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  1. DOWNLOAD Snufkin's Custom Server Side Zombies - PLUS (A20) can be downloaded here: Please select the correct build for your set up. A20 Stable (20.6 b9) - https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022September23 And this is an archived build for any players still using A19. A19 - https://github.com/arramus/SnufkinCustomZombiesPLUS-A19-2021Oct31 And an optional A20 Party Pack Starter Kit to ease players back into the first few days of a new World. https://github.com/arramus/A20SnufkinPartyPackStarterKit INTRODUCTION Snufkin's Custom Server Side Zombies Plus is a combination of Snufkin's Server Side Custom Zombies and additional community made zombies as an integrated 'PLUS Add On'. There are currently 42 entities (15 Snufkin and 27 Snufkin PLUS) We attempted to run the PLUS zombies as a stand alone mod but spawning was unstable and it was better to combine them together. The Snufkin Custom Zombies Plus contains the following entities: 1. All of the well known Snufkin's Server Side Custom Zombies (In alphabetical order) - Archon - Banshee - Bomber - Cowhead - Geist - Juggernaut - Mantis - Parasite - Psycho - Scarecrow - Scorcher - Siren - Undertaker - Wendigo - Wrestler 2. PLUS Add On Server Side Custom Zombies (In alphabetical order) - Bogeyman (arramus) - Crispy (arramus) - Demolition Derby (arramus) - Geist Archer (Snufkin base with edits by arramus - based on Tipsy Squatch Gaming/Evil Spartan's concept and intensive testing) - Golden Juggernaut (Snufkin base with edits by arramus - based on Tipsy Squatch Gaming/Evil Spartan's concept and intensive testing) - Hammer Spammer (arramus - based on ShoudenKalferas request for White River archetypes) - Hell Bear (oakraven) - Hell Boar (oakraven) - Hell Flyer (oakraven - Inspired by @Robeloto) - Hell Lion (oakraven) - Hell Shocker (oakraven) - Hell Wolf (oakraven) - Hisser (arramus - based on Tipsy Squatch Gaming/Evil Spartan's concept and intensive testing with Snufkin Banshee and Mantis elements) - Mittens (arramus - @Lonestarcanuck request) - Mother Clucker (Inspired by Catman) - Motorhead (arramus) - Navezgane Slasher (arramus) - Oni (Blue and Red versions - arramus) - Paindeer (arramus - based on @kdthehun's Rudolph suggestion - Sorry about the nose and light color and lack of Santa hat. Advice needed on those) - Pogo (arramus) - Shark WFLB (arramus) - Snow Bear (arramus with support from oakraven to consider an appropriate texture) - Spider Pipe Bomber (arramus) - Tipsy Pink Squatch (arramus - Tipsy Squatch Gaming) - Tipsy Squatch (arramus - Tipsy Squatch Gaming) - Wight Radiation Shower (arramus - based on, and directly using code from bdubyah's 'Feral Ghoul' from 'The Wasteland' Mod) - Zombie Direwolf (oakraven and arramus) As with the spirit of Snufkin's original concept and suggestions to the community, there is no stopping other modders from expanding on the originals in their own direction just as we are doing here. CUSTOMISING GAMEPLAY The entitygroups.xml (default can be found with the Config folder along with alternative versions within the Server Admin Spawning Options folder) is the first place for Server Admin/Hosts/Players to check if you would like to customise the Snufkin Zombies PLUS experience. If you would like a challenge, the default version is for you. If you prefer a more relaxed environment, then there is a lite_version in the additional options folder which can be renamed and moved to replace the default. The lite_version has all the Snufkin Zombies PLUS characters, but at a lower probability to appear. The lighter version is appropriate for new Worlds which can create a very high density of custom zombies until more regions unlock and allow them to spread out. There is also a version for Horde Night only and no Horde Night for each type. If you run the Horde Night only version you will receive a spawning.xml error since that file will no longer see the entitygroups for regular non horde night game play. That will tell you it's working ^^. You can delete the spawning.xml file to remove these warnings if you only want to use the Horde Night only version. FAQ About Customising:- Q.1 How exactly do I remove a zombie, such as the flying shark? A.1 Go to the entitygroups.xml file and delete every entry which looks similar to this (note the number at the end is different in different areas and versions) <entity name="SharkWFLB" prob="0.075"/> In the default entitygroups.xml there are currently 8 entries for the flying shark in regular day time and night time groups and removing them is a fast process. However, there are 322 entries in the bottom section which regulates the spawning for a Blood Moon Horde Night event. It is a lot to remove, but they are split into 7 groups where each group has an identical value. Using a tool such as Notepad++ will allow you to delete them in large batches automatically. Q.2 I want more flying sharks to appear. How do I achieve this? A.1 Go to the entitygroups.xml file and look for all entries similar to this: <entity name="SharkWFLB" prob="0.075"/> Change the prob="0.075" value to a higher value such as prob="0.15". Finding a value which suits your gameplay is subjective and the best value is what feels most appropriate through trial and error. CREDITS Thank you, as always, to @Snufkin for the base, and @Slawa for a wealth of support in the beginning. In addition, @Dre , @BubbaJoe , @Catman and @Ti2xGr have been adding their very own unique modifications to create an environment that suits their players; some of which we have gratefully incorporated into this Plus version. Some of the new PLUS entities @oakravenis incredibly active in the background and specializes in both stabilising existing mods and creating new mods. Here are oakraven's land based 'Hell group' zombies with Archon standing among them. These new characters ustilise their wings for additional jump height and will add to the demands of defending your base. Hell Lion, Hell Boar, Hell Wolf, and Hell Bear make a formidable team and will certainly come out in force during a Blood Moon event. This is one which arramus always wanted to bring into game play as an entity ever since he spied the concept within Snufkin's base mod. The Shark WFLB is a play on a 'James Bond' type evil villain over dramatic weapon. It flies, homes in, and then unleashes its lasers. It is not an overly powerful threat while on foot but will pick up the pace while in a vehicle as it is based on the vulture game code. It is both loved and hated to equal degrees. ^^ oakraven's Hell Flyer and Hell Shocker swarming and inflicting damage. This pair shoot darts or shock bolts and have their own unique audible narration as they come into closer proximity. These will add to the airborne threats and give this PLUS version a wider balance of ground, mid level leaping, and airborne threats. Mittens guarding her territory. She spits acid and is something that @Lonestarcanuck requested. Paindeer taking care of its friends. The Paindeer has a flashlight attachment built into its nose which is covered by a snowball. Defintely easy to spot at night. One warning about the Paindeer; her axe also gives her protection from frontal melee attack. Motorhead, the mechanical marvel teaming up with his biker brethren. Don't let him come knocking at your door for too long as his block damage will make him an unwelcome guest. Snufkin was keen for other modders to take advantage of the game assets to create unique server side characters with their own special skill sets. By emulating Snufkin's approach and expanding with further features, we hope you will enjoy these additional zombies in addition to the Snufkin regulars.
  2. ErrorNull Zombies (enZombies): This mod has been updated for Alpha 20 and adds much more zombie variations to the game, using the UMA archetype method most notably showcased by the Snufkin's Custom Server Side Zombies - PLUS mod maintained by arramus. All the UMA Zombies by khzmusik are also included in enZombies. The goal of this mod is to always be server-side, thus only needs to be installed on the server, and not on the individual clients. These zombies are meant to be your average walkers and crawlers to complement the existing vanilla ones.. though stronger and boss-level zombies are slowly being added. Each enZombie also has their own feral and radiated variant. [Exiting the duct work and into the main store - it was realized a wrong turn was made.] enZombies spawn out in the terrain based on the biome, with each zombie group sporting a unique color theme that matches the biome. So you will find foresty zombies in the forest, deserty zombies in the desert, snowy zombies in the snow, and so forth. enZombies also spawn in many other scenarios, like in wandering hordes, screamer hordes, sleepers in POIs, and during the bloodmoon horde night. Unfortunately, there's no easy way to spawn zombies in these other scenarios while also based on specific biomes, so a more random range of enZombies will be seen there. The short challenge quests are an underutilized feature in the vanilla game, and enZombies appear within them as well. New challenge quests have also been added to showcase the new zombies. All new quests are simply found as items within the usual loot containers where vanilla quests are found. Many more quests are planned. Compatibility: enZombies and the add-ons (see Add-ons section) are designed for Alpha 20. Using other mods with enZombie might work and might not. Even if an unsupported mod does work without errors, it will be missing the custom biome spawn behavior that enZombies use. If there is enough demand for a specific unsupported mod, I can create a patch mod for it (see Patches section) so that it works with enZombies and recognizes the custom biome spawn groups. If you are getting errors or strange glitches while using unsupported mods with enZombies, feel free to report the errors and what other mods you are using, and I'll be glad to take a glance when I get the chance. Usage: You may use my mod as it is presented, or just pull my zombie definitions from archetypes.xml and entityclasses.xml and merge them into your own mod. Don't forget to grab corresponding code from items.xml and buff.xml. If you are just pulling the zombie XML code, I'd appreciate if you credit me somewhere like on your website, discord or forum post. The more exposure enZombies can have, the more players use it, and the more motivation for me to continue development. I love making these custom zombies and hope to continue on for a long while, but it does take lots of time and effort. ** Download and Install ** This mod is not intended to be used with any other mods, except for the Add-Ons and Patches mods - refer to Add-Ons and Patches section further below. Note: GitHub adds the word "-main" to the filename of the zip when downloading. To avoid issues, please remove that word and ensure it does not show in the folder name when placing the mod into your Mods folder. Version 2.71 (updated 9/27/2022) - 👉 Download from GitHub 👈 Add-Ons: These are optional mods created for enZombies. The main enZombies mod must be installed in order for these Add-Ons to work. Patches: Install these 'patch' mods to make enZombies compatible with its 'target' mod. Go to the enZombiePatches GitHub page . These patch mods do two things: makes the target mod aware of the new custom spawning groups that enZombies uses for outside biome spawning. And, it allows the player to enable zombie body harvesting for the zombies or entities that are part of the target mod. Instructions: 1) Download the package which will include all the patch mods listed below. 2) Open the package and find the folder that matches the target mod you want compatibility for. 3) Take that folder and place it into your 7 Days to Die "Mods" folder. 4) Be sure to have the main enZombies mod installed. 5) Be sure you also install the main target mod that the patch is patching. Known Issues: There are some interesting bugs when working with UMA zombies and molding them from the archetypes.xml. It's not unique to enZombies and are present in any mod that uses UMA style zombies - for example, the Snufkin mod also contain some UMA zombies which will experience these bugs. In my opinion, the relative ease in creating and modifying these zombies outweigh the quirks: Wish List to The Fun Pimps: Here I list enhancements to the 7 Days modding experience that I would love for the developers to add which will allow me to add more immersion to enZombies and the game as a whole. Credits: Thanks to @Snufkin for starting it all with your Snukfin's Server Side Z(S)ombies mod, and thanks to @arramus for keeping it going with the Snufkin's Custom Server Side Zombies - PLUS mod. I studied these mods for weeks to figure out how it worked and gave me inspiration to contribute as well. Also thanks to @khzmusik who gave me permission to add his UMA Zombies into enZombies. Much appreciated! Screenshots: Mentioned Mods: Snufkin's Custom Server Side Zombies - PLUS Robeloto's Custom Zombies mod KHzMuzik's UMA Zombies
  3. Libertas Legion 18+ PVP Modded Server (Restarted 05/31/2022) The LSLN Community has launched a Modded server for PVP players. Refreshed and restarted, we are proud to offer a server with a large random map, PVP/PVE with active admins open to all! We want to see the server take off and introduce new and old player to a unique 7DaysToDie experience! Bring your friends! Our server offers: An 18+ active community of players PVP/PVE at your discretion 44 Custom Server Side mods for new and old players Active Admins and Discord Server Information: Name: Libertas Legion 18+ PVP modded IP: 212.228.48.221 Port: 26900 Mods: - Acid Recipe - Bushcraft Bites - Advanced Medical Craft - Car + Forest Respawner - Boiled can water + Snowberries and Herbal Medicine - Random Animal/Animal Pack Spawner - Specialised traders + Unique items + Open and Close Times - Robeloto Zombies Expansion - Robeloto Dismantle Traps - Schematic List/Tracker and Craft ability - Server Side Vehicles - Snufkin Weapons Xpansion Pack + Loot Box Addon - Sewing kit recipe - megacrush Recipe - Jail doors/bar recipe - Donovan Megastacks - Donovan More Perks - Donovan CraftSchematics - Donovan Longer Loot Bag decay rate - Doughs Grenade Buff - Doughs Infection Buff - Doughs pipe bomb buff - Doughs Craftable santa hat - Doughs Soup Chef of the Apocalypse - Doughs YouGotMail - Working Ice Machines - KHA20 3 Slot Forges - KHA20 12 craft Queue - KHA20 Steel Ammo - 60 slot BackPack + 30 Reserve - More Lights - Nomad64 super chargers - Parts Crafting A20 - Plaebad Lever Action 44 + Realistic Silencers - RELXIX Tree Drops provide loot - RELXIX UI Compass Highlight - SawWoodS - Sams Building Stuff - Sams Council Stuff - Sams Deco Stuff - Sams Steel electric fence - SKarmah Player Body Remains - Snufkin Custom Zombies Plus - Sams Special Ammo - Sams Storage Stuff - Sams Tactical Nuke - Sams Working Stuff - Valmars Animal Snares - WMM Avoid Blood Moon - En Zombies + Patch - JaxTeller718 More mod slots - Stallionsdens More Lootable objects, pallets and shelves - Stallionsdens Supply crates (Custom version for Rad Zone) For server/mod details, any questions or information, we have an active server discord over at: https://discord.gg/NGrFqjnxUj
  4. 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.
  5. Tested with A19.3 & A19.4Exp Neopolitan - A Collection Modlet - A19.3 - Neopolitan, because who eats just the vanilla? What exactly IS a Collection Modlet? This is a term some others on the 7DTD Official Discord helped me formulate. A collection modlet is a single modlet that is combined from the code of many other modlets. What is this Neopolitan modlet? This Collection Modlet should be considered Vanilla+, and contains the combined code of over 100 modlets from a wide variety of authors. This modlet collection is the same one I use on my server and all are tested, error & warning free, and work well together. The specific list of modlets is outlined below. These modlets are selected for their Quality of Life (QoL) improvements over vanilla game play. There are no rainbow zombies, instant crafting, super-powerful weapons, or substantial changes to game play. Anyone familiar with and who enjoys playing the vanilla game would be able to play this collection comfortably. I'm confident after playing this collection, you'll find many or most of the modlets near-requirements for any future games you play. What if I don't want ALL the modlets included? With this Neopolitan collection modlet, I'll also provide a zipfile download where you can download all the modlets broken out individually in their original form. This will allow you to remove an individual mod from the collection. With over 100 Modlets included, how do you keep this updated to each author's newest changes? I wrote a set of scripts that downloads the newest modlet code for each of the modlets and automatically compiles them all together to create this collection modlet (and the associated zip file with all the mods separated). This way, I offload the task to each author to keep their modlet updated or improved. What about fixes you've implemented for broken modlets? Some of the modlets I used in this collection modlet were either broken, had errors, or otherwise needed tuned to match the rest of the modlets in this pack. For these, I do keep a separate branched set of code for the modlet that contains the modified code. There are only a handful (17 at the time of this writing) that fall into this category. Credits All credits go to each original mod author. Most modders learn to create their own modlets by looking at the work of others. In some cases, code is copied to create a new modlet. Due to this, each modder is essentially standing on the shoulders of other authors. Most in the modding community, myself included, welcome others to look at how a modlet was created and to use this code to any extent, provided that credit is provided back to the author whose work yours is based off of. In the spirit of this community, I've notated each author and always ensure to retain the original author's information. This collection is meant to be nothing more than what it claims to be: A collection of my own and other people's hard work put together in a single zip file to make it easy for players and server administrators to easy install our work into their games. Enjoy. Downloads A19.3_1.0d - Neopolitan Collection Modlet (Single Modlet Version) - PRIMARY DOWNLOAD A19.3_1.0d - Neopolitan Modlet Pack (100+ Individual Modlets) - ALTERNATE DOWNLOAD * Both downloads include the full set of modlets listed below. YOU ONLY NEED TO DOWNLOAD ONE OF THE ABOVE. Old Downloads A19.3_1.0 - Neopolitan Collection Modlet (Single Modlet Version) - PRIMARY DOWNLOAD A19.3_1.0 - Neopolitan Modlet Pack (100+ Individual Modlets) - ALTERNATE DOWNLOAD * Both downloads include the full set of modlets listed below. YOU ONLY NEED TO DOWNLOAD ONE OF THE ABOVE. List of Modlets 60Slot_Bag_30Reserve by ShoudenKalferas, Based on Khaine's 60BBM Download URL: https://github.com/XelaNull/7DTD-Bag_Bellows_Headshot/ Description: 60 Slot Bag, with 30 Slots for the player to earn. Crafting Acid by Shouden Kalferas Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: Create Bottles of Acid from Acid, Mouldy Bread, and Diseased Meat Meat Rendering by Shouden Kalferas, originating idea from Aeyvi Kalferas Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: Render animal fat from diseased meat. Quenchiest Cactus Juice by Shouden Kalferas, originating idea from Aeyvi Kalferas Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: Adds ability to obtain murky water from cactuses. Craftable Sewing Kit by Shouden Kalferas, originating idea from Aeyvi Kalferas Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: Adds ability to craft the sewing kit. Steel Trussing Sheet by Shouden Kalferas Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: Adds a steel trussing sheet. 8-slot Crafting Queue by KhaineGB, Modified by Shouden Kalferas Website: https://gitlab.com/KhaineGB/khaines-modlets-a19/ Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: This modlet changes the players crafting queue from 4 slots to 8 slots. Better Goggles by GneX, Modified by Shouden Kalferas Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: Improved Aviator Goggles, Ski Goggles and Shades Death by Campfire by magejosh Download URL: https://gitlab.com/magejoshplays/7-days-to-die-a19-mods Description: More heatmap strength from campfires and they set you on fire for longer now Delmod__Combiner by DelStryker Download URL: https://github.com/DelStryker/Delmod/ Description: Adds the Combiner capability to the Workbench and the Vehicles Return of the Jail Door by DelStryker Download URL: https://github.com/DelStryker/Delmod/ Description: Jail door Delmod_Stack_Sizes by DelStryker, Modified by Shouden Kalferas Website: https://github.com/DelStryker/Delmod Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: Changes some item stack sizes Doughs Buff Ambience Darker Inside by Doughphunghus Website: https://github.com/doughphunghus Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: Modifications and additions to make it the darkest indoors Doughs Buff Ambience DarkerNights by Doughphunghus Website: https://github.com/doughphunghus Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: Modifications and additions to make it the darkest at night Doughs Buff Infection by Doughphunghus Website: https://github.com/doughphunghus Download URL: https://github.com/doughphunghus/7D2D-Doughs-Mods-a19/ Description: Makes infections more deadly Doughs Buff Pipe Bombs by Doughphunghus Website: https://github.com/doughphunghus Download URL: https://github.com/doughphunghus/7D2D-Doughs-Mods-a19/ Description: Modifications and additions to pipe bomb related items Doughs - Food - Sous Chef Of The Apocalypse by Doughphunghus Website: https://github.com/doughphunghus Download URL: https://github.com/doughphunghus/7D2D-Doughs-Mods-a19/ Description: Additional fancy food and recipes Doughs Nerf Flashlights and Lanterns by Doughphunghus Website: https://github.com/doughphunghus Download URL: https://github.com/doughphunghus/7D2D-Doughs-Mods-a19/ Description: Makes flashlights and placeable lanters very hard to craft/obtain Doughs Punishing Weather Core by Doughphunghus Website: https://github.com/doughphunghus Download URL: https://github.com/doughphunghus/7D2D-Doughs-Mods-a19/ Description: Makes the weather more challenging to deal with Doughs Punishing Weather Effects Light by Doughphunghus Website: https://github.com/doughphunghus Download URL: https://github.com/doughphunghus/7D2D-Doughs-Mods-a19/ Description: Lessens particle effects from Doughs-PunishingWeather-Core to help with FPS Doughs UI Add 5 Recipe Ingredients by Doughphunghus Website: https://github.com/doughphunghus Download URL: https://github.com/doughphunghus/7D2D-Doughs-Mods-a19/ Description: Adds 5 more visible ingredient slots for recipes Doughs You've Got Mail by Doughphunghus Website: https://github.com/doughphunghus Download URL: https://github.com/doughphunghus/7D2D-Doughs-Mods-a19/ Description: Adds interesting postal mail with fun semi useful items. DrPrepper by stample, stamplesmods@gmail.com Download URL: https://github.com/stamplesmods/7d2dmodlets/ Description: This modlet adds the Dr. Prepper drink to slightly increase run speed and carry capacity. It can be found in vending machines and beverage loot EmperorDye by stample, stamplesmods@gmail.com Download URL: https://github.com/stamplesmods/7d2dmodlets/ Description: This modlet adds a 'Emperor Dye' that essentially removes the UMA mesh of whatever armor piece its put into Armor With Mods by Okami Download URL: https://github.com/Okamich/FallOFBabylon-A19/ Description: Traders can sale armor with installed mods! Traders by Okami Download URL: https://github.com/Okamich/FallOFBabylon-A19/ Description: Traders trade weapons with mods Frobscottle by stample, stamplesmods@gmail.com Download URL: https://github.com/stamplesmods/7d2dmodlets/ Description: This modlet adds the Frobscottle drink to increase jump height and make fun farty noises GhillieSuitAsMods by stample, stamplesmods@gmail.com Download URL: https://github.com/stamplesmods/7d2dmodlets/ Description: This modlet changes the Ghillie Suit clothing pieces into mods for head/jacket/pants. It also removes the original items and recipes so you can't put a ghillie mod in a ghillie suit Guppycur's Random ZombieGetterUpper by Guppycur Download URL: https://gitlab.com/guppycur/guppymods/-/archive/master/guppymods-master.zip?path=Guppycur's_Random_ZombieGetterUpper Description: Got the timing down pat for their get up speed? Well, let's fix that! H7SB Seats by Eihwaz Website: www.eihwaz.de Download URL: https://gitlab.com/EihwazDE/7D2D Description: Contains vanillafriendly chairs and sofas to sit on. H7SB Storage by Eihwaz Website: www.eihwaz.de Download URL: https://gitlab.com/EihwazDE/7D2D Description: Contains vanillafriendly pushable carts and new storages/changed storage sizes. Headshot_15 by ShoudenKalferas, Based on TSBX 25 Percent Headshot Download URL: https://github.com/XelaNull/7DTD-Bag_Bellows_Headshot Description: 15% Inrease Headshot Damage. Home_Depot by OrbitalBliss, Fixed by Shouden Kalferas Website: https://github.com/OrbitalBliss/HOME_DEPOT_7D2D_MOD Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: Adds a bunch of miscellaneous items, mostly decorative, to the Traders. Adds a few contruction recipes, mostly tablesaw. Moves or Adds a couple Recipes to Perks. IceBurg_Baby_Animals by IceBurg, Modified by Shouden Kalferas Website: https://7daystodiemods.com/baby-animals/ Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: Add baby animals to the game for Alpha 19 IceBurg_Craft_Windows by IceBurg Website: https://7daystodiemods.com/craft-door-trim-window-trim-shutters-mini-blinds-curtains-crown-moulding/ Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: Adds recipes to be able to craft all the different Vanilla windows JaxTeller718_BiggerWanderingHordes by JaxTeller718 Website: https://ravenhearst.enjin.com/ Download URL: https://github.com/JaxTeller718/A19ModletsJax/ Description: Makes a slight increase to the size of vanilla wandering hordes. JaxTeller718_EggsInFridges by JaxTeller718 Website: https://ravenhearst.enjin.com/ Download URL: https://github.com/JaxTeller718/JaxModletsA182B5/ Description: Adds Eggs to Fridges. JaxTeller718_SlowerProgression by JaxTeller718 Website: https://ravenhearst.enjin.com/ Download URL: https://github.com/JaxTeller718/A19ModletsJax/ Description: Raises XP Needed to Level from 10000 to 12545 JaxTeller718_ZombieSightRange by JaxTeller718 Website: https://ravenhearst.enjin.com/ Download URL: https://github.com/JaxTeller718/A19ModletsJax/ Description: Increases the range that zombies can see and sense you. Khaine's HP Bar Mod by KhaineGB Website: https://gitlab.com/KhaineGB/khaines-modlets-a19/ Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: This modlet adds the HP bar back into the game. Zombie Stutter Stop Modlet by KhaineGB Download URL: https://gitlab.com/KhaineGB/khaines-modlets-a19/-/archive/master/khaines-modlets-a19-master.zip?path=KHA19-ZombieStutterStop Description: Forces the game to load most vanilla zombie models before the player spawns in. Khelldon - Bigger Buck and Doe by Khelldon Download URL: https://github.com/doughphunghus/7d2dModlets/ Description: Makes the Buck and Doe bigger MeanCloud's Increased Animals by Mean.Cloud, Doughphungus, Modified by Shouden Kalferas Website: http://mean.cloud/ Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: Returns some of the huntable animals to the world since they don't spawn too often anymore. NakedGator by stample, stamplesmods@gmail.com Download URL: https://github.com/stamplesmods/7d2dmodlets/ Description: This modlet adds the Naked Gator drink to the game. It can be crafted using Mega Crush. Pickup_Plants_A19 by Shouden Kalferas Website: https://github.com/XelaNull/7DTD-Magazine_Plants_Trader.git Download URL: https://github.com/XelaNull/7DTD-Magazine_Plants_Trader/ Description: Allows press E to pickup all plants. Based on Ragsy2145's Pickup_Plants Modlet Ragsy_Brighter_Vehicle_Headlights_V2 by Ragsy2145, Modified by Shouden Kalferas Website: https://7daystodie.com/forums/showthread.php?106453-Ragsy2145-Modlets Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: Support added for Custom Vehicles by Manux and Guppycur Riles-DecoBlock by Riles Download URL: https://docs.google.com/uc?export=download&id=1473BzsoAItbO7hwumOwuJuegZVXKlZU8 Description: One block to choose LARGE variety of decorations from. Riles-Fixes by Riles Download URL: https://docs.google.com/uc?export=download&id=1q1MdS4kRRu94S22KXcDqfiiZbXW4ZTZs Description: A bunch of fixes. Readme has more details. Riles-HUDPlus by Riles Download URL: https://docs.google.com/uc?export=download&id=1KbjFknPKK6HWF8-ZmGW8bxTNzuRECACz Description: A19.1 HUD adds more info yet is simple. Riles-SeatingPlus by Riles Download URL: https://docs.google.com/uc?export=download&id=1jHXXJWzyirKZfhw9CS0yTagPKYITCWUz Description: Two people on motorcycle. Five people on truck! Salvaged Electronics - Battery Bank by Shouden Kalferas Download URL: https://github.com/XelaNull/7DTD-SalvagedElectronics.git Description: Adds ability to wrench batteries from POIs and potentially obtain user-placable batteries. Salvaged Electronics - Generator Bank by Shouden Kalferas Download URL: https://github.com/XelaNull/7DTD-SalvagedElectronics.git Description: Adds ability to wrench generators from POIs and potentially obtain user-placable generators. Salvaged Electronics - Lights by Shouden Kalferas Download URL: https://github.com/XelaNull/7DTD-SalvagedElectronics.git Description: Adds ability to wrench lights from POIs and potentially obtain user-placable lights. Salvaged Electronics - Parts by Shouden Kalferas Download URL: https://github.com/XelaNull/7DTD-SalvagedElectronics.git Description: Adds ability to wrench electric parts from POIs and potentially obtain user-placable items. Salvaged Electronics - Signs by Shouden Kalferas Download URL: https://github.com/XelaNull/7DTD-SalvagedElectronics.git Description: Adds ability to wrench signs from POIs and potentially obtain user-placable signs. Salvaged Electronics - Solar Bank by Shouden Kalferas Download URL: https://github.com/XelaNull/7DTD-SalvagedElectronics.git Description: Adds ability to wrench a solar bank off a roof and potentially obtain a working bank and solar cells. Some_Skillbook_Skillpoints by Shouden Kalferas Download URL: https://github.com/XelaNull/7DTD-Skillbook_Skillpoints/ Description: Give a skillpoint after reading all, some, or most skill books. STAINLESS STEEL RETURNS by Claymore, Fixed By ShoudenKalferas Website: https://7daystodiemods.com/stainless-steel-returns-for-a18/ Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: Adds back steel polish and polished steel. You have to find a recipe, or learn it via perk. Modified the explosion resistance. You can now find polish in various containers, but rare! StamplesDefenseQuests by stample, stamplesmods@gmail.com Download URL: https://github.com/stamplesmods/7d2dmodlets/ Description: Defense Quests creates a couple quests that send waves of zeds at you while you defend random T1 and T2 locations. Special thanks to geengaween for providing the ideas that led to this. StamplesNotJustLumberjacks by stample, stamplesmods@gmail.com Download URL: https://github.com/stamplesmods/7d2dmodlets/ Description: Add some other zombies into ZombieSnow group so wanderers in Snow are 100% lumberjacks Foods That use Super Corn by Gopher, Fixed By Shouden Kalferas Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: Adds different foods that use Super Corn. Terrain Based Movement Speed by Elucidus Website: https://community.7daystodie.com/topic/8204-terrain-based-movement-speed/ Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: This changes how fast you walk/run based on the terrain you are standing on. It ranges from +35% on asphalt, to -25% on ice. *warning the zombies get the same changes. Trader_Refresh_1Day by Shouden Kalferas Download URL: https://github.com/XelaNull/7DTD-Magazine_Plants_Trader/ Description: Set all traders to refresh each day Vanilla Expanded - Storage by TSBX Website: https://7daystodiemods.com/vanilla-expanded-storage/ Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: Adds new immersive storage options. White River Tools of Citizenship by Shouden Kalferas, Loosely derived from Royal Deluxe Vanilla+ Quests Modlet Website: https://7daystodie.com/forums/showthread.php?111233-White-River-Tools-Of-Citizenship Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: Extend White River quest line to allow player to craft fabled equipment through collecting a lot of resources. White River Tools of Citizenship - Amelia Earhart's Gyrocopter by Shouden Kalferas and Aeyvi-Daro Website: https://7daystodie.com/forums/showthread.php?111233-White-River-Tools-Of-Citizenship Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: Find a rare item, craft a super-difficult item, and piece together a rare fast gyrocopter. White River Tools of Citizenship - Bambi's Bow by Shouden Kalferas, and morggin Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: Gather tons of wood and craft a bunch of Wooden Bow's to obtain a named Compound Bow. White River Tools of Citizenship - Bear Claws by Shouden Kalferas with help from SteamM0nkey Website: https://7daystodie.com/forums/showthread.php?111233-White-River-Tools-Of-Citizenship Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: Fend off a horde of bears and obtain the rare set of flaming bear claws! White River Tools of Citizenship - Black Bart's Flaming Dig Tools by ShoudenKalferas, morggin(lore), AeyviKalferas(Quest), RichardPaul(Poem) Website: https://7daystodie.com/forums/showthread.php?111233-White-River-Tools-Of-Citizenship Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: Gather tons of iron and craft a bunch of Iron Pickaxe and Shovels to obtain a set of named Flaming Steel Shovel and Pickaxe tools. White River Tools of Citizenship - Brass for Lead by Shouden Kalferas, Loosely derived from Royal Deluxe Vanilla+ Quests Modlet Website: https://7daystodie.com/forums/showthread.php?111233-White-River-Tools-Of-Citizenship Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: Gather tons of lead and receive brass in return. White River Tools of Citizenship - Bunyan's FireAxe by Shouden Kalferas, Loosely derived from Royal Deluxe Vanilla+ Quests Modlet Website: https://7daystodie.com/forums/showthread.php?111233-White-River-Tools-Of-Citizenship Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: Help the Trader stock up on water in exchange for a branded Paul Bunyan FireAxe White River Tools of Citizenship - Callinicus Greek Fire by Shouden Kalferas Website: https://github.com/XelaNull/XelaNull-7dtd-Modlets Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: Convert fire arrows to Callinicus Greek Fire White River Tools of Citizenship - Daryl's Zombie-Killer Crossbow by Shouden Kalferas, and morggin Website: https://github.com/XelaNull/XelaNull-7dtd-Modlets Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: Gather tons of wood and craft a bunch of Wooden Bow's to obtain a named Compound Bow. White River Tools of Citizenship - Deschain's Revolver by Aeyvi and Shouden Kalferas Website: https://7daystodie.com/forums/showthread.php?111233-White-River-Tools-Of-Citizenship Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: Collect all 8 books of the Dark Tower Series and craft 19 doors for the Tower. In exchange, receive Roland Deschain's Revolver and schematics to make matching gold and silver bullets. White River Tools of Citizenship - Dundee's Hunting Knife by Shouden Kalferas, Loosely derived from Royal Deluxe Vanilla+ Quests Modlet Website: https://7daystodie.com/forums/showthread.php?111233-White-River-Tools-Of-Citizenship Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: The settlement needs bone knives for their carcass carving class. Craft tons of bone knives in exchange for a named Hunting Knife. White River Tools of Citizenship - Dwarven Forge by Shouden Kalferas, with code from Khaine's 3-Slot Forge Website: https://7daystodie.com/forums/showthread.php?111233-White-River-Tools-Of-Citizenship Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: A faster smelting bellows inspired from the blacksmith experts from the Lord of the Rings. White River Tools of Citizenship - Everdeen's Arrows by Shouden Kalferas, Loosely derived from Royal Deluxe Vanilla+ Quests Modlet Website: https://7daystodie.com/forums/showthread.php?111233-White-River-Tools-Of-Citizenship Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: Gather food to help feed the settlement and in exchange they'll offer you premium named arrows or bolts. White River Tools of Citizenship - Gupta's First Aid Bandages by Shouden Kalferas, Loosely derived from Royal Deluxe Vanilla+ Quests Modlet Website: https://7daystodie.com/forums/showthread.php?111233-White-River-Tools-Of-Citizenship Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: Gather tons of aloe leaves and receive some first aid bandages in return. White River Tools of Citizenship - Jason's Machete by Wyldwitchykat's addition to the White River TOC modlets by ShoudenKalferas Website: https://7daystodie.com/forums/showthread.php?111233-White-River-Tools-Of-Citizenship Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: Receive a named machete in exchange for providing hunting knives to the settlement White River Tools of Citizenship - Kuva's Red and Blue Armor by Shouden and Aeyvi Kalferas Website: https://7daystodie.com/forums/showthread.php?111233-White-River-Tools-Of-Citizenship Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: Learn the secret recipe of Kuva's Red Armor and learn to craft it yourself. White River Tools of Citizenship - Leon's Modded SMG by Shouden Kalferas, Loosely derived from Royal Deluxe Vanilla+ Quests Modlet Website: https://7daystodie.com/forums/showthread.php?111233-White-River-Tools-Of-Citizenship Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: Gather tons of pistols to help equip the settlement, then repair the degredaded weapon to ultimately obtain a premium named SMG. White River Tools of Citizenship - Pavlichenko's Rifle by Shouden Kalferas, Loosely derived from Royal Deluxe Vanilla+ Quests Modlet Website: https://7daystodie.com/forums/showthread.php?111233-White-River-Tools-Of-Citizenship Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: Gather the pieces to the famed Pavlichenko Rifle. White River Tools of Citizenship - Quick Drying Concrete Blocks by Shouden Kalferas, Loosely derived from Royal Deluxe Vanilla+ Quests Modlet Website: https://7daystodie.com/forums/showthread.php?111233-White-River-Tools-Of-Citizenship Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: Turn in tons of wet concrete block for a recipe to make QuickDrying wet concrete blocks. White River Tools of Citizenship - Remington's Steel Ammo by Shouden Kalferas, Based on Khaine's Steel Ammo Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: Help the community stock up on 7.62 and 9mm ammo and learn the secret to creating steel ammo. White River Tools of Citizenship - Rick Danger Auger by Shouden Kalferas Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: Gather tons resources and some spare parts to receive a Rick Danger Auger.. White River Tools of Citizenship - Spirit of Vengeance by Shouden Kalferas, based on Snufkin's Vehicles and Zombies, with help from arramus and Slawa Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: Help Johnny Blaze reclaim his soul by killing the embodiment of Mephistopholes. White River Tools of Citizenship - Taza's Axe by Shouden Kalferas, Loosely derived from Royal Deluxe Vanilla+ Quests Modlet Website: https://7daystodie.com/forums/showthread.php?111233-White-River-Tools-Of-Citizenship Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC.git Description: Gather tons of stone and craft a bunch of Stone Axes to obtain a Taza's Axe. Xal_SetZombiesAttackAnimals by Xaliber, Fixed By ShoudenKalferas Website: https://7daystodie.com/forums/showthread.php?136821-Zombies-Hunt-Too-Allow-Zombies-to-Attack-Animals Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: Allow zombies and zombie dogs to attack passive animals. ZLoot_Increase by Shouden Kalferas, Based on Donovan's Longer Loot Bags and Mega Loot Bags Download URL: https://github.com/XelaNull/7DTD-ZombieLootbag_Increase.git Description: Increase chance for Zombies to drop a loot bag, and keep it from disappearing for 15 minutes. Zombiepedia Skillpoints by Shouden Kalferas Download URL: https://github.com/XelaNull/7DTD-Zombiepedia_Skillpoints.git Description: Place encyclopedia books as random drops that give real tips and tricks, in exchange for one skillpoint for each book read. Donovan_BetterBridges by Donovan Download URL: https://github.com/Donovan522/donovan-7d2d-modlets/ Description: Allows advanced rotation on garage door and drawbridge Donovan_BetterBuffs by Donovan Download URL: https://github.com/Donovan522/donovan-7d2d-modlets/ Description: Tweaks some of the (de)buff settings. Notably, NearTrauma now only lasts 10 minutes and hunger and thirsty are now more realistic. Donovan_BetterDyes by Donovan Download URL: https://github.com/Donovan522/donovan-7d2d-modlets/ Description: Craft dyes using paint Donovan_CraftSpikes by Donovan Download URL: https://github.com/Donovan522/donovan-7d2d-modlets/ Description: Adds the A16 Log Spikes back in as craftable items Donovan_LootCleanup by Donovan Download URL: https://github.com/Donovan522/donovan-7d2d-modlets/ Description: Destroys certain containers after looting them, cleaning up the environment Donovan_PickMeUp by Donovan Download URL: https://github.com/Donovan522/donovan-7d2d-modlets/ Description: Allows spike blocks to be picked up wtk34_water_filter by wtk34 Download URL: https://github.com/wtk34Mods/wtk34_water_filter Description: A simple water filter for the game. Grenade Arrows by wtk34, Modified by Shouden Kalferas Website: https://7daystodiemods.com/wtk34mods-grenade-arrow/ Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: This little modlet adds a grenade tipped arrow to the game. JaxTeller718_IncreasedBiomeZombiesx2 by JaxTeller718 Website: https://ravenhearst.enjin.com Download URL: https://github.com/JaxTeller718/A19ModletsJax/ Description: All settings related to zombies. MorePaintTextures by Eric Beaudoin Download URL: https://github.com/Laotseu/7dtdMods/ Description: Add more textures to the paint tool. White River Tools of Citizenship - Molino Bulletproof Glass by arramus, with full credit to those who laid template foundations (Requested by Fuzzy Pug) Website: http://7daystodie.com Download URL: https://github.com/XelaNull/7DTD-WhiteRiver_ToC Description: Bring a supply of Bulletproof glass to the trader to receive a Clear Bulletproof Glass recipe or assets. Weapon Repair Mod by Survager Website: https://7daystodiemods.com/weapons-repair-mod/ Download URL: https://github.com/XelaNull/7dtd-FixedModlets/ Description: Require parts of weapons in order to repair them.
  6. [v1.2.0] Horde alert, Survivor! The hordes we've been getting recently seem to be... different. The old scouts seem to have returned alongside the screamer, and the wandering hordes have been acting smarter-than-usual. The animals seem to have also been affected... what's going on? Backstory: This mod was initially an idea I came up with after playing A19, and reflecting on the past alphas where I felt wandering hordes used to be more dangerous and unpredictable. I wanted to bring this back and focus on improving both wandering hordes and scout hordes, to bring more difficulty (and customization) into the game, as I felt the only real threat was the blood moon. Features: Improved hordes Customizable hordes that scale with gamestage progression to always keep the game feeling difficult. (Note: Balancing is still WIP.) Combines a new heatmap system with the vanilla heatmap system for smarter difficulty scaling, taking biomes into account. Additionally, hordes can also be grouped into larger hordes to allow for variations in enemies. Better wandering hordes Wandering hordes work off a schedule generated at the end of every blood moon (except for Day 1/whatever day you are on when the mod is first initialized). This schedule also determines what hordes are feral and which aren't. Feral hordes can sense your location and wander closer to increase the chances of encountering you especially near buildings. Non-feral hordes wander by in more distant proximity and are not as harmful, meaning you might not even notice them sometimes. Refreshed scout hordes Scouts have gotten a refresh, namely the addition of feral scout hordes. The likelihood of a scout horde being feral increases as you hang around in an area. As scouts scream, they contribute more heat to nearby areas which attracts harder hordes in these areas, thereby increasing the likelihood of a feral scout spawning. Feral scouts are much more aggressive and will stick around 2x longer than a regular scout. They have a tendency for attracting more zombies than expected. The benefit of this however is that scouts will now walk away given enough time and no disturbances in the environment are sensed (that means don't use your forges/cement mixers/campfires/augers for a while.) If disturbances are sensed, the scouts will stick around for longer, be warned. On a final note, the original spider zombie scout trio have returned in their original, feral, and radiated variants now. New patrol hordes Utilising the new heatmap system, hordes begin to roam frequently visited areas on a determined frequency depending on the amount of heat generated in an area and biome difficulty. Avoiding detection lowers the heat in surrounding areas. Horde AI Changed some base entity behaviors to allow animals in particular to behave alongside zombie hordes. Smarter AI which allows hordes to make use of the game's sensing systems to detect players through sound and sight, making stealth a much more important area of play. Horde Entities rely on command lists to find out what to do next, this behavior is most noticeable with scouts as they can change what they are doing at any moment if they sense a change in the environment around them. Download/Source: > Latest Release for Alpha 20.6 b9: https://github.com/FilUnderscore/ImprovedHordes/releases/latest/download/ImprovedHordes.zip > Previous Releases & Changelog: https://github.com/FilUnderscore/ImprovedHordes/releases > Source Code: https://github.com/FilUnderscore/ImprovedHordes Add-ons Installation: Note: This mod can be added to existing saves to start working, no new save is required. Testing has been done on removing the mod from an existing save game, and no issues have currently been uncovered. For Clients: Note: This mod is not client-side EAC-compatible and will not run with EAC enabled due to how mod DLL loading works in A20. Download and extract the latest release into the Mods folder in your 7 Days to Die install folder (create one if it does not exist). To verify you have installed the mod correctly, located inside your Mods folder should be an ImprovedHordes folder (containing the Config folder, ImprovedHordes.dll and ModInfo.xml files). Settings can be modified in the Config/ImprovedHordes/settings.xml file in the ImprovedHordes mod folder. For Dedicated Servers: The mod only needs to be installed on the server, as it is a server-side mod, so any client that joins your server without the mod installed will be able to experience it. The installation instructions are the same as the above, however it is installed in the Mods folder of the dedicated server. Commands: For more information about the commands, type in the in-game console help improvedhordes Note: Requires a permission level of 0. Wiki: For information such as changing mod settings or creating your own custom wandering/scout hordes, check out the Improved Hordes Wiki at https://github.com/FilUnderscore/ImprovedHordes/wiki Mod Support: Although mod support has not yet been tested, this should work with other mods that add new entities into the game that use the AI ApproachSpot/Wander properties, and can also be manually added with xpath. Mods that modify AI behavior may not work with this. Screenshots: Terms Of Use: https://community.7daystodie.com/topic/26781-improved-hordes-a20/?do=findComment&comment=463276
  7. Old West Migration can be downloaded here: https://github.com/arramus/OldWestMigration Old West Migration is a small modlet that provides the following: - Increases the size of the Old West tiling system. - Increases the amount of Old West settlements being created in a RWG. - Adds a gateway Trader to the Old West tiling system. - Adds a few custom Old West POIs that are in context with the Old West theme. - Allows players to add the 'rural' POIs as an outskirt district which surrounds the Old West (Optional by uncommenting the xml) Here are a few images to demonstrate. This image shows the Old West running straight up from the Trader and forking off to the left and right. The Trader sits on a Gateway tile and the default is tarmac road. It is possible to change this tarmac to gravel but it will be like that for every Trader in the World. This is a small trade off. This tiling system covers 5 tiles of Old West tiles. The length of each straight is quite long but game play is smooth since these POIs do not require heavy rendering. Bubbles is a T3 custom POI. It has been repurposed and rerouted from a default POI. Downstairs is an innocent 'soda fountain' establishment while upstairs offers something stronger. This is 3 POIs connected as a T3. We have 'Crapper', 'Trapper', and 'Dapper' for hygiene, hunting, and attire. ^^ Gold Rush offers a T2 quest. Gee Gee is a T1 stable. This image shows how the Old West generally expands with an intersection with two buildings at each end to cap them off. Another example of the Trader spawning at the Gateway tile. The modlet expands the default rwgmixer.xml to make a few changes as follows: - It sets the spawn_trader to true. This can be toggled between true and false or simply deleted if you prefer to play without a trader in the Old West. - It changes the minimum 'mintiles' and maximum 'maxtiles' amount of tiles that the Old West can use when a World is being generated for tiny (0,5000 size), small (5000,7000 size), medium (7000,10000 size), and large Worlds (10000, 16000 size). - It changes the amount of times the Old West will spawn individual tiling systems around the World based on the few, default, and many setting where set. These are easy enough to customise in the Config > rwgmixer.xml file. <configs> <set xpath="/rwgmixer/township[@name='oldwest']/property[@name='spawn_trader']/@value">true</set> <set xpath="/rwgmixer/world[@name='tiny']/property[@class='oldwest']/property[@name='mintiles']/@value">3</set> <set xpath="/rwgmixer/world[@name='tiny']/property[@class='oldwest']/property[@name='maxtiles']/@value">5</set> <set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='few']/@value">2</set> <set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='default']/@value">3</set> <set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='many']/@value">4</set> <set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='mintiles']/@value">3</set> <set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='maxtiles']/@value">6</set> <set xpath="/rwgmixer/world[@name='medium']/property[@class='oldwest']/property[@name='few']/@value">3</set> <set xpath="/rwgmixer/world[@name='medium']/property[@class='oldwest']/property[@name='default']/@value">4</set> <set xpath="/rwgmixer/world[@name='medium']/property[@class='oldwest']/property[@name='many']/@value">5</set> <set xpath="/rwgmixer/world[@name='medium']/property[@class='oldwest']/property[@name='mintiles']/@value">4</set> <set xpath="/rwgmixer/world[@name='medium']/property[@class='oldwest']/property[@name='maxtiles']/@value">6</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='oldwest']/property[@name='mintiles']/@value">4</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='oldwest']/property[@name='maxtiles']/@value">6</set> <!--append xpath="/rwgmixer/township[@name='oldwest']"> <property name="outskirt_district" value="rural"/> </append--> </configs> This area of the rwgmixer.xml is optional: <!--append xpath="/rwgmixer/township[@name='oldwest']"> <property name="outskirt_district" value="rural"/> </append--> If you remove the !-- from the start and -- from the end it will look like this: <append xpath="/rwgmixer/township[@name='oldwest']"> <property name="outskirt_district" value="rural"/> </append> This will activate a feature that allows the Old West to be surrounded by rural district POIs. The Old West will remain central and the rural will interconnect with it. This has some trade offs. On the plus side, allowing the rural POIs to appear can offer additional variety and keep within the context of the Old West Migration where the rural area is an expansion. On the negative side, the tiling system will remove the end cap road areas for the Old West and also bring in some 'modern' roadways. Here is an image to show how it could look. This shows the Old West covering 5 tiles with it being totally surrounded by rural tiles. By default, this mod will only have the Old West but that option is always there. The custom POIs have some of the 'key' triggers to unlock doors. These do not always work unless the Client also installs the POIs. While this is a Server Side Only mod, this issue with the 'key' triggers may be noticed if it's used on a dedicated server. This has been reported as a potential bug.
  8. this mod is for crafting acid and that's it. 1 battery 100 snowballs 10 boiled water is crafted in a chemical laboratory. mod: https://file.pizza/cheddar/gouda/ricotta/bluecheese
  9. 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 Lever Action Rifle Over time I will cover other weapons, such as the Magnum, Iron Crossbow 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: 1.5.97 ➡️ 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 UPDATE: TIME FOR THE LEVER ACTION RIFLE TO SHINE WITH THE NEW VERSION 1.5.57 [ Video Coming Soon. . . ] UPDATE: THE SCOPE UPDATE & TUTORIAL ON HOW TO CUSTOMIZE YOUR SCOPE [ Video Coming Soon. . . ] 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 Customizable Reticle in terms of Shape and Color, all set in a dusty Customizable\Clear Tint. 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. Added a new Zoom-when-crouch feature, so when you crouch the Scope zooms, reaching the full 2x, 4x or 8x. ➡️ SCOPE CUSTOMIZATION You can now Customize the TINT of the Scope, the RETICLE COLOR and also the RETICLE SHAPE, by editing the XML file "item_modifiers.xml". You can now Customize the 2x, the 4x and the 8x Scope Separately, regarding the Scope Tint and the Scope Reticle. There are now a total of 9 different RETICLE SHAPES. So there are 4 Properties of the Scope you can modify The SCOPE TINT It's based on two other Properties Scope BASE COLOR It's the base color of the Scope Glass. There is also a Clear-No Tint version. There are 10 Colors. Scope LIGHTING There is a light that illuminates the Scope Glass. There are 9 Colors. That means there is a total of 90 possible SCOPE TINTS The SCOPE RETICLE It's based on two other Properties Scope RETICLE COLOR There are 10 Colors. Scope RETICLE SHAPE I designed a total of 9 Reticle Shapes. That means there is a total of 90 possible SCOPE RETICLES In total there are 8100 Possible Combinations for the Scope! ➡️ SCOPE CUSTOMIZATION - TUTORIAL ON HOW TU CUSTOMIZE YOUR SCOPE Up above there is also a Video Tutorial about this. You can also open the Image in Full Resolution (4K) by clicking THIS LINK It shows all the RETICLE SHAPES you can use together with the COLORS you can use in the RETICLE COLOR and the SCOPE TINT. ▶️ Open the file "DLX-Weapons_Fix\Config\item_modifiers.xml" I wrote the instructions in this file, just search for the phrase "HOW TO CUSTOMIZE" You can follow the same instructions for the 8x Scope, the 4X Scope and the 2X Scope too. There are 3 Groups (for the 2x, 4x and 8x Scope) of 6 Lines of Code each. You can setup them differently, separately. ▶️ Here is how to change the TINT of the Scope. Search for the word "scopeLight_NOTINT" and "scopeDirt_NOTINT". "NOTINT" means a CLEAR scope, without any tint on it. You can replace the word "NOTINT" with any one from the List below (be sure to read the notes next to the colors!). You can also put different colors in "scopeLight_XXX" and "scopeDirt_YYY" if you want to achieve an interesting effect. For a slight tint I suggest to put "scopeLight_NOTINT" and "scopeDirt_[SCOPE COLOR]". For a more intense tint I suggest to put both "scopeLight_[SCOPE COLOR]" and "scopeDirt_[SCOPE COLOR]" ▶️ Here is how to change the the RETICLE SHAPE and the RETICLE COLOR. Search here for the word "Reticle_". The structure of this word is: "Reticle_[ID of the RETICLE SHAPE]_[RETICLE COLOR]" ▶️ For the RETICLE SHAPE The number on "Reticle_[NUMBER]_[RETICLE COLOR]" means the ID of the RETICLE SHAPE. You can replace the [NUMBER] with any one from the list below (look for the Picture here above too). ▶️ For the RETICLE COLOR The word on "Reticle_[NUMBER]_[RETICLE COLOR]" means the RETICLE COLOR. You can replace the [RETICLE COLOR] with any one from the list below (be sure to read the notes next to the colors!). ▶️ LIST for the SCOPE TINT and RETICLE COLOR NOTINT (ONLY for ScopeLight and ScopeDirt, NOT for Reticle) BLACK (ONLY for Reticle, NOT for ScopeLight and ScopeDirt) BLUE GREEN LIGHTBLUE ORANGE PINK PURPLE RED YELLOW WHITE (NOT for ScopeLight, use NOTINT instead for a clear tint scope) ▶️ LIST for the RETICLE SHAPE On the Picutre above you can see all the scope shapes and their IDs. 01 Triangle 02 Simple Cross 03 Cross and Circle 04 Open Cross 05 German Reticle 06 Open Circle 07 RangeFinding 08 Three Marks 09 Three Marks and Circle ➡️ 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 LEVER ACTION RIFLE ➡️ MODEL AND TEXTURE MODIFICATION Improved the simmetry of the entire Weapon. Added a brand new Front Sight. Improved Lever Action Rifle Textures on the back of the gun. Added a Loading Port that interacts with the inserting bullet. Completely changed the Back side of the gun. Added a Firing Pin. Added an Ejection Port. Added a Bolt on the back side of the gun Changed the shape of the Hammer. ➡️ ANIMATIONS Animated the Bolt after each shot. Added an extra Animation when reloading for each shot. Animated the Loading Port when reloading. Animated the Hammer after each shot. Completely changed the Fire Animation after each shot. Changed the Reload Animation by rotating the Rifle so you can see the bullet inserting inside the gun. ➡️ REFLEX Improved the Texture of the Reflex Changed the Position of the Reflex ➡️ NEW MOD MODELS Added a model for theRetractingStock Added a model for theForeGrip Added a model for theMuzzleBrake Added a model for theBarrelExtender Added a model for theBipod 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 OcclusionTexture 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.
  10. 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, or you can also use the FilUnderscore's Mod Manager. 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": "", // Write debug information to the logs/log.txt file and to the in-game/server console // Default: false "DebugMode": false }, "AutoBackup": { // Is automatic backup enabled // Default: true "Enabled": true, // Auto backup delay (seconds) // Min: 10 // Default: 1200 (20 minutes) "Delay": 1200, // Reset the delay timer after a manual backup // Default: false "ResetDelayTimerAfterManualBackup": false, // Skip the next scheduled backup, if there are no players on the server // Default: false "SkipIfThereAreNoPlayers": false }, "Archive": { // Keep the last backup of the day // Default: false "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 world loaded // Default: true "BackupOnWorldLoaded": true, // Backup when the last player on the server disconnected // Default: false "BackupOnServerIsEmpty": false }, "Notifications": { // Are ALL chat notifications enabled // Default: true "Enabled": true, "Countdown" : { // Are countdown chat notifications enabled // Default: true "Enabled": true, // Do a countdown * seconds before backup starts // Min: 1 // Default: 5 "CountFrom": 5 } } } By default, your backups for each save will be saved in the '%AppData%/Roaming/7DaysToDie/Backups/%WorldName%/%SaveName%' directory (on windows). and your archived backups for each save will be saved in the '%AppData%/Roaming/7DaysToDie/Archive/%WorldName%/%SaveName%' folder (on windows). P.S. You can also change the UserGameData property in your serverconfig.xml or in the game startup arguments. Then by default it will use the next directories: '%UserGameData%/Backups/%WorldName%/%SaveName%' for backups, and '%UserGameData%/Archive/%WorldName%/%SaveName%' for archive 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 'backup start' - start an AutoBackup process (even if disabled in settings.json) 'backup stop' - stop the current AutoBackup process 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 😛
  11. // GREETINGS // Welcome to the new and improved SMX series for 7 Days to Die - Alpha 20. The goal with this mod is to give the entire 7 Days to Die user interface an extreme makeover an refashion it into how I believe the user interface for the game should be experienced. SMX consist of several modlets which can be broken down into three separate mods: SMXhud, SMXmenu and SMXui. These are all stand alone and can be used separately or, as is the intention, together with the other two and all three mods combined is what makes the SMX experience complete! In addition we have the core, the main modlet if you will, SMXlib. This is a library modlet and even though it makes very little changes on its own it holds all the assets that the other mods need to function. Because of this it is a mandatory modlet that will need to be downloaded and installed no matter which of the other ones you choose to use. SMX tries to create an experience as close up towards the vanilla user interface as possible. With little to no changes that can disrupt the balance of the game. The only exception being the extra slot on the crafting queue which is there to make the design fit and hardly disrupts game balance! Then we have the optional modlets. We are aware that some people want the extra bling bling, and as such we offer these as optional downloads that can be installed alongside the main modlets from each series to expand upon the features from vanilla. We offer official optional downloads such as: Target Health Bar, Bigger Bags and a Third Forge Slot. Other optional modlets and compatibility patches might become available from other mod authors. We hope you will enjoy playing 7 Days to Die with the new experience that SMX brings to the table. Have fun! - The SMX team. // TERMS OF USE // You are allowed to use these modlets as is for your own personal use and/or on a server you run and/or administrate. You are under no circumstance allowed to distribute any SMX and/or ZMX branded modlets without written consent from the main developer. If you wish to distribute SMX and/or ZMX branded modlets as part of your own project and consent have been given you are required to do so in such a way so that all the files of the SMX and/or ZMX modlet or modlets in question remain unaltered and you cannot under any circumstance claim credit for creating the modlet or modlets or any of the files provided with it/them. If consent is given you are required to make any changes as a new modlet that injects into the modlet in question and keeping load order in mind it is to be named so that it loads AFTER the original modlet. The original modlet shall be distributed as is with no change to its files what so ever. If consent is given it is only given on a case to case basis and those that receive consent cannot pass that consent on to another party or project. Nor will the consent pass on to other creators that opt to include consented work into their project. You are not allowed to use any of the assets bundled with SMX and/or ZMX branded modlets in other projects. This restriction applies to all files that the SMX and/or ZMX modlets consist of. EXCEPTION: The content of the Harmony folder is to be considered open source and can be used freely as long as the original credit comments within the files are not removed or altered other than adding to. You are required to seek special consent from the main developer should you wish to make changes to any asset files provided with the SMX and/or ZMX branded modlets. You are required to inform the main developer when your project that contains any SMX and/or ZMX modlet or modlets have been made available to the public. // MEET THE TEAM // As of A20 I decided to move SMX into the lands of Harmony and with that digging even deeper into what we can do with modding the game. This requires knowledge that I do not possess enough of to be able to continue working on this on my own. As a result the team has grown and we have added some supernerds that know this stuff. Main Credits: Sirillion (main developer/designer/xml/coding) sphereii (developer/coding) TormentedEmu (developer/coding) Laydor (developer/coding), Contributors: Mumpfy(art) // SUPPORT THE DEVELOPMENT // All SMX branded mods and modlets will forever be free of charge and available for everyone to download and enjoy. We do however from time to time get questions from users on how they can donate to support the development. The purpose of this link is nothing more than a way for us to cater to those that want to make a donation. You should under no circumstance feel obligated to do so, but if you do decide to do it we want you to know that is comes greatly appreciated. Donation or not we would like to extend a thank you to all that download and use the different SMX mods, we hope you enjoy them as much as we do making them. If you feel like making a donation to support the development of the SMX branded modifications, click the image below or scan the QR code. // DO YOU NEED SUPPORT? // We strive to make SMX in the best possible way and try to make user actions with it as smooth as possible. But we are still here to answer questions if you run into problems with it or it's installation procedure. Please, do not hesitate to contact us for any issue, big or small, we just ask you to run this simple checklist before coming to ask us for help and just maybe you will be able to help yourself first. Did you install all the downloaded folders? Do note that SMXhud and SMXui both have an additional folder that needs installing. (ZMXhudCP and ZMXuiCP) Did you install SMXlib? This modlet contains all the assets (custom graphics) we use and without this your UI will be mostly transparent. Did you check the folder hierarchy and made sure you didn't install the modlets too deep? Did you disable ALL other mods or modlets and then try again to see if the problem still exists? (Be careful with this, backup your save!) Did you check the support sites to see if anyone else have had the same problem recently? If you ran this checklist and still need our support please contact us on one of the links below or just post in this thread. But please, only post on one of the support channels. Pick one and stick with it as we do monitor all of them and having to answer the same thing on several sites just leads to confusion. // INSTALLATION AND REMOVAL PROCEDURES // First and foremost, the most important thing you need to do with SMX in A20: >> !!TURN OFF EAC!! << Backup your save game before installing ANY mods to the game. We don't expect SMX to cause any issues, it is just good practice! Download the mod or mods you want to install from the list below. Decompress the downloaded files with WinRAR or a compatible compression software like 7zip. Copy or move the Mods folder you just decompressed into your 7 Days to Die installation folder. Overwrite if prompted. Verify your install by checking that the ModInfo.xml file is located in this Hierarchy: "\Mods\modletname\ModInfo.xml" Remove by deleting the modlet folder in question from within the Mods folder. // DOWNLOAD LOCATIONS // SMX modlets can be downloaded from Nexusmods (our main site) or GitHub. Alternatively it can be installed via the 7 Days to Die Mod Launcher by sphereii. When opting to use Nexusmods or GitHub you will have to do the installation manually by following the procedure above. When opting to use the Mod Launcher the installation procedure will be more automated but you will need to make sure that all the different modlets are installed as you won't get nested downloads like from the other two. Please note that the Mod Launcher is a separate piece of software that you will need to download and install on your system and then setup properly before downloading mods and modlets with it. The link below is to the main Mod Launcher web page. Follow the links below to go to the download sites and then select which mods to download from there. // SMXhud - THE HUD REPLACEMENT MODLET // SMXhud changes the game HUD. Everything you see on the interface while running around in the game world is part of the HUD experience. The purpose of SMXhud is to change that part of the user interface and change it into a more horror like and gritty art style all while trying to be as informative as possible but not intrusive. SMXhud - The Base HUD conversion. ZMXhudCPTHB - Enables the Target Health Bar for SMXhud. (Install optional modlet ZMXhudCPTHB to get the target health bar) // SMXmenu - THE MENU REPLACEMENT MODLET // SMXmenu changes the game menus. Everything you see when you start the game or when navigating the different options and settings is part of the menu experience. The purpose of SMXmenu is to extend the art style and feeling from the HUD into the menus and to supplement SMXhud to create the SMX experience. SMXmenu - The Main Menu conversion. SMXmenu - The In-Game Menu conversion. SMXmenu - Video Settings Window. ( !! NOT YET AVAILABLE IN A20 - COMING !! ) // SMXui - THE UI REPLACEMENT MODLET // SMXui is an extension of SMXhud and SMXmenu and will bring the art style over to the rest of the user interface. We've tried to maintain as close a relation to the vanilla interface as possible but we have also granted ourselves some artistic freedom when it comes to some areas. It deviates from vanilla with the fifth crafting queue slot which I added to make it fit the overall design better. The other changes we made are all optional like the third forge slot, the target health bar and the big bag conversion modlets for those that want a bit bigger bags. SMXui - The forge with the third forge slot enabled. (Install optional modlet ZMXuiCPTFS to get the third forge slot and ZMXuiCPBBM to get the bigger backpack) SMXui - Totally reworked skills windows. The goal was to make it look like a talent screen. ( !! NOT YET AVAILABLE IN A20 - COMING !! ) SMXui - Trader Conversation Window. SMXui - Character Screen Window with normal backpack and the item info window. SMXui - Vehicle Window with normal backpack and empty info window. SMXui - Map Windows with increased map texture and 48 fully configurable waypoint icons.. // SMX - THE OPTIONAL MODLETS // SMX sports a variety of optional modlets. Some are meant as small QoL additions to the vanilla experience like the third forge slot and the target health bar while others are meant as pure extensions that push the vanilla experience out of balance. ZMXuiCPBBM - A scrollable big bag mod for SMXui. It has 100 slots and adds search functions to the backpack, containers and vehicle storages.
  12. Here is a quality of life 'server side only' mod called 'Oak's Pet Animals and Guards by oak @oakraven with kind assistance from Dayhawk Mod. Thank you also to @Dre for giving it a good run through to check for functionality and potential issues. Download: https://github.com/arramus/Oaks-Pet-Animals-and-Guards-A20-2022Jan10 (These Pet Animals and Guards will not be hurt by Electric Turrets. However, just as the Junk Turret will attack regular animals, it will also attack your Pet Animals. Please do not place a Junk Turret within attack range of your Pet Animals unless you purposely want to eliminate them) Update for A20: The Farm Jeep is no longer viable because it is a scaled down version of a jeep, and when a player enters the vehicle they are permanently scaled down by the same amount (40% of original). This is cumulative for each and every time the player enters the vehicle. Again, the developer will reintroduce the Farm Jeep at the first opportunity. This mod provides: 1) 9 Pet Animals - These include Boar, Rabbit, Stag, Chicken, Pig, mini Bear, Wolf, Coyote, and Doe. (These animals show no fear when approached and will stay within their confines. It is strongly recommended to always have 3 blocks above the highest perimeter point because the animals can climb up onto objects and each other and will be over the wall before you can notice.) 7 are purchasable from the Trader's with a starting base price of 800 or found in plane supply drop crates and use the Quest system to switch to a place-able animal. These include Boar, Stag, Pig, mini Bear, Wolf, Coyote, and Doe. 2 are only found by using a Coop for the chickens or a Trap for the rabbits. The rabbit trap will also provide a small amount of seeds on the principle that they will be trapped in rabbit paws and fur. 2) 5 Animal Guards - Guard Hell Bear, Guard Hell Boar, Guard Hell Wolf, Guard Hell Lion, and Guard Rabbit. All 5 are purchasable from the Traders with a starting base price of 800. They can also be found in Air Supply Drops. 3) 12 Human Guards. All 8 can be found in Air Supply Drops. 4) Mushroom Planter that requires Mushroom Mycelium to begin the fruiting process. Here are some pictures to show you how things work: PET ANIMALS Purchasing and Supply Drops Visit the trader and check the traps and tools section. On this occasion the trader was very generous with offerings and the animal icons have a description of what animal is being offered. The pet animals have been integrated into a default group and on some occasions you will get a lot of choice and on other occasions nothing. The base price of 800 has been lowered to reflect skill and buffs. Here is how I place a Pet Boar I purchased at a later time using the Quest feature. First, perform a 'Read'. Accept to Release the Pet Boar for Placement. A Quest Started prompt will appear and it will automatically be completed. Check you inventory for a 'dog house' icon and the name of the animal available. Place the animal on ground just as you would a vehicle and stand back. Incorporating a feature found in the Dayhawk Mod (thank you), a tile will appear on the ground which in turn will spawn the animal placed. If the animal drops onto the tile, the tile will break and a cobweb will appear to finalise the process. If the animal doesn't drop onto the tile, you can always walk on it and it will break. There are occasions where you may get lucky and a second animal will spawn. You may also get unlucky and nothing spawns; however this is incredibly rare and based on what we have experienced so far, blanks are less than 1 in 50, whereas doubles, and even triples on one occasion occur 1 in 10. I expect this depends on netcoding, latency, or any other factor relating to server processes. You can either harvest the animal for meat and other resources, or simply allow it to have a sedate life of roaming. Pet animals have been integrated into default supply drop settings and will be chosen from a select list of supply drop groups. Upon finding a Supply Drop Crate, you may get lucky and find a pet animal. Or more. There are also 2 Pet Animals that cannot be purchased or found. These include the Pet Chicken and the Pet Rabbit. oakraven introduces a method using default features in a novel way as follows: a) Construct a Rabbit Cage Trap or Chicken Coop and place them. The Chicken Coops can be placed next to each other but the Rabbit Traps need some spacing. b) Make some Chicken Feed and Rabbit Feed in your campfire and take them to your Chicken Coop and Rabbit Trap respectively. In this case, right mouse click and it will change the Chicken Coop status. Once receiving Chicken Feed the Chicken Coop moves to its Nesting Stage. And finally it is time to harvest. We can always receive feathers and eggs and regularly receive Pet Chickens. Pet Chickens are placed exactly the same as other Pet Animals. The chickens are prone to resting on ledges above the ground and your imagination can take that wherever you want it to. Pet Rabbits follow the same system beyond the reward and housing. Make some Rabbit Feed. Take it to your Rabbit Trap and right click. The Rabbit Cage Trap is Baited and Set. Here's one we trapped earlier. Activate and Release as with other animals. And should you ever lose your pets and have the skill in place, crouch. GUARD ANIMALS Purchasing Just as with the Pet Animals, the Traders will stock Guard Animals. The Guard Animals can be purchased for the same price and placed exactly the same as Pet Animals using the quest system. The Guard Animals will remain passive in the spot you place them until a Zombie gets to close. The guard animals can be used to protect your Pet Animals, general base protection, or even during a Blood Moon event. An unwelcome guest. 2 Animals Guards; Guard Hell Wolf and Guard Rabbit are released using the tile placement system and very quickly recognise the threat. After opening the shutter, the zombies attempt to enter the farm compound and are met by the Guard Animals. I got lucky on this occasion and 2 Hell Wolves spawned from a single tile. The skirmish ensues. One of the Hell Wolves was overcome and is ready to be harvested. The Guard Animals that survived will see their health restored. The Guard Animals also fare well during a Blood Moon event. Four Guard Animals remained until first light. Players will receive no XP for Guard Animal kills. There are 4 additional human Guards that are currently being tweaked for a future build. There was an issue with the Trader compound causing NRE for certain classes and that needs to be tweaked to ensure they function well with the few classes that are compatible. VEHICLE - CURRENT UNAVAILABLE Farm Jeep The farm jeep is your tractor. It is pretty slow but will get you from A to B without running down your stamina. It fits the concept and can be constructed on the Workbench with less resource demand than a regular vehicle due to its limited functionality. It's just a bit of fun. And is scaled to match pathways. Carries 2 players... There will undoubtedly be updates in time, but this is a fully functional 'farming' mod and may serve you well as a break from looting, questing, and skirmishing. Installation If you've never installed a mod before it is necessary to create a mod folder in the main directory or in an area suggested by your server host if they have modified the installation. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature). If you drag the mod folder directly out of the zipped file it can be placed directly into the Mods folder and the game will look in there as you launch your World. If you allow your unzip function to extract the folder, it may make another unnecessary folder and place the mod inside it. This will not be recognised by the game/server if you place it in the Mods folder like this. Please take it out of the extra folder level. The top layer will be a single folder and in the second layer you will see a ModInfo.xml file with or without additional folders depending on the mod. This will become elementary once you've launched a few mods. Does this Mod need to be installed in the server/client host? = YES Do players also need to install this Mod? = NO The magic of this mod is that is only needs to be installed in the server/person who has launched the main environment that others join. It is a technical work of art. Enjoy. 👍 Hog Riding! but that's another mod.
  13. Hey guys, This is my first mod which I began developing in A19. The original idea was to create a super simple mod in order to learn about modding, with the very first version being a new item consumable which gave the player a temporary buff, but as I began learning about Unity and XML I kept adding more and more until eventually I am at the point where I want to share it with the community. The mod adds potions to the game, which when consumed give the player a temporary buff. Potions, Elixirs and Brews are separated into four categories: Tier 1, 2, 3 and Special. Tier 1, 2 and 3 recipes can be found or unlocked via the the skill tree. Special recipes can only be unlocked via finding a recipe in the world. TIER 1 Agility Potion 1 Jump Strength: 150% Agility: +1 Duration: 1m Speed Potion 1 Crouch Speed: +10% Walk Speed: +10% Run Speed: +10% Duration: 1m Health Potion 1 Health: +20 Duration: 1s TIER 2 Agility Potion 2 Jump Strength: 200% Agility: +2 Duration: 1m 30s Speed Potion 2 Crouch Speed: +30% Walk Speed: +30% Run Speed: +30% Duration: 1m Health Potion 2 Health: +40 Duration: 1s Strength Potion Carrying Capacity: +50 Strength: +3 Duration: 3m Potion of Luck Loot Bonus: +50 Dig Radius Reduction: -5 Duration: 10m Elixir of Charisma Bartering: +15% Duration: 10m TIER 3 Agility Potion 3 Jump Strength: 250% Agility: +3 Duration: 2m Speed Potion 3 Crouch Speed: +50% Walk Speed: +50% Run Speed: +50% Duration: 1m Health Potion 3 Health: +60 Duration: 1s Elixir of Knowledge XP Gain: +100% Duration: 4m Huntman's Brew Crouch Speed: +100% Sneak Damage: +600% Duration: 20m Miner's Brew Mining Harvest: +500% Duration: 1m Potion of Titans Max Health: +50 Duration: 5m Elixir of Energy Max Stamina: +50 Duration: 5m SPECIAL Elixir of Life Invulnerability Duration: 1m Elixir of the Living Dead Invisibility Duration: 2m In order to craft the potions you need to put points into Intelligence >The Alchemist, or find the relevant schematics/recipes. All items are crafted at the Alchemy Station. v1.3.4 - UPDATE / 28.03.22 NEW SPECIAL POTION: Elixir of the Living Dead: temporary invisibility NEW TIER 3 POTION: Potion of Titans: increase max health by 50 for 5 mins NEW TIER 3 POTION: Elixir of Energy: increase max stamina by 50 for 5 mins Multivitamins effect reduced from 12 mins to 3 mins Special Potions can now only be crafted once a recipe is found, they can no longer be unlocked via the Alchemy Perk Special Potions can be sold individually to traders as well as in bundles (potion racks) Lowered the probability of finding Elixir of Charisma in vending machines from 100% to 25% Recipe for Huntman's Brew altered slightly to better reflect low Stag spawns Tweaked loot table to allow potions and potion recipes to drop in yellow, blue and red loot bags according to value All Special Potions now appear with gold text to distinguish them as valuable v1.3.3 - UPDATE Changed potion stack size from 1 to 6 Changed potion rack stack size from 5 to 125 Added AlchemistMaxDoubleHarvest tag - when a player maxes out the Alchemist perk they will get double harvest of animal by-product items: Vulture Feathers, Stag Antlers, Snake Venom, Lion Teeth v1.3.2 (PATCH) Fixed a problem in recipes.xml, where Potion Racks were still requiring 12 potions to craft (changed to 6) Changed Potion Rack ItemTypeIcon to bundle v1.3.1 (PATCH) Fixed a problem with Dumpster causing errors v1.3 - METALLURGY AND ZOMBIE TRAP UPDATE / 28.02.22 ITEMS 10 new ores added: Aluminium, Manganese, Chromium, Copper, Zinc, Titanium, Nickel, Zircon, Magnesium, Tin - each new ore has at least 1 use Steel Bullion, Stainless Steel, Zirconium Steel added Blocks made from Forged Steel can now be upgraded to Stainless Steel (15k HP) Blocks made from Stainless Steel can be upgraded to Zirconium Steel (20k HP) Silver Dust added - same as Gold Dust, but for basic potions Multivitamins added - made from Zinc and Magnesium, taken as a tablet, gives player temporary health and stamina buff Bear Bait added - craftable bait made from Bear Flesh and Psilocybin Extract Psilocybin Extract added - derived from Mushrooms, used in bait, or ingested by the player Medical Syringe variant added - take blood from captured zombies. Zombie must be targeted by player, ie by punching it Copper Cup added - used to craft Miner's Brew and Huntsman's Brew WORKSTATIONS Prospector's Forge - a new type of Forge with 11 smeltable ore slots BLOCKS Zombie trap added - Allows players to capture zombies using bait, with the intention of taking blood from them (for use in potion making) 3 captured zombie variants added with varying levels of health (more health = more blood) MISC Minor description changes Minor recipe ingredient edits to scale difficulty Restructured the potion values, in line with a 4-tier system Decreased potion rack sizes from 12 to 6 Made dumpsters craftable with Alchemy perks, unlocked alongside the Zombie Trap Schematic Removed ragdoll effect from Elixir of Life - this was a bug whereby you could retain the potion while consuming and jumping simultaneously Removed Mineral Rock v1.2 (PATCH) Decreased the amount of vulture feathers obtained through harvesting from 30 to 4 (12 from Radiated Vultures) Added chance to get Wolf Fangs from Dire Wolf as well as regular wolf Made Chalice smeltable in the Forge as Brass Lowered the probability to mine Unknown Gem v1.1 (PATCH) Edited progression.xml for mod compatibility Fixed bug with Huntsman's Brew whereby crouch speed didn't change Fixed bug with Syringe recipe at forge v1 / 25.01.22 10 new consumable variants 1 new equipable tool: Rock Hammer 1 new workstation: Alchemy Station 2 new rare ores/minerals found through mining: Uranium, Unknown Gem 8 new harvestable resources: Rabbit Flesh, Bear Flesh, Infected Flesh, Venom, Vulture Feather, Wolf Fang, Lion Tooth, Stag Antlers 8 new misc items: Chalice, Mineralizer, Syringe, Antidote, Infected Blood, Gold Dust, Empty Bottle, Bottle Rack DOWNLOAD LATEST VERSION HERE: https://github.com/BadZombie-Poly/Alchemy - MIRROR: https://www.nexusmods.com/7daystodie/mods/1954/ YOUTUBE CHANNEL: https://www.youtube.com/channel/UC7zQAzL-tVGVTuOT6tMgVXQ/featured Searching "_AM" in the Creative Menu brings up all new items added by the mod. Please report back any bugs or suggestions as I am constantly trying to make improvements. Alchemy Station Potion bottle model Perk tree Rare Secret Stash Schematics Captured Zombies are discoverable with level 1 Animal Tracker Prospector's Forge Block upgrades
  14. FEATURES Play 7 Days to Die as a balanced post apocalyptic zombie vanquishing Sorcerer. Through training and discovery, you'll learn how to deport the undead straight back to hell by casting elemental spells of Fire, Ice and Lightning. • Vanilla game 100% untouched, add-only policy! • Balanced around vanilla gameplay, you must train to gain and sustain your power! • Unique animations, art, effects and sounds for spells and items • New Spells: Craft, Master and Upgrade 5 Spells per element! • New Enemies: Touched, Fallen (Champion), Awakened (Boss), Ancient (Raid) • New Attributes: Sorcery, Fire, Ice, Lightning • New Resource: Spirit (mana required to perform all Sorcery) • New Dual Skill Tree and Perks: Arcane, Fire, Ice, Lightning • New Crafting: Armor, Weapons, Mods, Spells, Potions, Scrolls, Stations, Blocks, Resources • New Armor Sets: Arcane, Fire, Ice, Lightning • New Masteries: Alchemy, Runesmithing, Spirit, Essence, Arcane, Fire, Ice, Lightning • Play-style: Sorcerer (Spellcaster) • Play-style: Alchemist (Potions, Bombs) • Play-style: Archer Mage (Spell Arrows) • Play-style: Gun Mage (Spell Ammo) • Play-style: Melee Mage (Spell Weapons) • Weapon Abilities: Primary, Secondary, Passive and Charge abilities • Rune Mods: Harness the power of Runes to augment your weapons, armor and gear! • Alchemy: Craft Potions, Elixirs and Bombs • Sexy Loot: Item Sets, Armor, Weapons, Mods, Spells, Potions, Scrolls and more! SORCERY - MASSIVE UPDATE (v1.42) It's time to dive into v1.42 Massive Update with NEW POIs, Weapons, Entities, Spells, Balance changes and more: Added: Unique Fire POI (T3). Added: Unique Lightning POI (T3). Added: Arcane Trader Quests for all new POIs. Added: New Sorcery Weapons for each vanilla Attribute! Added: New Wand Weapon - Instant-Casts Spells and Nova! Added: New Claw, Dagger, Polearm, Scythe and Sword Weapons! Added: Fire, Ice, Lightning Elixirs now also craftable at Ritual Station. Added: New Spell -" Omni Spell" to all Spellcasts! Added: New item - "Grimoire" teaches Spell or Skill. Added: Grimoires: Omni Spell, Omni Arrow, Ritual Station, Arcane Familiar, Omni Pack. Added: Omni Elemental Immortal Summon. Added: Incantation - Omni Elemental Summon. Added: Omni Spell/Arrow auto-summons an immortal Elemental to assist for a time. Changes & Fixes: Lots of anticipated changes and tweaks! Discord #Changelog YOU AGREE TO THE FULL TERMS OF USE AND DISCLAIMER HEREIN BY DOWNLOADING AND USING THE SORCERY MOD: DOWNLOAD SORCERY Download: SorceryMod-Setup_Public.zip (latest version) Alternative Manual Download Link: EXTRACT: Right-Click "SorceryMod-Setup_Public.zip" (Extract All | Unzip) RUN SETUP: Open "SorceryMod-Setup.exe" (Allow Admin permissions) INSTALL: When finished, you can launch "Sorcery Mod" directly from your Desktop! NOTE: Due to game requirements, Sorcery (and ALL other mods) may only be installed directly in the "Users/<USER>/AppData/Roaming/7DaysToDie/Mods" directory. As such, changing of installation directory is disabled. If you are looking to install Sorcery on a Dedicated Server, or if you have other special needs, follow the Manual Install Instructions included in the download. NEED HELP? Full Instructions, Troubleshooting and Help can be found within the Sorcery Mod Discord: http://discord.sorcerymod.com 🗒️ FULL CHANGELOG: 🔑changelog-supporters CREDIT TFP for creating and improving this ridiculously awesome game, while also providing the ability to making this type of modding available. Patreon Supporters for making the ongoing development of Sorcery possible! Special thanks and shoutout to @sphereii for dll help, @xyth for providing initial guides and resources, @KhaineGB for awesome collaboration! 😜
  15. Introduction The Oakraven Forest Collection offers an experimental ‘pick and mix’ bundle of Quality of Life modlets to enhance your 7D2D experience. It is brought to you by oakraven and arramus. These modlets will be regularly updated based on feedback, and the number of modlets will continue to increase as they move from development stage to experimental release, and then to stable. They can be added as standalone individual modlets, or combined to cover many aspects of game-play. Since these modlets contain custom content, they must be installed in your ‘Mods’ folder on both the server and within player game files. Detailed Installation Instructions For Server Admin/Hosts and Players who have never installed a 7D2D 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: \SteamLibrary\steamapps\common\7 Days To Die). 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 the mod or collection of mod folder(s) directly out of the zipped file and it can be placed into the Mods folder. Does this Mod need to be installed in the server/client host? = YES Do players also need to install this Mod? = YES If players do not install the same mods as the Server/Host, they will not be able to join. The Oakraven Forest Collection is stored on Moddb and can be viewed and downloaded here as individual modlets. No need to Log-in to download. https://www.moddb.com/mods/oakraven-forest-collection Alternatively, you can download each modlet individually on their own page. Again, downloads do not require Log-in. @wickidaurazgaming has kindly created some instructional videos to demonstrate how to use the mods. The videos are directly linked back to wickidaurazgaming's You Tube channel and can be reached by clicking on the link embedded in the mod name. Current Available Mods and Mods in Progress 1. Chicken Coops and chicken related features: Download from Moddb here. 2. Bee Hives and bee related features: Download from Moddb here. 3. Custom Work Stations with related custom features: Download from Moddb here. 4. Hydroponic Underground Farming and related features: Download from Moddb here. 5. Custom Cooking Stations with related custom features: Download from Moddb here. 6. Power Things. Download from Moddb here. 7. Oak Dragon User Interface with custom theme and icons. Download from Moddb here. 8. Torches and Lights. Download from Moddb here. 9. Drawbridges (Walkways). Download from Moddb here. 10. Water Wells and Sinks. Download from Moddb here. 11. Sign Cupboards for writeable storage. Download from Moddb here. 12. Rock Drill for mining resources. Download from Moddb here. 13. Fish Farm for farming fish. Download from Moddb here. 14. Music Decor for interactive decorations. Download from Moddb here. In addition to the individual introduction videos linked to mods, here are a couple of general all-in-one type overview videos.
  16. MAGOLIS COMPO PACK So welcome to the CompoPack. Compo Pack has its own Discord server Found - HERE Discord Requirements: PHONE VERIFIED with Discord and in your privacy and Safety - ALLOW DIRECT MESSAGES FROM SERVER MEMBERS NEEDS TO BE ON Once you join, agree to the rules then a verification PM will be sent for you to follow, simply follow the steps and you will be in 🙂 . - Feel free to join. On the Compo Pack Discord channel you can - Submit new prefabs to be added to the compo Pack, - Report any errors or problems you may find - Discuss any thoughts and ideas - As well as general talk WHAT IS THE COMPOPACK: The Compopack is an expanded collection of custom-made prefabs for the zombie sandbox game 7 Days to Die. The poi pack/poi archive/overhaul was first compiled by Magoli in the early Alphas of the game and has continued to grow over the years. Prefabs are balanced to the pack and to work together in a vanilla setting. The compopack is also a museum and archive to keep every poi ever made alive and not forgotten. ***IMPORTANT INFO*** This will require a new world to be generated, not just a new save game because several prefabs have changed size which can cause severe errors in existing world when they are reset by questing. For multiplayer the mod will need to be installed on all player clients. This is a definate as keyracks will not work as with the many other issues caused by not having them in your prefab folder. A comprehensive clean. Every prefab has been gone through to fit into A20 and the new tile system. A full light optimisation on prefabs, a texture go thru and zombie spawn site clean up in an attempt to lower lag. All quest locations should now work. Every prefab that has a quest has been gone through and updated to ensure they can be completed. Vanilla locations not included. A questpath walkthroughs have been gone through to insure entry into the buildings. a Major questpath walkthrough is ongoing. Many prefabs have had several of their doors unlocked in logical locations. Also gone through each prefab to fix paint, a gew spots may be missing, if so, please report. A large loot reduction has been done in many gamebreakingly over populated loot pois. COMPOPACK 48 CHANGELOG Tasks that will be ongoing - Replaced many blocks to their correct block for texture saving. IE: if it was painted concrete and the block under the paint was actually wood it got replaced with concrete (This will still continue into CP47 if we find more) - Zombie amounts in prefabs were fixed to a more standardised level and per more vanilla amounts in alot of over populated pois. (Mine included lol) - Loot rebalance will be ongoing each and every iteration of the compo pack. - quests, pathing and zombie interactions. Ie: active, passive and attack tags. DOWNLOAD: All Downloads: https://www.moddb.com/company/magolis-compopack/downloads Infinity: https://www.moddb.com/games/7-days-to-die/downloads/infinity-1-4 This tool will install the CompoPack in the correct folder and let you customize the POIs that spawn on your map. Perfect for map creators and sharing with players. Infinity Guide: https://youtu.be/GWjyWdCMvoM CompoPack #48: https://www.moddb.com/games/7-days-to-die/downloads/cp48-4-complete If you want to skip installing Infinity, and just use the modlet, download this file. Works for those creating map. May cause some lag issues if all files are kept in the Mods folder. For better FPS, please use the Part 1 and Part 2 downloads below. How to install the modlet: https://youtu.be/a2A4i4G5ix8 How to use the pack: https://youtu.be/9j23yIShA8g How to change to 20.6: For server owners: CP#48 Part 1: https://www.moddb.com/games/7-days-to-die/downloads/cp-484-part-1 Use Part 1 if you generate maps directly on the server or clientside. CP#48 Part 2: https://www.moddb.com/games/7-days-to-die/downloads/cp484-part-2 >These files go into the Prefabs folder. Players can download Part 2 and add directly to their local Prefabs folder. This will help with FPS. Still stuck? Visit: For help: Magolis Compopack Discord COMPOPACK MODS Zombies On The Streets Unveiling (video unveiling Infinity a 7 days to die prefab installer) How To Use Infinity: SERVER INSTRUCTIONS: AS prefabs are required on both server and client side of every user that joins your server. After you have selected the prefabs you only wish on your server and they appear in your prefab folder bundle them up and send to your players and drag them into your server prefab folder to. For sending to other users you can simply save a preset in infinity and send them the saved txt file they can then load up in infinity and it dl for them as well. INFINITY STEP BY STEP INSTRUCTIONS: HOW TO SET UP AND USE INFINITY: 1. Find pathsettings.txt and open using any text reader like notepad or notepad++ 2. Get your game address where the 7daystodie.exe is and past into first line of pathsettings.txt (Instructions on how to do this in the README_FIRST.txt) 3. Get your appdata address C:\Users\Username\AppData\Roaming\7DaysToDie and past in 2nd line. (see video on how to unhide the appdata folder) 4. Save and close. 5. Run the infinity v1.exe (a screen will appear and run thru a few processess) STEP 1: 6. Read then hit any key. The following settlements need just a "Y" or a "N" 6a. Fabbersville - "Y" you see fabbersville poi_tile set option. Fabbersville - "N" Fabbersville Poi Tile set skipped. 6b. Megacity - "Y" you see Mega City Poi Tile Set option. Mega City "N" Mega City Poi Tile Set skipped. 6c. Fabbersville - "Y" Fabbersville Poi Tile Set "N" Mega City - "Y" Mega City Poi Tile Set "N" (As lpng as Mega City and/or fabbersville is selected you will get corralating Poi Tile Set option that is attached to that settlement. 7. Continue to choose Y/N for the remaining settlements. STEP 2: POI Tile Sets that spawn in Vanilla Cities a "Y" or a "N" response fpr the following 20 poi/tile sets. [I reccomend either have the poi tile sets in gabbersville and mega city only and not in vanilla cities (so "Y" to fabbers and mega poi tile sets and "N" to the Step 2 poi tile sets. or vice versa - "N" to gabbersville and Mega City Poi Tile Sets and "Y" to all Step 2 Poi Tile Sets.] STEP 3: CP Pois that spawn in vanilla cities: Top Line Left side: * Select all (removes all in that district. click twice to undo back to all selected.) * Load Preset (adds a preset previously done prior) * Save Preset (saves the current list for future use to save redoing step 3 all again) [Saves the list in the infinity folder] * Back To Step 1 (returns to the first step in case you change your mind) * Back to step 2 (Returns you to step 2 in case you change your mind) - Pois list left side. - Category Selection middle top [Districts containing in each what cp pois spawn in each district] - Tag Selection middle bottom [highlight all attached to the tag - LMB (left Mouse Button) Remove all attached to that tag - RMB (Right Mouse Button)] - Poi Info right top [Name of poi, allowed biomes, editor group, size, sleeper volumes and min and max, Difficulty tier, Questable, yoffset] - Poi Picture right bottom ***Please note*** Biome Decoration Tag does NOT work Once you finish going thru these hit Install Files next page gives you a chance to return to change or add or remove any you mistake or what not by pressing any key [OTHER then 1] Press 1 to complete and start the adding process. Once complete press any key and close program. Run game and enjoy. SERVER INSTRUCTIONS: once the server host completes the above they have a few options to get the list of prefabs to the players to join their servers with: 1. Simply save a preset and send this preset to the player for them to load infinity and use to get the pois placed in the right folders/ [Pathsettings.txt will need to be correct for them on their end. 2. Simply zip up the prefabs placed in the prefab folder and send to the player/s to be placed in the prefab folder. Play and enjoy Recommended choices: The poi tile sets are monotinous meaning if you have them in fabbersville, megacity and the vanilla cities you will see alot of them. I recommend the poi tile sets be in fabbersville and megacity only no vanilla cities OR none in fabbersville and megacity and them in vanilla cities only. Prefabs will also need to be on client side as well as server side. CP 48 Proudly brought to you by: MAGOLI - A legend whom kept everyone entertained with his updating of the Compo Pack for all of us to enjoy STALLIONSDEN. TESTERS: WOLFBAIN5. GOBARG. MANA. BATTLEPAPI. OCTOBERFIRE. ZZTONG. NAZ. ZEEBARK Plus all the many Great and amazing prefabbers out there whom have contributed to the CP over the years and all those whom will be adding more in the future.. Prefabs Removed from CP to be fixed and re added when ready: * The Slums (By_Pikero) * ResidentEvilMansion (by_Magoli) DISCORD CHANNELS PREFAB SUBMISSIONS HERE Please refer to original thread for any info in the O.P for now. comments welcome here to, Original thread can be found here for cp45 dl and info:
  17. xFiberCraft 2.0 Mod Download - https://github.com/CodeOvrLd/xFiberCraft/archive/refs/heads/Mod.zip xFiberCraft Discord - https://discord.gg/BMXqye8bZ7 Check out the Development on Git hub - https://github.com/CodeOvrLd/xFiberCraft xFiberCraft's humble beginnings were the realization that XPath can bulk change items with a bit of Set Theory. The First edition, 0.1.0, Changed all of the recipes, and repair items to utilize Plant Fibers instead of the intended materials. This turned out to be very, very, easy to play the game for a few minutes and realize its too easy. xFiberCraft 1.0: The More Fibers Update, tried to raise the difficulty bar but keep to the idea that everything is Fiber. xFiberCraft 2.0: The Even More Fiber Update In the last update we introduced the idea that different things are made of different fibers. Food should scrap to sustenance fibers, medical supplies should scrap to medical fibers, tools should scrap to tool fibers. We also deduced that items are crafted out of different fibers. A Bicycle is made up of conveyance fibers, armor is made from wear fibers, junk turrets are made from robotic fibers. This idea, albeit simple, lead to grave consequences. The simplest guns, pipe guns, were impossible to make early on since gun fibers were so hard to come by. The initial quest was nearly impossible when you have to find a tool, a weapon, and clothes/armor to scrap down to complete the first quest. At a certain point we all wondered, what's the point really to build bases easy but not have the ability to defend one's self? Fixed Initial Quest: Now a Loom is used to make tool fiber and weapon fiber. The loom can be made easily and cheaply by breaking down some junk into Blade Fiber. The Blade Fiber is then used to craft the loom in your backpack. The Primitive Bow and Stone arrows are craft-able with plant fiber now. The fiber shirt and pants do not use Wear Fiber but use regular plant fiber instead. Now finish that quest and get to the trader like TFP intended. Youtube: xFiberCraft: Starting Quest Added xFiberCraft Fiber Crafting: A mouthful right, well lets talk about it and not say that again. Now we can use a Loom to craft all of the different fibers in xFiberCraft. The loom provides an entry into cooking/chemistry by providing a recipe for the beaker. Check out all the other recipes the loom provides. Besides being an excellent place to craft fibers using the loom is better than doing it by Hand. You will end up with more stuff than if you would have crafted it in your back pack. Added Gun and Vehicle Fiber Crafting: With the Gun and Conveyance Fiber crafting unlocked you can begin to make weapons and vehicles. Gun Fiber is had to acquire so go out and get all the fiber and junk you can. The vehicle recipes look unchanged but in fact the base components are now crafted using Conveyance fibers. So make the chassis, handlebars, and wheels all out of fiber. Pro Tip: You could probably find the fibers needed to make gun fiber rather than start from blade fiber and craft all the way to gun fiber. Scrapping gas might be easier than crafting conveyance fiber. Now we have steadied the ship and turned the page. Go Forth and Build, Craft, Defend, and Accumulate. PS: You know what? I think I hear the winds of change blowing as we speak. A new Idea is beckoning to be released from its shell of a prison. Forget what you thought about skill points and schematics being hard fought and earned prizes. Think about Ideas and Knowledge, about Complex Concepts and Concrete Procedures. What is an Idea if not a strand of electricity traveling from one axon to another. What is a Concept if not the twisting of the multiple ideas into an orderly fashion. A twisting of strands...I wonder what else do we know that is a set of strands twisted together in an orderly fashion?...
  18. xyth

    A20 VideoPlayers Mod

    VideoPlayers Modlet (Single Player Stable) Note: Seems to work on Dedi, if you follow the install instructions, otherwise it will crash your server! You were warned. This A20 modlet now combines several A18/A19 modlets (Video Players, Billboards, and Theater Screens) You must connect a wire to each device using the wire tool to activate it, then you can remove that wire. YouTube Video: YouTube Video: YouTube Video: Description Introduces mass media into the game. Be sure to active each of these with a wire using the wire tool. Billboard01 is a mechanical billboard that shows 3 unique images on each side of the billboard. This is a single texture sheet which you can edit in a graphics program then import into unity and the reexport. BillboardVideoMP4 is a electronic version, that will play 12 video clips in rotation. Like 12 TV channels. Best part is you can replace the 12 video files in the mods/resources folder with your own. In default, video0 is static, 1 is a cartoon clip, and 3 a classic video. All the rest are static. Theater Screen Adds a flat theater screen into the game. Designed with POI makers in mind, this screen is 16:9 format and 8x5 blocks in size. VideoTV is a large tabletop television that will play 12 video clips (or entire movies) in rotation. TVWall is a wall mounted version setup to replace the existing small wall mounted televisions. Its currently set to replace 20% of them but that can be adjusted in xml. Some will be on by default, playing static, but otherwise are broken. Replace video0 with a public service disaster message of your choice. If you put down a land claim block you can pick these up by holding the E key. Installing Single Player Normal mod install. Drop the mod into your Mods folder and your done. If you swap out any of the videos, they must have the exact same name and file extension as the one you're replacing. Those names are hard coded. It won't like strange .mp4 encoding so keep it simple. Encoding help can be found in the old thread. Dedi Experimental - read carefully For some reason, the dedicated servers default startup file named startdedicated.bat has a Unity startup parameter -nographics . -nographics means dont load various shaders and the video decoding files needed to render video. So your job is to edit that file before starting up the dedi. On about line 69 of that file you will see this line: start %GAMENAME% -logfile "%LOGFILE%" -quit -batchmode -nographics -configfile=serverconfig.xml -dedicated Change it to: start %GAMENAME% -logfile "%LOGFILE%" -quit -batchmode -configfile=serverconfig.xml -dedicated Failure to do this properly will crash your dedi hard and fast. Download The Modlet can be found here: https://github.com/7D2D/A20Mods/blob/main/VideoPlayers.zip or in the ModLauncher. Known Issues Sometimes the sound plays for a few seconds if you enter the game next to a billboard that has sound. This is because I need to active them on start as I can't use code to do that. Minor annoyance. You need to activate a newly placed video device by attaching a wire to it, but you can immediately remove that wire. That is because I'm using the switch class and it expects a wire to the switch. No way to fix that without code. Videos need to be in .mp4 format. There is a limit to how much memory can be allocated to video, so 12 long movies may well crash the server.
  19. Modder Snufkin introduced an innovative technique to ornate existing vehicles with attachment models to give them a unique appearance. In many cases, it went so far as to create new vehicles with experimental features and was released in a pack as Snufkin's Custom Vehicles Mod. This was followed with a Community version which added more additions on top. A20 saw numerous updates to the vehicle code, which limits conversion of many A19 vehicles from the previous server side only releases. However, this A20 release can still combine some of the more popular vehicles from A19. Download here: https://github.com/arramus/A20_ServerSideVehicles_2022Sept16 ========== INSTALLATION ========== 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 mod folder in the main directory, typically (\SteamLibrary\steamapps\common\7 Days To Die). 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 the mod folder directly out of the zipped file and it can be placed directly into the Mods folder. However, there may be a top folder which you do not need. You are looking for a folder that contains a 'ModInfo' file. The folder holding that file will be the one you add to your Mods folder. If you add a folder above that nesting then the game will not be able to see the mod. The top layer will be a single folder and in the second layer you will see a ModInfo.xml file with or without additional folders depending on the mod. Clear instructions on this stage are not possible due to different types of unzip application and their methods. However, this will become elementary once you've launched a few mods. Does this Mod need to be installed in the server/client host? = YES Do players also need to install this Mod? = NO The magic of this mod is that is only needs to be installed in the server/person who has launched the main environment that others join. Enjoy. Apart from periodic issues with flying stability, and the noticeable lighting from hidden vanilla models on two of the vehicles, this selective few offers a highly functional mix. The current vehicle list, which is typically restricted by access to vanilla vehicles for their recipes, can be produced on the workbench. Motorcycles: Hell Beast (Snufkin) Hell Fire (oakraven) Hell Dog (oakraven) Spider Bike (arramus) Cars, Jeeps, Trucks, and Buses: Hell Hound (oakraven) Hell Spikey (oakraven) Hell Car (Oakraven) Magic Bus (Oakraven) Flyers: Whirligig (arramus / utilising Bdubyah's MD 500 helicopter settings) Shark Blimp (oakraven) Bicycle Base: Sled (Snufkin)
  20. 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 !!!
  21. Tested with A20 White River - Tools of Citizenship - A20 * Also now supports Darkness Falls through the use of a compatibility modlet. (Darkness Fallas compatibility is not yet working in A20) Now with Multiple Languages Localization/Support: English, German, French, Iitalian, Japanese, Korean, Polish, Portuguese, Russian, Turkish, Simplified Chinese, Traditional Chinese, Spanish The White River settlements are looking for new citizens to contribute and are willing to give extra tools and equipment that they've collected. They are offering to provide to a select few survivors access to higher quality tools, weapons, armor, and equipment in exchange for volunteering to complete various tasks for the settlement. There is a limited supply and these items are only available to those who gain citizenry with White River settlements. In addition to the reward, the player is sometimes also offered a small stack of wet concrete blocks, from the last of the Trader's community inventory to assist in re-establishing a homestead. ---- This modlet collection extends the new player White River citizenship quest line to provide some quests to obtain improved tools, weapons, and armor. Each item has a small back-story and explanation in an attempt to blend with the vanilla game and Trader. This gives players a chance to obtain better equipment through a method other than randomness or traditional progression. The rewards this modlet pack provides were carefully considered against Vanilla gameplay. In most cases, the named items only provide a small improvement over the items they were created from. The duke and experience rewards are in-line with vanilla quests, and across all quests and tiers in this modlet pack only a handful of skillpoints are offered and only on the highest complexity quests. Due to the multi-tier design of this modlet collection, it provides equipment for beginners all the way up through the elite. **This modlet pack is XML XPath ONLY and only needs to be installed on the server or player hosting the game! Other players do not need to install this modlet pack locally.** The modlet collection provides multi-tier quest lines. Once the new player reaches the trader, they are given a +Declaration of Citizenship item. This allows them to begin a quest to volunteer to help lay to rest 10 old residents now turned zombie. This earns the player a +White River Citizenship Card which they can then use to select which quest they would like to pursue. The player's citizenship card is returned to them after they complete the settlement's quest. If it is lost for any reason, the player may start this quest again as a Tier 1 Trader quest, and also can randomly find a +White River Citizenship Card on zombie loot bags. -- Citizenship is offered in three-tiers: - Tier 1 : Kill 10 Zombies. This is the Basic level of citizenship. Reward: +White River Citizenship Card - Tier 3 : Kill 100 Zombies. This is the Veteran level of citizenship. This is started as a Tier 3 Trader quest. Reward: +White River Veteran Citizenship Card - Tier 5 : Kill 1000 Zombies. This is the Elite level of citizenship. This is started as a Tier 5 Trader quest. Reward: +White River Elite Citizenship Card Once the player obtains their citizenship card, they can use this to craft quest-starter items for the equipment quests below. Some of the quests below offer a veteran version which rewards better quality, more items, and greater quantity of each multi-quantity item. Some offer an even higher level set of rewards for elite citizens. After a "Veteran" quest is complete, the Trader keeps your Veteran Citizenship Card, requiring you to complete the Tier 3 Trader quest again to obtain a new Veteran Citizenship Card. However, after an "Elite" quest is complete, an Elite Citizenship Card is returned. QUEST LISTING: VEHICLES: - Amelia's Gyrocopter - Discover the truth of what happened to Amelia Earhart. Fight a Wendigo to reclaim her long-lost schematics explaining how to build a three-seater souped-up Gyrocopter. Guaranteed to get you and your friends across the map with speed and ease. - Spirit of Vengeance - Take on a demon Juggernaut and obtain a super-fast vehicle. A player using this vehicle is a sure-sign of their elite status. Big thanks to Snufkin's Server-Side Zombies & Snufkins's Server-Side Vehicles for a big part of the base code for the vehicle and zombie. Tested for compatibility with Snufkin's mods, so you can run both at the same time if you want! TOOLS: - Black Bart's Flaming Dig Tools - Uncover the long-buried stash from the most famous stagecoach robber in the western U.S., providing a steel Pickaxe & Shovel with flaming mods and better stats than Vanilla. Stamina trait sure to keep you digging and digging and digging. - Bunyan's FireAxe - Help the Trader stock up on potable water in exchange for a Paul Bunyan-branded FireAxe. - Dundee's Hunting Knife - Help the Trader collect bone shivs in exchange for Dundee's famous Hunting Knife with slightly better stats than Vanilla. - Jason's Machete - Obtain a replica of Jason's famous machete in exchange for helping the settlement. Big thanks to Wyldwitchykat for this addition! - Rick Danger's Auger - Obtain two higher tier Augers, the latter of which will turn even the largest mountain to butter, but will expend a LOT of gasoline and degrade your Auger quick. - Taza's Axe - The famed Taza's Axe, already awesome. WEAPONS: - Bambi's Killer Compound Bow - Earn the famed deer killer, "Bambi's Killer Compound Bow" or "Forest Prince Compound Bow" with slightly better stats than Vanilla. - Bear Grylls's Claws -"Why fight bare fisted when you can fight bear fisted." Thanks, SteamM0nkey for this idea. - Callinicus's Greek Fire - Find the book randomly in the world and learn to craft greek fire arrows. Shoot one zombie with a greek fire arrow, and the fire spreads to other entities that it touches. - Daryl's Crossbow - Obtain a replica copy of the same crossbow Daryl from the Walking Dead used: The Zombiekiller Crossbow. - Deschain's Revolver - Collect the eight Dark Tower series books and craft nineteen doors to have one of Roland Deschain's legendary revolvers bestowed upon you. Has custom bullets that are expensive to craft, but super powerful. - Leon's Modded SMG - Help Leon finish his DIY gun project, resulting in a 9mm SMG weapon with slightly better stats than Vanilla. - Pavlichenko's Rifle - Locate and assemble a branded Marksman rifle from the famed marksman, Pavlichenko. ARMOR: - Kuva's Red Armor - Discover the secret ingredient in Kuva's Legendary Red Armor. This armor is rumored to be lightweight and stealthy, with resistances to heat & cold, and an extra mod slot per piece. The basic quest is EASY, but the Veteran quest is HARD. RESOURCES: - Brass For Lead - Help the community restock its Lead supply and in exchange receive some brass. - Elite Random - Obtain a sealed crate from four veteran cards that gives you a single random elite quest starter. Obtain a veteran card back at the start of your elite quest. If you complete the Elite quest, you obtain an Elite citizen's card! - Everdeen's Arrows & Bolts - The settlement is trying to put together a feast. Help feed everyone in exchange for named arrows or bolts guaranteed to fly true. - Gupta's Bandages - Can't craft first aid bandages? Trade Aloe Leaves & Cotton for a few highly-sought-after Gupta's First Aid Bandages & a First Aid Kit. - Molino Bulletproof Glass - Exchange regular bulletproof glass blocks with the Trader and they will teach you how to create clear Molino-branded bulletproof glass. Thanks to arramus & Fuzzy Pug for the idea & quest code. - Remington's Steel Ammo - A spin off of Khaine's Steel Ammo mod that turns his mod into a questable achievement. Cheap-to-make bullets that degrade your weapons faster. Also, now with an auto turret that takes steel 762 rounds. The quests are designed to be repeatable in case of loss of equipment or to try your luck at a higher quality reward. UPCOMING QUESTS: Dwarven Bellows - Faster Smelting, Faster Crafting, Bundled Forged Items Steel Spikes - Double the durability of Iron Spikes Basilone's M60 Brienne's Heavy Armor ACKNOWLEDGEMENTS - Wyldwitchyka :: For the addition of the Jason's machete quest modlet - morggin :: For the name and lore behind Black Bart, for the Bambi Terminator Crossbow, and for the idea of an Elite level set of quests - RichardPaul :: For the poem used in the Black Bart quest line. - Aeyvi-Daro :: For quest text and testing assistance on all quests. - mr.devolver :: Big thanks for the help fixing the GoTo Trader, improving the quest integration with the trader, and helping seek out a path to add the quests to the Trader dialog! - SteamM0nkey :: Big thanks to helping dive into the cause of imbalances in items, missing stats, and for the idea of the Bear Claws quest. - arramus & Fuzzy Pug :: Fuzzy Pug requested a new quest be added that grants clear bulletproof glass. arramus was kind enough to do the heavy lifting to create the quest, I rebranded the naming of it but mostly kept the quest and code intact as was provided. - sechsterversuch & Zeeeni :: BIG thanks to these two for providing a full German language translation for every quest, and for testing the translations afterwards! - IBM Watson :: For providing language translation for all other languages. CURRENT DOWNLOAD - You only need ONE of the below downloads. A20_1.0k_rc4 - White River - Tools of Citizenship (Individual Modlets) - Each quest broken out as a separate modlet. A20_1.0k_rc4 - White River - Tools of Citizenship (Single Modlet) - One modlet that contains all quests. Please be aware anytime you update mods, you run the risk of your level and skill points being reset. You are strongly recommended on live games to take a backup of your save game data to protect your progress in case you need to rollback. Please only pick one of the above two downloads and stick with it. If you swap back and forth, your player level and progress are liable to reset. Optional Download for Users of DARKNESS FALLS: Tools of Citizenship A19.4_1.0 Darkness Falls Compatibility Modlet * If you wish to install White River - Tools of Citizenship quest pack into your Darkness Falls game, this compatibility modlet is REQUIRED. Please note that you will see two WRN in your console log. This is expected and not a problem. Old Downloads A19.6_1.0 - White River - Tools of Citizenship A19.6_1.0 A19.4_1.0 - White River - Tools of Citizenship A19.4_1.0 Optional Download for Users of DARKNESS FALLS: Tools of Citizenship A19.4_1.0 Darkness Falls Compatibility Modlet A19.2_1.0b - White River - Tools of Citizenship A19.2_1.0b A19.1_1.1a - White River - Tools of Citizenship A19.1_1.1a A19_1.0 - White River - Tools of Citizenship A19_1.0 A18.3_1.7d - White River - Tools of Citizenship A18.3_1.7d A18.3_1.6c - White River - Tools of Citizenship A18.3_1.6c A17.1 & A17.2 - White River - Tools of Citizenship 1.5a
  22. 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). Down here: https://github.com/arramus/AutoBots-A20-2021Dec12 For detailed information about the economics of things, here is the more comprehensive A19 introduction. https://community.7daystodie.com/topic/24421-autobots-automated-mining-and-ammunition-bots-revisited/?tab=comments#comment-430708 In the A19 and previous versions, players would be able to gather resources or produce ammo by adding augers in the tools section of the Auto Miner and ratchets in the Auto Ammo Maker to allow production to begin and use gas or other resources to power/convert to resources or ammo. With each subsequent addition of a tool, the total production time for each asset would decrease. For now, things are changing a 'little' with the way it works. Both the Automated Mining and Ammo Bot can be made on the Workbench after reaching Skill Level 4 for Advanced Engineering. They will now require the Advanced Bellows, Anvil, and Crucible to be able to mine all resource types or manufacture all ammo types as follows: Automated Mining Advanced Bellows - Clay and Small Stone Anvil - Coal and Iron Crucible - Brass, Lead, and Nitrate Automated Ammunition Advanced Bellows - 9mm, .44 Magnum, 7.62mm, Shotgun Shells, Regular & Shell Junk Turret , Iron Arrow & Bolt Anvil - 9mm HP, .44 Magnum HP, 7.62mm HP, Flaming Arrow & Bolt Crucible - 9mm AP, .44 Magnum AP, 7.62mm AP, Shotgun Slugs & Breaching Slugs, AP Junk Turret, Exploding Arrow & Bolt. While the AutoBots have lost the capability to reduce mining and manufacture time through adding the auger or ratchet, adding the Anvil will reduce time by 50% as with a regular forge. A few images and explanations for anyone new to these types of auto mods. The Automated Mining Bot is created on the workbench and placed just like any other type of workbench. It uses a Control Panel as its model. It is best to place the Advanced Bellow, Anvil, or Crucible by using 'Shift + LMB' and it will automatically be placed in the appropriate slot. This allows the left side resource area to be updated instantly depending on if you have fuel to power it, or in the case of ammo production, gunpowder, coin, or any other requested resource. If you add it manually, the left side will not be automatically updated and you'll have to leave and return to the AutoBot to see it change. The Advanced Bellow has been added and now Clay and Stone can be output at a rate of 1000 per 1000 gas. The economy is the same for all items but the requirement of a crucible adds the extra challenge for what may be viewed as more precious resources. The process for the Automated Ammunition Bot is the same. In this case we have the Advanced Bellows, Anvil, and Crucible added which allows access to all ammo types. In addition, the Anvil reduces time from 60 minutes per batch of ammo to about 40 minutes. For more details on how much ammo is provided per 1 craft refer to the link at the top which breaks it all down in the A19 post. The economy of mining is 1000 gas per 1000 mined resource keeps to the original versions, but with Shale removed due to the 800 Shale to 10000 Gas loop. The economy for ammo is a bit more complicated but is based on the cost of purchasing from Player Vending machines and half the use of gunpowder than usually needed. Overall, it works out cheaper than being able to manufacture stacks of ammo but will be no free ride at all due to the resource use, coin, time, and tool/skill requirement. The requirement to have a crucible and Skill Level 4 for Advanced Engineering for the more precious resources and ammo makes the AutoBots balance out with latter Game Stage features when coin and gas are usually in abundance and Skills and crucibles are available. It is not something for low level players and will typically give high level players more time to focus on questing and other activities while the resources and ammo are being cared for by the AutoBots. This is an experimental release and feedback will be welcomed to see if it is stable and balanced.
  23. I'm looking for advice on how to go about removing an entity (for example Rabbits) from the game entirely without having them be replaced by some other entity. The reason I need to achieve this is to make the game playable for my girlfriend who has a phobia of zombies. I know that zombies can be disabled in game however I would still like there to be an element of challenge. Currently I have edited entitygroups.xml to replace all zombies with rabbits. While this is playable with mods adding survivors and bandits it's a little weird to have rabbits all over the POI's... Is there a way I can just remove the zombies for good yet still allow modded enemies to spawn?
  24. Gonna just make this thread for all my modlets to keep it organized. !!!ALL MODLETS THAT ADD NEW ASSETS MUST BE INSTALLED ON SERVER AND CLIENT!!! >>Donate<< Any donation will be used to make my mods better. Thanks! The Wasteland: Bdub's Vehicles: zAlert: Buggy: Hot Rods: Humvee: GNX: Box Truck: Willy Jeep: Golf Cart: MRAP: Marauder: UAZ 452: Pickup: Work Truck: Nova: BRDM-2: MD-500: Grass Blocks: Duster: Stallion: Charger: Dirt Bike: Cruiser, Junker, and Rat bikes: SHERP: UH-60:
  25. Hi everyone! I've been trying to get The Wasteland mod working on the Deck, I've installed all the correct dependencies and put the mods locally in the game files, which it detects in the mod launcher. When I launch the game, the mods appear to be working but upon loading a new world, or loading a world, the game ends up using at least 11GB of RAM, and I think it might be preventing the game to load. It then crashes upon loading the world in for the first few seconds. The base vanilla version of the game runs fine and doesn't do this. Though the high RAM usage is still there. I tried the same mod on my older Windows laptop, and it loads into a world fine with a lot less RAM usage. Just kind of wondering where to go from here if possible? Thanks for reading :)
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