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  1. The 'Not Medieval Mod' is a fantasy modpack based around a 'medieval/historical' theme. It provides an immersive environment, from game characters to the overall theme. The goal was to move back in time and bring in a touch of magic. As such, modern day assets have been removed, renamed, or replaced where possible. Many regular game features will be recognisable and allow players to quickly adapt to the new theme. For example, a Worktable is now an NMM Dragon Worktable with some craftable items removed but some new ones gained. Regular modern zombies are also gone but you'll still see Burnt Zombies out there and a few crawlers in POIs. The Wasteland is now Orcland with a partial burnt crispiness and wasted feel. While the NMM is not long out of development, it is fully functional, and can be downloaded from Github (development build updated regularly for testing purposes) and Moddb (stable build updated peridically). DEVELOPMENT BUILD - Can change daily Github: https://github.com/drkstardragon/NMM (This version is the development version and updated regularly. The current version will show the date on the Readme.) Github World: https://github.com/drkstardragon/NMMWorlds (This World is compatible with the above and will be updated when necessary. The current version will show the date of creation in the file name.) STABLE BUILD - Updated weekly/monthly Moddb: https://www.moddb.com/company/not-medieval-mod-developers/downloads/mods10 (This version is the current public version which is decent for communities who want a stable build for everyone to download and share the same assets. It will be given a rapid update for critical issues, but other than that updates will arrive when there is sufficient additional content or change.) Moddb World NMM01: https://www.moddb.com/company/not-medieval-mod-developers/downloads/nmm01 (This World is compatible with the above and will be updated when necessary. It is 6K) Moddb World NMM02: https://www.moddb.com/company/not-medieval-mod-developers/downloads/nmm02 (This World is compatible with the above and will be updated when necessary. It is 8K) LOCALIZATION The NMM mod has been built using an English interface and Localization mods are gladly accepted for other languages. Here are links to Localization mods submitted for players that prefer to play in that language interface. Japanese Localization Mod created by Macksan (日本語化MOD) https://www.moddb.com/company/not-medieval-mod-developers/downloads/zzz-jpn-macksan-notmdvl No log in is required for either Github or Moddb. The Moddb version will be updated on a weekly-monthly basis when the current Github version has been fully tested as stable.) Installation Place these individual mods from the bundle in your Mods folder. The bundle to be placed in your Mods folder consists of the following: For Players and Server Admin/Hosts who have never installed a mod before, here are some simple step by step instructions: 1. If you've never installed a mod before, it is necessary to create a Mods folder in the main directory, typically inside :\SteamLibrary\steamapps\common\7 Days To Die. In the future, this location may change and we'll update instructions at that time. If you have a custom install or your server host has modified the installation location, then you may have to explore. 2. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature) in your '7 Days To Die' main directory folder. 3. You can now drag all of the mod folders directly out of the zipped file, and it can be placed directly into the Mods folder. It should look like the list of folders and file in the image above. 4. And when you launch the game, turn EAC (anti cheat software) off because EAC will not accept the custom content. Does this Mod need to be installed in the server/client host? = YES Do players also need to install this Mod? = YES (because it contains custom content that cannot be downloaded from the server). About the World - NMM01 NMM currently uses the game's in-house RWG with a little repainting of the Biomes for additional variety. In addition, all buildings will be community made and incorporated into A20s superb Tiling system. This image shows how the biome and layout will look. The placement of Wilderness POIs and mixing of POIs in the tiling system will change as updates arrive and this image will be a very true likeness of what can be expected. 6K Version 8K Version To make your own RWG, temporarily remove your Data > Prefabs > POIs. The NMM is bundled with all the required POIs to generate a World. If you prefer not to temporarily remove your POIs folder, your World will only have NMM City/Town/Village Tiles, but the Wilderness will contain regular default buildings. It is brought to you by Darkstardragon, who has been very active supporting the community project NPCMod, with an abundance of custom Addon entity packs. With the NPCMod being released (which powers the NMM), followed by CP48 Medievil Village (which adds that full on immersion to locations), the 'Not Medieval Mod' was simply waiting there for the taking. The 'Not Medieval Mod' should really be considered as a team effort because it combines the creativity of Prefab/POI creators, modelers, coders, and everything and everyone else that is required to release a full on mod. It provides a multitude of custom assets from game characters to a fully immersive environment. Here are a few images to demonstrate. Environment This images shows CP48 Medievil Village minimally customised for the 'NMM'. Beyond changing things like electric lights and other modern assets, the POIs stay totally true to the original creators concept. The player is riding on the Pegasus which is currently available after completing a Tier 4 end tier Quest. Entities There are Orcs and Goblins which are 'Bandit' class entities. They will attack players without hesitation. In early Game Stages they will be melee type and as you progress you will experience some with ranged weapons (crossbows and bows). They will appear in the Biomes and selective POIs during Quests. There are the Undead. These are a collection of 'Zombie' class entities. They will attack Players, Orcs and Goblins. However, some types of Orc and Golbin are also built into the Undead faction to help make Horde Night a more eclectic experience. There are the Friendlies. These consist of 'Survivors' and 'Hireable' classes. The Survivors are just trying to survive like regular players, while the hireables can be hired by players to assist you. You can build your own merry band of followers. There are also Mythical Beasts such as Dragons out there... And some giant Rats and Spiders are known to lurk around as well. Vehicles Players can gain a horse (kindly created by @Zilox) after completing a Quest Tier if they so desire. The Shaman Goblin. And that stick is not just for show... ^^ Weapons Players also have access to a variety of custom weapons: - Smite Thee Down type. These consist of hand held cutting, stabbing, and head cracking weapons. - Flintlock and Blunderbuss weapons. - Semi-automatic crossbows that hold 4 bolts at a time. - Speary things. These progress using their associated skill from Quality 2 - 6. They are integrated into the regular system but you'll see a little difference in name changes. @oakraven has been prolific in sharing assets with the NMM and had these weapons all ready and prepared well in advance. Traders There are also custom Traders which are piggybacking the regular traders and their unique traits. Rekt has become Baker, who is built into the NPCMod Core files and being put to full effect. He also sells roast chicken and provides two custom quests. And @Laz Man's older version of the Blacksmith POI has also been converted into its own Trader POI with an appropriate character from the NMM. Quests There are an abundance of Quests beyond regular Fetch and Clear. - One is automatically provided upon entering the game and after completing the 'Tutorial' stage. It gives Skill Points for completing a certain number of eliminations during Horde Night. Players who prefer not to have this automatic quest can delete it from their quest tree list. - One can be found in the player tool belt and starts an entity quest to eliminate the Undead faction. This has 5 quest stages and awards experience and skill points upon full completion. Others in this series can be purchased from Traders. - Another is also shared in the tool belt and offers a mixed quest of collect / craft / defend. This can also be purchased again from Traders. - Some Traders have their own specific side quests which only they will offer. The Main Quest - The Main Quest is one which requires visiting certain POIs in a certain order based on the scroll instructions. This quest is primarily designed for SP or smaller groups who share as a party. It is not designed for large communities or public servers. A starter scroll is found at a certain central POI (which can be found in multiple towns) and leads players on a sequential quest mission. These POIs and scrolls will not reset and once taken or complete are gone forever. However, a server admin using server admin tools can reset the specific POIs or region that they sit in to provide a 'loot respawn' equivalent which will then bring them back into place. The names can be provided to server admin on request but will not be publicly shared to avoid any spoiler disappointment. What else will you find? The Oakraven Forest Collection has been 'plundered' and incorporates the fish farming, bee hives, chicken coops, wells and and and... ^^ Here is the Read Me added into the mod which shows a list of Credits, without whom the NMM would not be possible. ================================================= == Not Medieval Mod for 7D2D is powered by 0-XNPCCore and 0-Score == ================================================= ASSETS: =============== === 1-NMMCore === =============== 1-NMMCore contains all of the base resource files and connected xml files. 'Not Medieval Mod' (NMM) Creators and Developers in Alphabtical Order from Z - A: Zilox - Kindly provided the Medieval Horse. @xyth - Kindly developed the 0-XNPCCore, along with the team. The 0-XNPCCore is a complete bundle of models, code, and other game assets. Xyth/SphereII/Mumpfy - Kindly developed 'Locks' mod powered by Score. @sphereii - Kindly developed the 0-Score, along with the team. Also provided the 0-SphereII Legacy Distant Terrain. @oakraven - Kindly provided the NMMOakCore content, consisting of multiple released and NMM standalone modlets. (Full list below) @magejosh - Kindly supported background development, such as Biome modification. @MichaelL./mplogue - Kindly provided custom Prefabs that match the theme of the NMM. POI creator extraordinaire. @KhaineGB - Thank you for sharing Lockable Inventory Slots for mod use. @Guppycur - Kindly provided resources, and a venue for the NMM development. @Darkstardragon - NMM Creator and Overseer. Bought and brought all entities, and some models, into the NMM along with a host of other critical tasks. Compo Pack Team - Kindly allowed 'Medieval' type Prefab submissions to support the NMM. @stallionsden brought them all together into tiled Medieval townships. (Full list below) arramus - Kindly supported this, that and the other. (Some customisation from original assets was required for integration and balance) ================ == 2-NMMOakCore == ================ This 2-NMMOakCore Mod Pack compiles mods created by Oakraven, with support from arramus. It is a highly fundamental part of the NMM and Oakraven has really gone above and beyond. Thank you. The majority are individual modlets and part of the Oakraven Forest Collection that can be found here: Oakraven Forest Collection Mod List: - Bee Hives - Chicken Coops - Cooking Stations - Dragon Beds and Stuff (A custom collection made for the NMM) - Dragon Blunderbuss (A custom collection made for the NMM) - Dragon Carts (A custom collection made for the NMM) - Dragon Crossbows (A custom collection made for the NMM) - Dragon Flintlocks (A custom collection made for the NMM) - Dragon Weapons (A custom collection made for the NMM) - Fireflies - Fish Farm - Oakdragon UI - Torches and Lights - Water Wells - Work Stations =================== == 1-NMMSmittysArmor == =================== This 1-NMMSmittysArmor Mod compiles assets provided by Smitty from the Smitty's Armor mod. Thank you for giving your kind permission. ============================== == 2-NMMCP48 Medievil Village Modded == ============================== The Compo Pack is a well know and very well establish 7D2D resource that allows custom POIs/Prefabs to be added to Worlds. Submissions are made to the CP team and kept as intact as possible beyond carefully modifying for quality and performance. The beauty of the CP is that it is very welcoming and open to all submissions and supports over 1000 Prefabs. A20 further diversified Worlds with a Tiling system and Stallionsden and team have carefully created themed tiles. Check them out here: The Medievil Village is one of the themed tile sets and consists of 31 community made Prefabs that have been updated or submitted for A20. All of the Prefabs keep their original names. However, the Sleeper Volumes, some internal assets, and tags have been changed to match the theme and avoid conflict where the originals are installed. Prefab creators from Z - A include: Zyncosa WormPie WildPig Vitamin E 'Unknown' Tom TehKarmah SirLoachalot Riahsaurus Rex PVWolfgang Pashmina Midnight Peach Libby Laz man Guppycur Ericbeaudoin Eko Eihwaz Ataxia78 arramus Additional POI submissions for CP49 are joining Medievil Village Modded. Prefab creators from Z - A include: Shema Redzero83 Magoli OPTIONAL SETTING By default NMM has no food spoilage system. However, it is hooked up to allow it and this can be easily turned on to increase the challenge. - Step 1. Go inside your '1-NMMCore / Config folder and open the blocks.xml file. - Step 2. On Line 4 you can see this code line. <set xpath="/blocks/block[@name='ConfigFeatureBlock']/property[@class='FoodSpoilage']/property[@name='FoodSpoilage']/@value">false</set> (may say true at the end depending on your version) Change the false to true to turn on food spoilage. Change the true to false to turn off food spoilage. KNOWN QUIRKS/ISSUES/EXPLOITS - The NPCs are not governed by low level protection rules and initial spawning may be met with a hostile or friendly interaction. Response: Run to a safer place, ideally close to a friendly who will attack the hostile by default. - The NPCs sometimes pause, disappear, do not follow requests promptly, attack too much, or show other odd actions. Response: They are what they are, and as good as it gets for now, which is actually very functional and adds immersion. For major issues, report in the NPCMod thread. - Quests are not registering kills. Response: Has been reported to the developers in the previous comment thread. - Fetch quests can be exploited. Response: Place the fetch items in your inventory before handing in to the trader. This exploit can be both beneficial and negative depending on the sequence. This uses a built in game quest feature and will hopefully get resolved in the future. - It is not possible to open some crates when a light/object is placed above or under it. Response: This requires some changes to the models and will be resolved in due course.
  2. 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 will make them respawn based on new block respawn timer setting (More blocks will be added to use this feature later) 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 More info about the mod can be found on my website (including screenshots): http://ul.subquake.com/ A20 Features (Experimental): Brand new User Interface with even more stunning graphics New Item Upgrade & Repair mechanic featuring a Mechanic Station with 3 tiers Lockpicking v2.0 Deeper crafting recipe rebalance TERMS OF USE https://community.7daystodie.com/topic/4085-subquakes-undead-legacy/?do=findComment&comment=54613 LINKS DOWNLOAD DISCORD DONATIONS AND SUPPORT
  3. I've to Host Dedicated Server from Steam, The server is appear on serverlist, And I have try to join server by Xbox Game Pass client the server tell "Could not retrieve server ID". But my friend join my server on Steam version is worked properly. This is a problem from my server or xbox client?
  4. Every time i try to start a new game, continue a game, or join a game i get the error XMLException: Root Element is Missing. I have tried all of the usual methods of fixing this including reinstalling the game, verifying files, erasing all saved data and nothing has seemed to work. Any ideas as to how to fix this? Any help would be much appreciated, thanks.
  5. Zombies are respawning inside my base where it's marked as claimed área, on blood moons. I hope in the next update they fix this!
  6. Welcome to my mod project! This mod was born with the purpose of fixing the iron sights of all weapons! How? My goal is to adjust the height of the front sights, align them correctly with the rear sight, and add the latter to all weapons that are missing one. Over time I have gradually improved other aspects and added new components where I could. Here I completely overhauled the concept of aiming with the scope, using the real scope on the weapon rather than a small reticle drawn on a black background. This game has caught my attention since the very earliest alphas (I'm one of the players who played Alpha 1 back in 2013) and I fell in love with this game from the early days. But there are some things, like weapon mechanics, that have always left me wanting. That's why, starting a few months ago, I finally learned how to edit and create a mod for this game. This is the first in a series of Mods that will cover the majority of current weapons. Weapons currently treated: Pistol Ak 47 Hunting Rifle SMG Over time I will cover other weapons, such as the Magnum, Lever Action Rifle and so on ➡️ Stay Tuned for more additions! ✔️ P.S. I recommend using this mod alongside Ragnar's Mod FovChanger and set it to 60. DOWNLOAD Current Version: 1.3.36 ➡️ Here is the link of the LATEST VERSION of the Mod. 😊 SO, HERE'S WHAT'S IN THIS MOD UPDATE: TIME FOR THE AK 47 TO SHINE WITH THE NEW VERSION 1.1.96 UPDATE: TIME FOR THE HUNTING RIFLE TO SHINE WITH THE NEW VERSION 1.2.94 UPDATE: TIME FOR THE SMG TO SHINE WITH THE NEW VERSION 1.3.36 MAIN GOAL ➡️ SIGHT The rear sight is shortened to the right height. The Scope, Reflex, and the Iron sight are perfectly aligned. Replaced the Iron Sight with a New One when the original does not fit the aesthetics of the gun. Added a Front/Rear Sight when the gun misses this kind of element. Rounded and Improved the back side of the gun so that this part does not lose quality when aiming. CameraOffset Z, which is basically the zoom on the weapon when aiming, is correctly set. ➡️ SCOPE OVERHAUL Completely overhauled the Scope concept, removing the old zoom method accompanied by a reticle in a completely black background. You can now use the Scope directly from the Scope Model (In a COD-BF style). Added an external slide that reflects the external environment in a dynamic way. The inner slide contains a reticle and a central bright spot, all set in a dusty reddish background. Improved Textures, so that you can zoom in on the Scope model without losing texture quality. Improved Mesh, so that you can zoom in on a well rounded Scope model. The Zoom is correct: by aiming the objects will be magnified exactly twice for the 2X, four times for the 4X and eight times for the 8X Scope. Added Scratches on the right side of the Scope to help distinguish the 2X and 4X scopes. Added a Blur Background for the 4X and 8X Scope. ➡️ BULLET SHELL AND MUZZLE SMOKE, MUZZLE FIRE AND MUZZLE LIGHT Added a Bullet Shell of the right caliber that exits the weapon chamber, visible both when shooting from the hip and when aiming. The Bullet Shell dynamically interacts with the external environment. Added Muzzle Smoke coming out of the chamber after firing. Added Muzzle Fire, consisting of 3 different particles, different in shape each time the weapon fires. Added a Muzzle Light that illuminates the surroundings of the weapon. ➡️ ANIMATIONS Improved Weapon Fire and Weapon Reload Animations to make them smoother. New weapon components have been animated, such as the Pistol Hammer or the Ak 47 Charging Handle. ➡️ NEW MOD MODELS Added new models for mods currently not visible on the weapon, such as the Magazine Extender, Muzzle Brake, Fore Grip etc... Here I show the Magazine Extender, Fore Grip, Bipod and Barrel Extender Mod. OTHER DETAILS SPECIFIC TO THE SMG ➡️ MODEL AND TEXTURE MODIFICATION Improved SMG Texture on the back of the gun. Improved SMG Iron Sight Texture . Added Roughness and Metallic Texture on the Iron Sight and on the back of the gun. Rounded SMG Mesh on the back of the gun. Totally Replaced the Front and the Rear Sight with a New One. ➡️ ANIMATIONS Added and animated the Action, i.e. the part where the Bullet Shells exit. Improved Mesh and Texture of the spent Bullet Shell. ➡️ NEW MOD MODELS Added a model for the Retracting Stock (Before this you couldn't even use this mod on the SMG). Added a model for the Fore Grip. Added a model for the Magazine Extender. Added a model for the Drum Magazine. Added a model for the Muzzle Brake. Added a model for the Barrel Extender. OTHER DETAILS SPECIFIC TO THE HUNTING RIFLE ➡️ MODEL AND TEXTURE MODIFICATION Improved Hunting Rifle Texture around the Iron Sight. Totally Replaced the Iron Sight with a New One. Removed the Rail on the top of the gun. Now it appears only when a scope/reflex is attached. ➡️ ANIMATIONS Added Recoil in Fire Animation. Slightly changed the Reload Animation to be more powerful. ➡️ REFLEX AND LASER Updated the Reflex Mesh in order to be more open and clear. Moved the Laser near the lateral Rail. ➡️ NEW MOD MODELS Added a model for the Retracting Stock. Added a model for the Fore Grip. Added a model for the Bipod. Added a model for the Muzzle Brake. Added a model for the Barrel Extender. OTHER DETAILS SPECIFIC TO THE AK 47 ➡️ MODEL AND TEXTURE MODIFICATION Revised AK 47 Model. Revised Ak 47 Texture. Added a Roughness, Metallic and Ambient Occlusion Texture Removed the Rail on the top of the gun. Now it appears only when a scope/reflex is attached. The Dust Cover is further rounded. ➡️ CHARGING HANDLE Animated the Charging Handle each time the weapon fires. ➡️ NEW MOD MODELS Added a model for the Magazine Extender. Added a model for the Drum Magazine. Added a model for the Retracting Stock. Added a model for the Fore Grip. Added a model for the Bipod. Added a model for the Muzzle Brake. Added a model for the Barrel Extender. OTHER DETAILS SPECIFIC TO THE PISTOL ➡️ SCOPE OVERHAUL The Scope has been moved to the right position. Now it follows the Slide when the weapon fires and reloads. ➡️ REFLEX The Reflex has been moved to the right position. It has been also resized. Now it follows the Slide when the weapon fires and reloads. The textures have been adjusted and aligned with the pistol's sight. The Reflex dot is now a bright spot. The Reflex glass is redesigned to be a dusty and reddish glass. ➡️ HAMMER AND FIRING PIN The hammer is lowered to the loading position. It is also animated during PistolFire and PistolReload animations. Furthermore, the Mesh and the Texture of the Slide have been modified, adding the firing pin. ➡️ LASER AND SILENCER The Laser is now a real laser, aiming directly from the gun barrel and following the player's movements. Reduced the size of the Silencer so you can use it when aiming from the iron sight. ➡️ NEW MOD MODELS Added a model for the Muzzle Brake Mod. Added a model for the Extender Barrel Mod. hehe brrretta ( ͡° ͜ʖ ͡°) HOW TO INSTALL Download the Latest Version. Unzip "DLX-Weapons_Fix.rar". Drag-n-Drop the Folder "DLX-Weapons_Fix" to Your 7 Days To Die "Mods" Folder, (. . . \7 Days To Die\Mods\). For safety purpose, Disable EAC (this is not necessary, but you never know ✌️) Play da game. 🔥 ➡️ Stay Tuned for more additions! ✔️ TERMS OF USE The Mod Author and Developer of this Mod, DLX Weapons Fix, is DanyEr12LX. The Mod Author allows to use DLX Weapons Fix with or without any kind of modifications. Remember that all these are restricted to private use only unless otherwise indicated with the written consent of the Mod Author. The Mod Author is not responsible for any damage and/or corruption of game files (including save files), that may be inflicted during and after the installation of DLX Weapons Fix. The use, reuse, share, modification, copying, duplication and/or distribution of DLX Weapons Fix, all the files included DLX Weapons Fix and in the asset file, in any format and in any form, is prohibited outside of private use only unless otherwise indicated with the written consent of the Mod Author. After having a written consent in any form from the Mod Author to do one of the aforementioned actions outside of private use, you are obligated to give appropriate credit to the Mod Author and provide a link to the original source of DLX Weapons Fix.
  7. Guppycur's awesome original concept for Vehicle Madness started way back in the early days of A17 and now continues for 7 Days to Die in A20, Guppy handed over the reigns of the project to me (Ragsy) in A18 to rework and develop further the visions we had for vehicle systems in the game. About Vehicle Madness in A20 Features 58 vehicles ( New Physics and particle effects). 80 Plus wreck variants (some may look familiar) All new custom vehicle sounds. Find working spawned vehicles in the world ( Custom code was written by HaidrGna and adapted for Vehicle Madness with his kind permission) Find Repairable vehicles versions in the world Harvest wrecked vehicles to salvage parts for crafting vehicles on the VM Workbench ( Balancing feedback required as always ) . You will come across a variety of different types of vehicles in the world that may be working or have repairable versions you can find to fix up !! There will still be spawns of the 'lower end' Vehicles in the world but the 'high end' stuff like military vehicles or other customs will be a case of either find the repairable version and repair it or craft it with harvested parts from vehicle wrecks on the VM Workbench. If your vehicle becomes damaged during gameplay you can repair it as normal with the vanilla repair kit A vehicle repair kit consists of the following parts that can be found in the world or crafted at appropriate levels on the Workbenches : <ingredient name="CarFootpump" count="1"/> <ingredient name="CarBatteryChargerUnit" count="1"/> <ingredient name="VMToolRachetSet" count="1"/> <ingredient name="HotwireKit" count="1"/> .....and a specific tiered tool . Wrench for lower tier repairs , Ratchet for mid tier vehicles and Impact Hammer for High tier vehicles. ****** Dont forget to take some fuel with you as you will need it for the repaired vehicle *****. If you dont come across a vehicle you like subject to rwg pot luck , you can still craft the vehicles by salvaging parts from vehicle wrecks such as: Transmission (and damaged version) Engine (and damaged version) Seats (and damaged versions) Carburetor (and damaged version) Battery (and damaged version) Alternator (and damaged version) Chassis (and damaged version) Body parts (doors, hood, trunk and Fender and bumper) Full Vehicle Madness Style Wheels Wheel Rims Damaged wheels We have adopted a system where 2x Damaged Parts go towards making 1 good working part along with other smaller items in the recipes. Tires that you find on the ground? They can be picked up! But, they are NOT WHEELS. You must find a wheel rim , these can be obtained by salvaging the vehicles in the world (you may be lucky and get full wheels and a wheel rim during salvage), or you can make a fully functional wheel by adding tire and wheel rim and using the air compressor tool in the Auto-Workbench. There are some full damaged wheels you can collect on the roads to make a full wheel using our 2x damaged = 1 good system. To make the VM Auto-workbench you need to first be able to craft 'normal workbenches' as you will need one to build the full Auto-workbench along with a car lift (craftable) , a compressor and a ratchet set (lootable in world) ......you can then, after learning how, assemble the various vehicle parts into the various assemblies to build your custom vehicle. Car body assembly (requires a fully body kit) Electrical subsystem assembly Car engine assembly Car Body Kit Vehicle Madness wheel set ** Vanilla vehicles can be crafted using the existing vanilla parts as before but on the VMWorkbench ( Except bicycle and Minibike), we have left in vanilla items to maintain vanilla compatibility for other vehicle mods that do use vanillla resources as part of thier builds, vanilla parts however will not fit the custom vehicles system build method ** Gas will be at a premium, this means you may have to raid gas stations or find a damaged gas tanker vehicles on the road or make your own. Gas is more expensive to make in this version ... ***** We recommend that you use a bigger backpack modlet such as this one here by KhaineGB as there are many parts to collect. Also Recommend Khaines vehicle fixes for sound and entity damage in this thread ***** The Vehicle Madness Current Team Ragsy ActiniumTiger Magejosh Éric Beaudoin A20 Testers A special mention to the testers and thanks for the feedback and bug reports Magejosh Mr Devolver Furious Ramsey R.U.I.N.S Acknowledgements : Many thanks to the various modders and contributors helping us make Vehicle Madness better since Alpha 17, without whom this would not have been possible.. Guppycur - Original creator of VM and all round support on the development path so far. Marcus - Sourcing a few hard to find vehicle models and tracked vehicle delvelopment. Telric - For some vehicle fixes in blender and his help on the buffs system .. HaidrGna - Spawning system code and general support on development. Mumpfy - 'The Texture Guru' for texture reworks for the MotoGuppy bike , NPC Mod van and the Ragsy n Tiger Van (plus his original texture work on A17 version). Random Person - Texture work on the original VM in A17 bdubyah - Donating the first wrecked vehicle pack for beta 1.1 thats still part of VM today and his support. DUST2DEATH - Support feedback and original Development of VM in A17 with Guppycur and the original team . Also thanks to valdifer for the Spanish Translations for Vehicle Madness Beta 1.1 and Beta2.0 , feel free to take the current localizations and add more languages. Thanks also go to MikeyUK for adding the missing world entity localisation for Beta2.0 and some work improving Icons. Others who have been involved of whom i may have forgotten , and rest of the 'Crew' on Guppy's Modding Discord for the support along the way. More to come..... A Dedicated POI for Automotive Repairs .. this will be a separate add-on made by Guppycur New tire fitting station and car lift system . Update and improve vehicle models or replace with better models over time . Add tracked vehicles into the mix ... ***** Note: You are not allowed to extract and alter any of the assets in this mod in any way without first gaining permission , these assets must not be used in any venture that attempts to make money out of modding **** Vehicle Madness Continues A20 Download link SMX Compatibility Patch for Vehicle Madness For those who want use the SMX suite of Hud enhancements with VM , just unzip file to your desktop and place the folder inside called ZMXuiCPVMPatch into your Mods folder. Not Needed if you dont use SMX at all. SMX - SMXhud, SMXmenu, SMXui by Sirrilion for Alpha20 ***** Please Note : This is an Overhaul mod in modlet form and is required on both Client and Server as with other mods that add new assets. ******* Overhaul Modders can use this modlet overhaul as a recommended add-on if you wish but leaving the core files of vehicle madness intact. A brand new game save is required as the mod overhaul adds a lot of new blocks in the game and changes existing ones too !! Failing to start a new save game will break your existing save so be warned up front !!! Changelog Beta 2.0 : 1. Added a lot more New Vehicles into the mix ..bringing the total to 58 for ultimate variety. 2. More wreck variations 80+. 3. Added 30 + Repairable Vehicles that you can repair on roadside with special kits, dont forget to take some fuel with you . 4. 20+ custom vehicles that may or may not spawn in the world with the luck of RWG. 5. Crafting these new vehicles is still an option at the VM Workbench for those harder to find vehicles. 6. New Vehicle Sounds applied for all vehicles. 7. Loot overhaul inline with A20 system ( as usual feedback much appreciated on this area). 8. Our own particle systems for exhausts and vehicle damage. 9. Reviewed and updated storage sizes and vehicle speeds 10. Apocaliptic Style textures for the rustic used look 11. Recipe changes for crafting to help with vanilla engine shortages in the original version . 12. Added more deco stuff to collect on roads .. 13. More wrecks in world specifically on the country roads and reduced loot to balance out the numbers . 14. Support for vehicle mods on all vehicles except the cosmetic option as these vehicles are all custom made textures. Some vehicles have seating mods but not all (example Military Truck has 8 fixed) 15. Numerous of the the original vehicles have had brake lights added and some addition headlights where needed. 16. Added a few decorative advertising boards to world ..these can be harvested . 17. Vanilla Vehicles now require the VM Vehicle WorkBench to build them except the minibike and bicycle. 18. Revisited the vehicle damage scales on blocks ... Targeted individual blocks now and adjusted some down and some more added ... (like for instance vehicles ran into and stopped dead on mailboxes and cactus and so on.. vehicles will not destroy any wood on bridges anymore This system is going to be replaced with vehicles that have individual profiles at some point). 19. Adjusted all vehicles to have lower degredation so when you hit 25% damage level particles are triggered ..so be careful and try not too crash too much 20. Reworked vehicle physics in-line with vanilla settings. 21. Making gas is more expensive and requires more oil shale to craft your own gas. 22. Some vehicles will attach parts/vehicles from player inventory when you get in them , Bicycle - Motorcycle - engines ect ect .... these are only on the 'Pickup style vehicles or open trucks but not all and is still WIP. 23. Added recipes to make the 'repair kit' parts on a workbench if you dont find enough of them in the loot. 24. Changed some stack sizes to help with looting vehicle parts if you do not wish to use the bigger back pack modlets. Changelog Beta 1.1 : 1. Added various new wrecks created by bdubyah for the ultimate salvage variation ( There is only 1 vanilla sedan in chain as required by some POI's and all others are now custom). 2. Tweaked some vehicle speeds and camera positions and some storage on the big vehicles 3. Increased amount of wrecks on roads and in biomes to provide more resources. 4. Experimental block damage changes 5. Added Quad to world spawns and reduced spawns very slightly (feedback on this will be required as catering for server vs single player). 6. Added compressor to EMS and Military loot options , increased probabilities in automotive and rare automotive loot as were too rare before. 7. Removed damaged motorcyle part2 from spawn ( will add more motorcycle variant wrecks at some point) Have fun 🙃 The Vehicle Madness Team !!!
  8. Is this possible? I'm admin for a dedicated server and I'm just curious if it's possible to change these stats on players. My interest in this is to keep track of PvP kills/deaths. So far all I'm aware of for tools to use in this aspect is searching the server logs for individual events. And in a clan war with 10v10 or more ... That's quite a few events.
  9. Misery Business This modpack doesn't really add anything new, but instead adjusts existing features to make surviving harder and the player think more about their actions. The player character isn't as fitted for the survival whereas zombies are more fierce than before. Items aren't often as effective as they used to be and many buffs have been weakened. Traders require more quests to advance and the rewards are usually worse. Overall, things are looking quite a bit more miserable. Due to the nature of this modpack, it is completely server-side and consists only of XML files. It is also divided into three parts: items, player and zombies. These let you easily decide which part(s) of the changes you want into your game. The mod is still very much in progress when it comes to balancing, so voice your feedback below! Download the mod here! Some of the main modifications for items include: Reduced mod slots Reduced mod economic value increase and made it %-based instead Reduced healing values across the board Reduced duration and intensity of various medical items Lowered food, water and health gains on most, if not all, foods and drinks Added dysentery chance to canned food Revamped infection, giving debuffs at 10%, 20%, 35%, 50% and 75% Some of the main modifications for the player include: Lower movement speed Lower stamina and health regeneration Higher food and water consumption Lower carrying capacity (before being encumbered) Increased the effect of wetness Some of the main modifications for quests include: Raised the amount of quests needed for a tier completion Lowered the duke and exp rewards from quests Lowered the amount of choices in tier completion rewards Lowered the chance to get higher quality items as rewards Reduced the amount of ammo gained as rewards Some of the main modifications for zombies include: Removed knockdown completely Increased feral sense range Increased pain resist and movement speeds Increased max health and radiated health regen. Increased chance of inflicting a debuff Decreased exp.
  10. 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?
  11. The Hunting Rifle Scope in 7 Days to Die makes no sense and ruins the look of the gun.. I last played this game before recently when Alpha 18 was out and haven't played since until this week. Upon re-downloading the game I started a new survival world in Alpha 20.5 and made some fair progression, and I noticed that all the gun models had changed along with a new weapon tier. I do not object to the new models at all, but the sight equipment on them drives me nuts. Most guns when you equip a red dot or a scope have a reasonable and believable variation of the scope to fit the gun and make it look like it was made for said gun, but the 2-8x scope on the Hunting Rifle is just ridiculous. There is a perfectly normal hunting rifle-spec scope sitting on top of the gun which would look good on its own and be believably made for the gun, but the fact that there is a hideous soup can tied into the scope with string seemingly serving no purpose makes it the worst eyesore to come out of this game that I've seen. Where as other guns of this tier get normal scopes such as the Russian looking scope on the AK47 Machine Gun and the EOTECH Holographic sight on the Pump Shotgun, so why try to make this one look especially hand made and ruin it? Is it realistic to think that players would be more likely to find an EOTECH military-grade weapon optic than a basic hunting rifle scope? This ruined the gun's scope for me and I run iron sights on the gun now since it looks great on its own and the fixed zoom sensitivity means I can still hit my shots on animals from long range with 1x sights, but it would be great to be able to use the scope without making my gun harder to look at than a Logan Paul YouTube video. Has anyone else noticed this? And if so do you agree? The hunting rifle has for a long time been one of my favorite weapons in the game and one I always thought was cool, but why ruin its look with this goofy scope mod just to look unique.
  12. [ WickedNinjaGames Presents: 7 Days to Die ] For detailed information on our servers and settings please check out our website here: https://wickedninjagames.com/ Server Features (Not an exclusive list) Cloud Dukes Storage (Deposit and withdraw Dukes anywhere) Online Maps Vote Rewards Supporter Perks Game Difficulty 2 (3 on Horde servers) Airdrop Hours 72 Loot Respawn Days 28 Land Claims 1 (2 on Horde servers) Darkness Falls Land Claims 2 (3 on Horde servers) Claim Size 71 Claim Decay Time 30 Days Claim Protection 100% Optional Bloodmoons - Inject yourself with an experimental serum to remove yourself from the bloodmoon calculations! [ Connection Information (EU) ] PvE – No Horde - steam://connect/7d1.wngplay.com:26900 PvE – Darkness Falls - No Horde - steam://connect/7d1.wngplay.com:26910 [ Our Semi Vanilla Mods (DarknessFalls is unaltered) ] HUD PLUS Ana Vehicle Respawner Guccis Go-solar Harry's Better Supply Drops Zombie Hit Bar Reasonable Large Stacks Khane's 3 Slot Forge Khane's 12 Slot Crafting Queue Khane's 96 BBM (96 Slot Backpack) Khane's Dangerous Cities (No Bloodmoon server) WNG Mod (Generator holds 7,200 fuel (No Bloodmoon server) SDeco Stuff SWorking Stuff (Working Stoves, Taps, Lights) [ Any questions? Come and chat ] Join us on discord! https://discord.gg/wng
  13. Zilox

    Lawn Mower

    This mod adds a ride on lawn mower that can cut grass. Do you hate manually punching all the grass around your base? Well then the ride on lawn mower is a perfect vehicle for you. Cut all the grass around your base with ease! The lawn mower blades can be turned on by pressing F, and it will cut any grass you drive over. It can be unlocked by grease monkey level 4 or by schematics Lawn Mower Showcase Features: - Grass cutting functionality - Can be dyed Special thanks to ocbMaurice for the grass cutting code. Tested and working for A20.5 IMPORTANT NOTE: This mod needs to be installed on both client and server for multiplayer. This is a C# mod so EAC must be OFF. DOWNLOAD
  14. When playing the game I got the fatigued debuff and noticed that both the name and the description for this effect doesn't have a polish translation.
  15. ntaklive

    Backup Mod

    Backup Mod by ntaklive Description This modlet makes it possible to automatically backup and restore your game saves. Settings You can configure the modlet by modifying the 'settings.json' file. If you changed the configuration when you were in game, you should re-enter to your world to apply changed settings. { "General": { // Backups limit // Default: 10 "BackupsLimit": 10, // Custom backups folder path // IMPORTANT: You must escape all '\' characters or use '/' // Example: "C:\\7DaysToDie\\Backups" // Default: "" "CustomBackupsFolder": "" }, "AutoBackup": { // Is automatic backup enabled // Default: true "Enabled": true, // Auto backup delay (seconds) // Default: 1200 (20 minutes) "Delay": 1200 }, "Archive": { // Keep the last backup of the day "Enabled": false, // Backups limit // Default: 10 "BackupsLimit": 10, // Custom archive folder path. // IMPORTANT: You must escape all '\' characters or use '/' // Example: "C:\\7DaysToDie\\Archive". // Default: "" "CustomArchiveFolder": "" }, "Events": { // Backup when entering the world // Default: true "BackupOnWorldLoaded": true }, "Utilities": { // Chat notifications // Default: true "ChatNotificationsEnabled": true } } By default, your backups for each save will be saved in the '%AppData%/Roaming/7DaysToDie/Backups/%WorldName%/%SaveName%' folder and your archived backups for each save will be saved in the '%AppData%/Roaming/7DaysToDie/Archive/%WorldName%/%SaveName%' folder. Commands You can use the 'backup' command or its shortened version - the 'bp' command 'backup' - perform a forceful backup 'backup info' - show the current configuration of the mod 'backup list' - show all available backups 'backup restore' - restore a save from a backup 'backup delete' - delete a backup Installation 1. Extract the downloaded .zip archive 2. Move the extracted 'BackupMod' folder to your 'Mods' folder Compatibility Required game version: Alpha 20 EAC Compatibility Server only. To load in single-player mode, you must disable EAC. Download GitHub Support I hope this mod will be useful to someone 😛
  16. I'm honestly not sure how we made it through this.
  17. Hello everyone, PREFACE I clean game data with the launcher on every major alpha release and did another clean before A20.5 (b2) stable, so it is unlikely that some obsolety leftovers are the cause. We also wipe the dedicated server and start a fresh, new map with every major alpha release and we only install the stable releases. THE BUG I noticed the bug that opens the console and spams NullReferenceException errors because of electric fence posts is still there in alpha 20.5 (b2) stable. It happened to me one day, when i was passing a players base on our dedicated server. I managed to enable DM and teleport away about a few 100 meters, by clicking on the map to teleport. So when i was far enough from that base, the errors stopped in the console and i could continue playing normally. I also have one BM Base with 6 Electric Fence Posts connected in a chain, 2 trip wires connected to a dart trap which is chained to 5 more dart traps. All powered by a generator with 6 engines. (No solar involved) When i tested the base for the first time, the console opened and spammed NullReferenceException errors as soon as the first zombie ran into the electric fence posts. After killing all Zombies by spamming the F1 key and trying to aim+shoot and with the help of my Junkturret, the errors stopped as soon as no zombie was triggering the electric fence posts anymore. So i rewired all electricity in my base, as i have read this tip a few times to fix this bug, but after rewiring the problem still occured in the same way. So i never did a bloodmoon in this base, because of this error. Yesterday, i showed this base to another player and strangly i did NOT get any NullReferenceException errors, but the other player did! A few 100 meters besides this base, i have another base with electric fence posts, were the NullReferenceException errors never occured (same electricity setup, but only with 4 instead 6 dart traps) As far as i know, the FunPimps were never able to reproduce this error until now. Does anyone else still get this error sometimes in A20 ? I had this bug happing since A17, if i remember correctly.
  18. So I was just getting back into 7D2D after not playing for a bit and started up a new Navesgane singleplayer game. A few minutes after loading in the game froze then crashed a few minutes later, showing a unity 'pop-up' screen with a loading bar, the 7D2D logo, and a red exclamation mark. At first I thought it was a one-off thing but it kept happening. So I followed the stickied post about clearing A19 data and made yet another new game, but even that didn't work. Now I've validated the game files, updated windows, uninstalled and reinstalled, and once again, it crashes. It seems to happen within the first 10 minutes of playing, though I was able to get around 25 minutes in once. I finally decided to check the logs and found some errors regarding D3D11 and failing to create render textures/buffers (see output log). I've searched through the forums and online and can't find any fixes except with Nvidia driver problems, but I have a AMD graphics card. Hopefully someone has a fix, I'd really love to play this game again. I can include the crash log as well if it helps. Output log
  19. ~~~~~ Last mod updates/added: Mar 12 2021: Bugfixes and new mod UI-Hide-HPBarButShowName ~~~~~ (Descriptions and downloads for my mods can also be found here: 7daystodiemods.com) 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. 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 Community packs Modlet pack: CommunitySoundPacks-a20 - Adding this here for now as I'm working on this when I can. An attempt at seeing if there is an appetite for building "Sound packs" that add new sounds/variety into the game. Currently still building this out, no packs yet as of 2021-12-7. a20 status: Undetermined. Are these mods server side safe?: NO. They will rely on custom resources which are not synced to clients from the server. 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) and 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-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 between normally not available in the start game options. See also: Claymores Modlets "MORE OPTIONS" Note: The Blood Moon may last a bit longer than is should, posibly 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: 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 (a20 changes this up a bit from a19, I'll be trying to get the a19 "look and feel" back). 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 - 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 - 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 - 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. Decommed/older than a20 mods that may get a rework: Modlet: Punishing Weather - Survival - Gets colder as your altitude increases. Note: a18 ONLY. Not updating for a19 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 Doughs-Khelldons Mods for a19 Doughs-Khelldons Mods for a18 Khelldons Mods for a17 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 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, and not sure if anyone 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, but there might be a better way. If you really liked this mod, let me know and I'll take anohter look at trying to convert it. I may try again once I get teh 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, Look here instead: 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.
  20. I'm upgrading my CPU soon (not for 7D2D :P) and it got me thinking if I would see any performance improvement in 7D2D as a side effect from the upgrade. I'm often below 60FPS with maybe 50% GPU and 5/10% CPU usage. So my question is, is there a certain level of PC hardware where you just wont see any performance improvement in 7D2D from upgrades? As in, is it that once you have say maybe like a recent gen i5 or i7 (or AMD equivalent) where we're just at the mercy of the games optimization and/or settings changes?
  21. Hello there, I installed the game and tried to generate a new world. When I had to choose my player skin I got a lot of errors and the skin was not visible. I also can't create a new world because I got so many errors in the console. Here are the logs (posting it on my own website because all the free hosts are limited): https://m170.dev/clientlogs
  22. So I have a mod which adds some skills on the perk tree. This skill have multiple page. Problem is that starting on page 2, whenever the skill is upgraded, the page jumps back to page 1. This skill have 5 pages. So the higher the upgrade is, the more I have to manually go back to the latest page. Is there a way to fix this? What xml do I have to look in to?
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