts. And again, the Primary Resource at the previously mentioned formula. The AutoBot Mod is compatible with existing Auto Miner/Ammo Mods because they have their own names and will not conflict. However, as with introducing any new mods to your server, this will add two new items and due diligence on a test server is prudent.
  17. This mod will add loot to static zombie corpses and dead zombies. In the loot there will come across the same thing as in heaps of garbage, as well as clothes and sometimes pistols. Update v2.0 Adaptation for 7 Days To Die ALPHA 20 Update v1.3 Added unique loot lists for each zombie! (nevertheless, you still cannot swim in loot) Removed yellow bags falling from zombies. Zombie corpse lifespan increased to 180 seconds. Zombie corpse durability reduced to 100. Update v1.2 Reduced the chance to find a pistol. Added the ability to search normal zombies after being killed. Zombie corpse lifespan increased to 240 seconds. Zombie corpse durability reduced to 300. Update v1.1 Added lootable all bodyBag. You can support me with a dollar here 🙂: DOWNLOAD https://drive.google.com/drive/folders/12KKmnqzZeS2tJQmAF1E4-85TmA1Ox5dZ
  18. Ztensity's Functional Elevator Redesigning Guppycur's Elevator for A20.3 (Permission Granted by Guppycur) Assets Purchased for Release INTRODUCTION Originally designed for Alpha 18 with compatibility for Alpha 17 by Guppycur, the Working Elevator modlet received its next iteration during A19. Similarly, to the original mod, this elevator only moves from one floor to the next across roughly 2 flights, while also taking up 3 blocks wide, 7 blocks high and 3 blocks deep (x,y,z). This Version of the Elevator Contains the Following Tweaks & New Features: Tweaked animations that not only allow for more time to enter/exit the elevator but will also be closed and on the bottom floor when placed. There are also new sound effects and visual effects embedded into the animations for added immersion. The elevator has added colliders for simplicity and better immersion, while also being slightly thinned for better spacing around blocks and plates. There is now an official recipe with resource requirements for crafting the elevator at the workbench alongside the ability to get a portion of resources back when using a wrench to destroy the elevator. Added an official title and description for the elevator, while removing select, unneeded files for a smaller download. By adding colliders and thinning out the elevator, this not only makes it, so the player does not have to worry about building right next to the elevator, but it also prevents the player from accidentally falling out of the elevator while in use or while in the elevator. Download Functional Elevator Here Nexus Mods: https://www.nexusmods.com/7daystodie/mods/1332/ YouTube Showcase: https://www.youtube.com/ztensity/functional-elevator-showcase Functional Elevator Available on Mod Launcher! Download Here REQUIREMENTS As detailed by Guppycur, the shaft requirements are actually 10 blocks high (including floor and ceiling), 5 blocks wide (1 and 5 are the left right walls) and 5 blocks deep (1 and 5 are the front/rear walls). Think about it like x,y,z. This will be made even easier if the elevator is just placed first and then you build around it. For building purposes, use the horizontal plates (concrete or otherwise) and select advanced rotations. Then rotate the plate so it's against a block. Use these plates with standard sized 1x1x1 blocks to build the shaft for the elevator. Finally, just as the original version, if a player is still using Alpha 17, Alpha 18 or earlier versions of Alpha 19, this should still be compatible with those versions. However, this modlet has been designed for compatibility with 7 Days to Die's latest stable, which is currently Alpha 19.3b6. FUTURE UPDATES In the coming weeks to months, I may expand on this modlet as a series of "rising devices" as suggested by Guppycur himself. The next update I'd likely implement however, would be adding in a similar elevator that will take you up three flights or higher. My ideas for the future would be focused on hotel POIs, so players could even make a massive hotel a home using devices like elevators, escalators and so on. CREDITS All assets used come from a purchased package from Nifty Studios via Unity. On the other hand, a portion of the animations designed, and layout of the elevators was put together by Guppycur when he originally bought the assets for A18. Not only did I get permission to rework and re-release Guppycur's work on animations and the elevator layout from Guppycur himself, but I made sure to purchase those same assets again myself for rights to share this modlet on Nexus Mods, the 7 Days to Die Forums and the 7 Days to Die Mod Launcher here. Join Guppy's Unofficial 7 Days to Die Modding Discord Server to join the community and get help playing with mods and creating them too! Ztensity
  19. INTRO & CREDIT: You've seen it before: copper and zinc together to make brass! What I've done here is extended support for ore-laden sub-biomes by adding copper and zinc metal boulders and vein generation to the random world generator. You can smelt these materials together to make brass directly in the forge. Additionally, I added automated mining excavators (inspiration and permission from stallionsden's modlet) that will automatically produce a variety of raw ores, stones, and even asphalt, gravel, bones, soil, and glass -- but the cost to make them is steep. After retrieving raw ores, you can use the new rock crusher machine to crush them up for you into usable resources. Finally, lots of effort has been made to add copper and zinc as salvageable metals throughout the game from appliances to metal piping as well as automotive pieces and chain-link fences. This mod gives you plenty of options for finding new ways to get brass for all your munitions needs, not to mention all the other ores at a reasonable pace. Credit to @Del_Stryker for putting together some copper and zinc boulder models. DOWNLOAD & INSTALL: Alpha 18.0: MeanCloud__Mining_v1.01.zip (version 1.01, 2019-10-28) Alpha 18.1-18.4: MeanCloud__Mining_v1.04.zip (version 1.04, 2020-03-21) Alpha 19: MeanCloud__Mining_v1.05.zip (version 1.05, 2021-07-20) Alpha 20: MeanCloud__Mining_v1.06.zip (version 1.06, 2022-01-02) Download and extract this modlet to your 7 Days to Die /Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). Once extracted, move the files in the mod's /Prefabs folder to your 7 Days to Die /Data/Prefabs folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Data\Prefabs ('Prefabs' will already exist; if you can't find it, you're in the wrong place). USING THIS MOD: To get started mining, I highly recommend you create a new random world. If you try to install this mod in an existing game, the new copper and zinc ores and veins will not be generated. You will still find copper and zinc while salvaging and scavenging, but you will not find it while mining unless you create a new random world (see notes further down in this post). Once you've found some copper or zinc to mine (or have otherwise looted some), take it to the forge and you'll find that it now accepts the additional metals which can be smelted down into scrap brass or forged directly into bullet casings. Note that you still need the relevant perk to craft bullet casings and the crucible to pour brass back out of the forge as normal. This modlet also adds excavators, which are automated mining machines that will drill into the ground and resurface with materials every so often. While they are expensive to make, they will surely make up for their cost in the materials they mine up. Most of the mined ore must be processed by a rock crusher, which this mod also adds. The rock crusher is a new workbench (it's built from an old industrial clothes washing machine) that uses ore blocks and sand to crush the usable materials out of the ore. Excavators will go through various stages as they mine through the ground: Have fun mining! WANT MORE? Try my Regenerating Boulders modlet that lets ore boulders regenerate. There's a subversion of that mod that works for these copper & zinc ore boulders:! NOTE FOR MULTIPLAYER: The current version of Alpha 20 does not push localization data to users. If you are playing multiplayer (either hosting or via dedicated server), each player will need to install the mining mod themselves to get the proper descriptions of items, blocks, UI labels, etc. that this mod changes. NOTE ABOUT WORLD GENERATION: This modlet adds ore generation in the form of sub-biomes for copper and zinc metal boulders and ore veins. If you do not generate a new world, these boulders and veins will be absent (but you can still definitely acquire copper and vein materials by salvaging and scavenging during normal gameplay). I would recommend that you start a new game if you intend to use this mod. NOTE ABOUT THE FORGE CHANGES: If you are adding this modlet to an existing game, please be aware that your existing forges will have all contents erased except for fuel and anything that was queued. This is because this modlet is adding extra input materials (copper and zinc) and the 7 Days to Die game engine does not gracefully handle this kind of change. Make sure you're okay with all players losing forge contents the first time this mod is installed into an existing game world. NOTE ABOUT MODLET COMPATIBILITY: This modlet is not compatible with the S420's SimpleUI-ForgeInput modlet that changes forges to have three inputs. This modlet already includes forges with three inputs anyway, but S420's overwrites what resources are accepted by the forge, causing errors to be logged to the console since this modlet requires copper and zinc to be accepted by the forge. Additionally, this modlet is not compatible with many modlets that reskin the forge at all. ERRORS ON STARTUP? If you fail to install the prefabs correctly, 7 Days to Die will log errors in the console window. You need to install the prefabs to the correct location, even if you aren't generating a new world or are playing on a dedicated server. TESTERS: This is one of my bigger mods -- looking for people to test and provide details of any bugs or issues, or simply want to give feedback on their experiences with the mod such as game balance. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more. All of my modlets for 7 Days to Die.
  20. Grey's Prophecy a20 is officially stable! Grey's Prophecy is a flavoring of the default game. The goal of the mod is to add fun stuff, and some humor, while keeping close to the vanilla formula. Updates from a19 Alchemy overhaul - Lots of new potions and elixirs - Alchemy Table workstation - Mortar and Pestle is now part of the Alchemy Table New Herbs and plant models - Vanilla - Ginger - Peppermint - Cinnamon - Allspice - Peppercorn New minerals and surface boulders - Garnet - Flint - Topaz - Moonstone Lockpicking minigame - Similar to the minigame in Skyrim and Fallout 4 - Thanks to Sphereii and Xyth for code and inspiration UI reskin Vanilla gun, tool, weapon, etc… parts have been replaced by my custom ones - Scrapping these items will give the custom parts - All recipes have been updated to use the custom parts Blacksmith forge smelts lead and has been resized - Will now be a viable replacement to the vanilla forge The General Lee got a new paint job New dyes - Orange - Grey - Seafoam Blue Vehicle only dyes - Savage Green - Crimson Thirst - Sovereign Blue - Night Knight - Sizzling Pink - Rainslick Yellow - Royal Purple - Brown Brawn New Twitch Integration commands - #banana - #banana_boat - #sexy_time Custom Twitch channel point commands - Spawn Vulture - Same as the Pimp Points command - Supply Ammo - Each supply event automatically adjusts for gamestage at the same thresholds as the Twitch integration #supply commands that they emulate. - Supply Medicine - Supply Sustenance - Silly Sounds! - Same as the Pimp Points command - Celebrate! - Same as the Pimp Points command - No Stealth - Same as the Pimp Points command - Exchange for SP - Exchange your channel points for SP points You can get the mod using the mod launcher: http://7d2dmodlauncher.org/, or by downloading the files from the repository here: https://dev.azure.com/pouellette25/Greys Prophecy a20/_git/Greys Prophecy a20. Experimental NPC Mod version can also be also be downloaded through the launcher or by downloading the files from the repository here: https://dev.azure.com/pouellette25/Greys Prophecy a20/_git/Greys Prophecy a20 NPC Experimental Support us on Patreon! https://www.patreon.com/ganthegrey Find us on Twitch: GanTheGrey SavageHarbinger Join the Discord: The Wizard's Tower Terms of use: The majority of the modifications are using the game’s built in models, materials, icons, etc… Have been found as free assets in the Unity store, or have been created by me. As such these are available for use. The following is a list of the Unity assets used that are available to use: https://assetstore.unity.com/packages/3d/props/interior/crafting-table-160161 https://assetstore.unity.com/packages/2d/textures-materials/ice-materials-133660 https://assetstore.unity.com/packages/3d/props/weapons/fantasy-staff-lite-54999 https://assetstore.unity.com/packages/3d/props/weapons/staff-of-pain-48820 https://assetstore.unity.com/packages/3d/props/interior/plates-bowls-mugs-pack-146682 https://assetstore.unity.com/packages/3d/props/interior/ygs-mugs-96665 https://assetstore.unity.com/packages/3d/props/interior/free-alchemy-and-magic-pack-142991 https://assetstore.unity.com/packages/3d/props/tools/tools-pack-1-20510 https://assetstore.unity.com/packages/3d/vehicles/land/post-apocalyptic-truck-with-armor-45422 https://assetstore.unity.com/packages/vfx/particles/fire-explosions/flames-of-the-phoenix-46176 https://assetstore.unity.com/packages/3d/environments/fantasy/blacksmith-s-forge-17785 https://assetstore.unity.com/packages/3d/props/weapons/dragonblade-pbr-fantasy-sword-96982 https://assetstore.unity.com/packages/3d/props/weapons/free-pack-of-medieval-weapons-136607 https://assetstore.unity.com/packages/3d/props/weapons/ultimate-weapons-pack-lite-94668 https://assetstore.unity.com/packages/3d/props/weapons/horror-weapon-set-1-26142 https://assetstore.unity.com/packages/3d/props/weapons/medieval-weapons-vol1-free-demo-120361 The General Lee model was purchased and is not available for use or redistribution! If you like the model, and want it for your project, you can find it here: https://assetstore.unity.com/packages/3d/vehicles/land/hd-car-american-muscle-01-101297 Coka's Skyline model was purchased and is not available for use or redistribution! If you like the model, and want it for your project, you can find it here: https://www.cgtrader.com/3d-models/car/racing/nissan-skyline-gtr-fast-and-furious Special Thanks: Guppy's Discord modding server for help with issues and ideas Xyth and Sphereii for the lockpicking help, and their continued work on modding! Mumpfy for the zombie texture variations UncleSamIAm, Shugg, NoxAegis, AlphaDragonGaming, LoriannTucker, PayneStoneback, biggytoe, and Bluejoy for the original QA CokaGaming, TexCubSF, NoxAegis, and PandaPants75 for their continued support! And of course TFP for creating this game in the first place!
  21. What is this? This plugin replaces the zombie spawning model with an offline simulation. Players on the server will be assigned a visibility zone that decides which zombies will be active and which ones will be offline. If the zombie was killed it will respawn at the map border as an offline version and roams the map, if the zombie is still alive but leaves the player visibility it will become offline but keeping attributes such as health and class. For more information please visit https://github.com/ZehMatt/7dtd-WalkerSim You can find the latest release here: https://github.com/ZehMatt/7dtd-WalkerSim/releases Update 1/24/2021, Version: 0.3.0 - A19.3 support. - Fixed potentially locking up the server. - Fixed initial population not using 'POITravellerChance'. - Added option to make sound distance configurable. - Added sound event vizualization support to the viewer. - Added option 'PauseDuringBloodmoon'. - Added option 'ReservedSpawnSlots'. - Added option 'WalkSpeedScale'. - Improved offline walking behavior. - Improved zombie spawning to avoid lag. - Improved despawn when backtracking, they have a minimum lifetime of 1 in-game minute. - Reduced network bandwidth for viewer. - Reduced default server update rate from 60 to 40 Hz. - Reduced 'PopulationDensity' from 120 to 60. - Increased 'POITravellerChance' from 0.25 to 0.65. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.3.0 Update 8/27/2020, Version: 0.2.1 - DMT support, you can now play this mod without a dedicated server. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.2.1 Update 8/25/2020, Version: 0.2 - A19 support. - Fixed visibility zone not being calculated correctly. - Fixed exceptions being thrown when new players join. - Removed the need to disable enemy spawning via serverconfiguration.xml. - Removed sleepers from the simulation, uses the builtin system instead now. - Added audio events, offline zombies will be attracted towards gunshot sounds. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.2
  22. INTRO & CREDIT: I spent some time developing a fishing mod of my own since I couldn't get any of the older ones pre-A18 to work. This modlet is inspired by Clockwork Orange's ACP Fishing modlet and I'd like to give him credit. This version adds additional features such as more cooking recipes, multiple manual and automatic fishing tools, schematics/recipe unlocks, perk progressions, etc. DOWNLOAD & INSTALL: Alpha 18: MeanCloud__FishingA18_v1.04.zip (version 1.04, 2019-10-28) Alpha 19: MeanCloud__Fishing_v1.05.zip (version 1.05, 2021-07-22) Alpha 20: MeanCloud__Fishing_v1.06.zip (version 1.06, 2022-01-02) Download and extract this modlet to your 7 Days to Die Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). USING THIS MOD: To get started fishing, look for a fishing spear you can craft. You can make this tool without any unlocks. Find some natural water (bucketed water intentionally won't work) and left-click to start fishing. When you think you've caught something, right-click your tool to gain a fishing cache that you can then place down and destroy to see what you found. For fishing rods, the cache will be attached to your pole automatically when you right-click and then you can right-click some ground to place it. Better tools are unlocked by looted schematics and the perk system (you can do either depending on your luck). Fishing rods and fishing traps will catch more fish and a variety of other debris that may be in your lakes and rivers. Fish can be eaten raw like raw meat and also cooked and prepared in a variety of ways. The game has a button that shows all recipes an item can be crafted into (including cooking), so have fun exploring. To place fishing traps, you must be standing in water and right-click the trap on dry land. The game considers the first block or two of shoreline to still be under water if your water quality video setting is set to High, so you may need to look around until you find a spot that lets you place the trap down. Traps can take take up to an hour (real time) to catch stuff. Once they have, they won't catch anything more until you loot them, so keep an eye on your traps. If you're looking for recipes and schematics, look anywhere tool schematics (for fishing rods and traps) or food schematics (for recipes) are generally found. For tools, that includes car parts shipping crates, hidden stash cardboard loot, hero loot crates, loot bags from enemies, junk/garbage piles (including trash cans and dumpsters), destroyed lab equipment, various safes (brewery, Shamway, etc.), traders and some quests. For food recipes, try looking for buried treasure map treasure, mailboxes, filing cabinets, kitchen sinks, cupboards, and other kitchen containers (and of course, traders). NOTE FOR MULTIPLAYER: The current version of Alpha 20 does not push localization data to users. If you are playing multiplayer (either hosting or via dedicated server), each player will need to install the fishing mod themselves to get the proper descriptions of items, buffs, perks, etc. that this mod changes. TESTERS: This is my first big mod -- looking for people to test and provide details of any bugs or issues, or simply want to give feedback on their experiences with the mod such as game balance. I wanted to provide an active task that players could perform that would guarantee them food since we have so many other active tasks like mining, woodcutting, and combat that gives us most of our other basic materials, but not food (farming is time-gated, scavenging and animal hunting is hugely inconsistent). Be kind and I'll do what I can to support and continue development on this mod. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more. All of my modlets for 7 Days to Die.
  23. Welcome to the Winterween Project by sphereii and xyth, the unholy combination of Winter Project and the ancient spirit of Valoween! Not wanting to miss an alpha, we've combined two of the most dramatic mods into a single mod for Alpha 19 for a special Halloween treat. Steel your nerves. Steady your hands. Keep your wits about you, and you just may survive Winterween... We invite you to explore Winterween and challenge yourself to find all of its dark secrets. Keeping with the spirit of the discovery of the sphereii-mentals, please be mindful of posting potential spoilers. Thank you to the following Modlet creators who helped shape out the world with their modlets: JaxTeller718 for his increased biome zombies, and wandering hordes. Riles for Riles' HUD Plus UI Ragsy for the custom vehicle. Recommended: 12G of RAM or higher. Required: Alpha 19.2 Special thanks goes to Mumpfy for his texturing work. Installation Instructions: For the 7D2D Mod Launcher (Recommended): Click on sphereii-mental, then Winterween. For manual installation and Dedicated Servers: Download https://github.com/SphereII/Winter-Project-A19/archive/master.zip and extract in-place, over writing what is there. Clients can ignore the 7DaysToDieServer_Data folder. Likewise, Servers can ignore the 7DaysToDie_Data folder. For players with less than 12G of RAM, a work around is possible by removing the following folders (or deleting their ModInfo.xml: Mods\winter zeds blue Mods\winter zeds white Mods\WinterSkins Those will reduce memory consumption, but you will not get the special re-texturing. NOTE: We are currently investigating and issue with RWG not generating worlds correctly. Prefabs are either sunk too deep and not filled to terrain, or giant mountains of snow instead of prefabs. Navezgane, Pregen Worlds, and Nitrogen worlds seem to work.
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