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  1. Vehicle Madness Version 3 Beta 1.1 Guppycur's awesome original concept for Vehicle Madness way back in A17 returns to 7 Days to Die in A19, Guppy handed over the reigns of the project to me to rework and develop further the visions we have for vehicles in the game. This is a ongoing project and I am glad to say that ActiniumTiger and Marcus have actively joined the 'pit crew' and have already done some great work with the mod as well as bringing along some good ideas into the mix that we are looking to implement in the next versions. Features currently 26 vehicles ( all with overhauled unity vehicle physics and updated to linear colorspace). Revamped the vehicle harvesting system ( Balancing feedback required ) . Updated the custom vehicles build system. A brand new custom vehicle spawner , so no more double or triple spawned vehicles and vehicle piles. ( Custom code was written by HaidrGna and adapted it for Vehicle Madness with his kind permission) Added more vehicles to the craftable options for now. About Vehicle Madness For those that have not played the mod before ..... This mod will NOT let you build the 'custom vehicles' in the vanilla style...however you can still build vanilla vehicles in the usual way as all vanilla parts are still available in world. You will come across a variety of vehicles in the world, from firetrucks to humvee's to police cars to sedans and a few old rusted vehicles. You can only HOPE they are running. if not, you'll be forced to loot them to find salvageable parts, 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 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. To make the 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 compressor an 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 Then Build your chosen custom vehicle from the selection available. ** Vanilla vehicles can be crafted using the existing parts as before on a normal workbench so we have left in vanilla items to maintain vanilla compatibility for other vehicle mods that use vanillla resources, vanilla parts will not fit the custom vehicles system build methods ** You can only use the cool stuff like firetrucks, police car , military car and 5 ton military truck by finding driveable versions! Gas will be at a premium and you will get minimal drops from vehicles, this means you may have to raid gas stations or make your own. ***** We recommend that you use a bigger backpack modlet such as this one as there are many parts to collect. ***** More to come..... New things are planned along the way , such as a new tire fitting station and car lift system . A Dedicated POI for Automotive Repairs We will be adding more vehicles options for your post apocaliptic driving pleasures currently 10 in total to be added in Beta 2 . Looking at a new system to spawn in broken vehicle with no gas that needs fueling to get back to workshop for full repair (early stage development). Changing the engine sounds along the way. Looking to adapt and add my fuel siphon modlet that i developed in A17 for use in Vehicle Madness in A19. Work on localisation updates. Add tracked vehicles into the mix ... and a few novelty vehicles. A few vehicles (Motorcycles and the working Chevy) are missing from the original release and may return or may be replaced with new options. Guppy's fun shopping cart is now a separate thing and can be found here Guppycur's Modlets Acknowledgements : Special thanks to : Guppycur Also thanks to valdifer for the Spanish Translations for Vehicle Madness , feel free to take the current localizations and add more languages. The 'past and present' Contributors to Vehicle Madness development: ActiniumTiger Marcus Guppycur HaidrGna Mumpfy Random Person bdubyah DUST2DEATH 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. Note: You are not allowed to extract and alter the assets in this mod in any way, these assets must not be used in any venture that attempts to make money out of modding VEHICLE MADNESS 3 BETA1.1 DOWNLOAD LINK ***** 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. ******* A new game save is required as the mod overhaul adds a lot of new blocks in the game and changes existing ones too !! 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 !!!
  2. If anyone is able to help me i have compiled a bunch of mods to play with and i used kinggen to create a world for me and once i loaded in and started exploring i noticed ahead of me the world wasnt loading properly and as i got closer i fell through the map and landed back on the surface unable to move until i reloaded the world. Once i reloaded, that section that was previously not fully loaded was fine but then the same would happen a little further down the road i cant keeping quitting and reloading every five minutes so any help would be greatly appreciated And ive added what comes up on the console when entering a new area,also i have a few id errors 214,220,219,229,218,66 and 517 i have also restarted multiple worlds to see if it would fix itself but it just keep happening
  3. MAGOLIS COMPO PACK So welcome to the CompoPack. Together with Wolfbain5 and the guidance of Magolis wishes both Wolfbain5 and i have churned thru every prefab and finally have a release for you guys to play with. Compo Pack has its own Discord server Found - HERE Once you join, agree to the rules then a verification PM will be sent for you to follow, simply follow the steps and you will be in 🙂 . - Feel free to join. On the Compo Pack Discord channel you can - Submit new prefabs to be added to the compo Pack, - Report any errors or problems you may find - Discuss any thoughts and ideas - As well as general talk ******WORKS IN A19.5***** ***IMPORTANT INFO*** This will require a new world to be generated, not just a new save game because several prefabs have changed size which can cause severe errors in existing world when they are reset by questing. For multiplayer the mod will need to be installed on all player clients. We did a comprehensive cleaning. Every prefab has been gone through for texture stream reduction and zombie spawn site clean up in an attempt to lower lag. All quest locations should now work. Every prefab that has a quest has been gone through and updated to ensure they can be completed. Vanilla locations not included. Minor questpath walkthroughs have been gone through to insure entry into the buildings. a Major questpath walkthrough is in the works. Many prefabs have had several of their doors unlocked in logical locations. We have also gone through each prefab to fix paint, we may be missing a few spots, if so, please report. A loot reduction has been done in many gamebreakingly over populated loot pois. COMPOPACK 47 CHANGELOG Tasks that will be ongoing - Replaced many blocks to their correct block for texture saving. IE: if it was painted concrete and the block under the paint was actually wood it got replaced with concrete (This will still continue into CP47 if we find more) - Zombie amounts in prefabs were fixed to a more standardised level and per more vanilla amounts in alot of over populated pois. (Mine included lol) - Loot rebalance will be ongoing each and every iteration of the compo pack. - quests, pathing and zombie interactions. Ie: active, passive and attack tags. DOWNLOAD THE METHOD YOU PLAY HERE: KINGGEN CP47 Download contains: * Prefabs (edited to work with Kinggen) * CPPrefablist (Contains vanilla and cp prefab list.) * For Map Generator assistance and or Map Generator DL - NITROGEN CP47 Download contains: * Prefabs. * Example Map. * Nitrogen Files. * Cp47 comes with its own nitrogen prefablist. Simply use the one supplied here in the download. NOT the Nitrogen one. NITROGEN HOW TO INSTALL WITH PICTURES STEPS) RWG MODLET CP47: Download contains: * Modlet. KINGGEN INSTALL INSTRUCTIONS: 1. Download Kinggen - 2. Download Cp 47 prefablist and prefabs via the download. 3. Add prefabs to game prefab folder ( if on server PREFABS WILL BE BOTH CLIENT SIDE AND SERVER SIDE) 4. place CPPrefablist in a place you will remember (needed for next steps) 5. In Kinggen advanced setting direct the custom list to the cp prefablist select your settings and generate your map and play... NITROGEN INSTALL INSTRUCTIONS: 1. Copy all FILES from the COMPOPACK's Prefabs-folder into your Gamefolder.../Data/Prefabs/. IMPORTANT: Please copy just the files from the folder !!! DO NOT COPY AND PASTE THE WHOLE PREFAB-FOLDER ITSELF (else it will not work) !!! 2. **If using the example Maps provided** Copy 4k version from the folder eperimentalmap from this download to the 7d-saves-folder (C:\Users\<USERNAME>\AppData\Roaming\7DaysToDie\GeneratedWorlds) alternative: generate a own world with Nitrogen versin 0.501 and copy it to the 7d-saves-folder (C:\Users\<USERNAME>\AppData\Roaming\7DaysToDie\GeneratedWorlds) 3. Move all 3 .txt files into the resource folder of nitrogen 4. Customise your world with the many options available 5. Start a new Game and choose the world experimentalmap4k (alternative the name of your own generated world) - then you will have plenty of new buildings everywhere. MODLET INSTALLATION INSTRUCTIONS: 1. If you dont have a Mods folder already, Make a Mods folder in game directory If you havent already 2. Simply then open the COMPOPACK A19 CP47 (RWG MODLET) folder and Drag the COMPOPACK A19 CP46 folder inside original folder into Mods folder (steam/steamapps/common/7 days to die/Mods) 3 .Run game and enjoy Server Instructions: 1. Same as above for client, but in server folder. Prefabs will also need to be on client side as well as server side. CP 47 Proudly brought to you by: MAGOLI - A legend whom kept everyone entertained with his updating of the Compo Pack for all of us to enjoy WOLFBAIN5 - Loot, Nitrogen and Zombie Removal service as well as Quest fixer and assisted in updating prefabs. Handled Nitrogen side of things STALLIONSDEN- Prefab repairer, Painter, And Rotater of wrong rotated blocks and OFC annoying Wolfbain5 with my huge amount of zs and mass amount of volumes for him to sort (Your welcome Wolfbain5 haha) Handled Modlet side of things. Plus all the many Great and amazing prefabbers out there whom have contributed to the CP over the years and all those whom will be adding more in the future. Prefabs Removed from CP47 to be fixed and re added when ready: * The Slums (By_Pikero) * Cyberdyne * ResidentEvilMansion (by_Magoli) DISCORD CHANNELS PREFAB SUBMISSIONS HERE Please refer to original thread for any info in the O.P for now. comments welcome here to, Original thread can be found here for cp45 dl and info:
  4. Hey fellow 7 day'rs. Iam 45 yr old gamer guy of over 1000 hrs on PC and over 2500hrs on the ps4. Iam also a Canuck on EST time. I play on steam or modded through the Launcher. Iam looking for ppl to join up in on playing multiplayer server, or whatever?, Playing single is still fun but I feel that theres alot more fun to be had playing this game that I love. If anyone would like to hit me up my steam name is: eco_slider My Id name is just ECO. I have discord and or TeamSpeak, I do have a mic. I speak English. So again if anyone would like to hit me up I'll be around. PvE is my preference. Thanks.
  5. INTRO & CREDIT: I spent some time developing a fishing mod of my own since I couldn't get any of the older ones pre-A18 to work. This modlet is inspired by Clockwork Orange's ACP Fishing modlet and I'd like to give him credit. This version adds additional features such as more cooking recipes, multiple manual and automatic fishing tools, schematics/recipe unlocks, perk progressions, etc. DOWNLOAD & INSTALL: Alpha 18: MeanCloud__FishingA18_v1.04.zip (version 1.04, 2019-10-28) Alpha 19: MeanCloud__Fishing_v1.05.zip (version 1.05, 2021-07-22) Download and extract this modlet to your 7 Days to Die Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). USING THIS MOD: To get started fishing, look for a fishing spear you can craft. You can make this tool without any unlocks. Find some natural water (bucketed water intentionally won't work) and left-click to start fishing. When you think you've caught something, right-click your tool to gain a fishing cache that you can then place down and destroy to see what you found. For fishing rods, the cache will be attached to your pole automatically when you right-click and then you can right-click some ground to place it. Better tools are unlocked by looted schematics and the perk system (you can do either depending on your luck). Fishing rods and fishing traps will catch more fish and a variety of other debris that may be in your lakes and rivers. Fish can be eaten raw like raw meat and also cooked and prepared in a variety of ways. The game has a button that shows all recipes an item can be crafted into (including cooking), so have fun exploring. To place fishing traps, you must be standing in water and right-click the trap on dry land. The game considers the first block or two of shoreline to still be under water if your water quality video setting is set to High, so you may need to look around until you find a spot that lets you place the trap down. Traps can take take up to an hour (real time) to catch stuff. Once they have, they won't catch anything more until you loot them, so keep an eye on your traps. If you're looking for recipes and schematics, look anywhere tool schematics (for fishing rods and traps) or food schematics (for recipes) are generally found. For tools, that includes car parts shipping crates, hidden stash cardboard loot, hero loot crates, loot bags from enemies, junk/garbage piles (including trash cans and dumpsters), destroyed lab equipment, various safes (brewery, Shamway, etc.), traders and some quests. For food recipes, try looking for buried treasure map treasure, mailboxes, filing cabinets, kitchen sinks, cupboards, and other kitchen containers (and of course, traders). NOTE FOR MULTIPLAYER: The current version of Alpha 19 does not push localization data to users. If you are playing multiplayer (either hosting or via dedicated server), each player will need to install the fishing mod themselves to get the proper descriptions of items, buffs, perks, etc. that this mod changes. TESTERS: This is my first big mod -- looking for people to test and provide details of any bugs or issues, or simply want to give feedback on their experiences with the mod such as game balance. I wanted to provide an active task that players could perform that would guarantee them food since we have so many other active tasks like mining, woodcutting, and combat that gives us most of our other basic materials, but not food (farming is time-gated, scavenging and animal hunting is hugely inconsistent). Be kind and I'll do what I can to support and continue development on this mod. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more. All of my modlets for 7 Days to Die.
  6. ErrorNull Zombies (enZombies): I created more normal zombies to add more variety to the game, using the same archetype zombie creation method showcased by the Snukfin's Server Side Z(S)ombies mod and Snufkin's Custom Server Side Zombies - PLUS mod. Likewise, if this mod is used on a server, players who connect to the server don't need to download anything on their side. For now, enZombies are meant to be your average walkers and crawlers to complement the existing vanilla zombies. Stronger and boss-level zombies are on the works. Each enZombie also has their own feral, radiated, and crawler versions. Certain enZombies will spawn out in the terrain based on the biome - alongside the vanilla zombies. So you will find foresty zombies in the forest, deserty zombies in the desert, snowy zombies in the snow, and so forth.. with each zombie group sporting a color theme to match their biome. enZombies also spawn as sleepers inside the POIs, though unfortunately there's no easy way to spawn them as sleepers based on a biome theme. So you will simply see the full range of enZombies appear inside the POIs. enZombies also appear in the challenge quests. This is more of an OVERHAUL type of MOD since I removed and redid most of the vanilla zombie groups in entitygroups.xml, created a few of my own, and redid a number of the main spawners in gamestages.xml. If you experience odd issues like zombies missing from other mods when using this one, then renaming this mod so it gets loaded before other mods can help. Usage: You can use my mod as it is presented, or you are also welcome to disregard my spawning customization and just pull my zombies (from archetypes.xml and entityclasses.xml) and merge them into your own mod. But, I'd appreciate if you credit me in that case like mentioning my mod or the link on your website, discord or forum post. I love making these custom zombies and plan to continue for a long while, but it does take lots of time and effort. Download and Install: Download the zip file below. Unzip or extract the contents of zip file into the 7 Days to Die "Mods" folder. Version 1.6 - 👉 Download Link (google drive) 👈 Known Issues: There are some interesting bugs when creating zombies in this manner - by modifying the archetypes.xml. It's not unique to enZombies and are present in the Snufkin zombies as well. The fact that this is all server side (players don't need to install anything on their side), and only requires a text editor to create and modify zombies, far outweigh the quirks: Credits: Thanks to @Snufkin for starting it all with your "Snukfin's Server Side Z(S)ombies" mod, and thanks to @arramus for keeping it going with the "Snufkin's Custom Server Side Zombies - PLUS" mod. I studied these mods for weeks to figure out how it worked and gave me inspiration to contribute as well. Add-Ons: These are optional mods created for enZombies that are officially supported. The main enZombies mod must still be installed in order for these Add-Ons to work. Download the zip file for the add-on you want and extract the contents to your 7 Days to Die "Mods" folder. enZombie Screenshots: Mentioned Mods: Snukfin's Server Side Z(S)ombies Snufkin's Custom Server Side Zombies - PLUS
  7. Gonna just make this thread for all my modlets to keep it organized. !!!ALL MODLETS THAT ADD NEW ASSETS MUST BE INSTALLED ON SERVER AND CLIENT!!! The Wasteland: Bdub's Vehicles: zAlert: Buggy: Hot Rods: Humvee: GNX: Box Truck: Willy Jeep: Golf Cart: MRAP: Marauder: UAZ 452: Pickup: Work Truck: Nova: BRDM-2: MD-500: Grass Blocks: Duster: Stallion: Charger: Dirt Bike: Cruiser, Junker, and Rat bikes: SHERP: UH-60:
  8. FEATURES Play 7 Days to Die as a balanced post apocalyptic zombie vanquishing Sorcerer. Through training and discovery, you'll learn how to deport the undead straight back to hell by casting elemental spells of Fire, Ice and Lightning. • Vanilla game 100% untouched, add-only policy! • Balanced around vanilla gameplay, you must train to gain and sustain your power! • Unique animations, art, effects and sounds for spells and items • New Spells: Craft, Master and Upgrade 5 Spells per element! • New Enemies: Touched, Fallen (Champion), Awakened (Boss), Ancient (Raid) • New Attributes: Sorcery, Fire, Ice, Lightning • New Resource: Spirit (mana required to perform all Sorcery) • New Dual Skill Tree and Perks: Arcane, Fire, Ice, Lightning • New Crafting: Armor, Weapons, Mods, Spells, Potions, Scrolls, Stations, Blocks, Resources • New Armor Sets: Arcane, Fire, Ice, Lightning • New Masteries: Alchemy, Runesmithing, Spirit, Essence, Arcane, Fire, Ice, Lightning • Play-style: Sorcerer (Spellcaster) • Play-style: Alchemist (Potions, Bombs) • Play-style: Archer Mage (Spell Arrows) • Play-style: Gun Mage (Spell Ammo) • Play-style: Melee Mage (Spell Weapons) • Weapon Abilities: Primary, Secondary, Passive and Charge abilities • Rune Mods: Harness the power of Runes to augment your weapons, armor and gear! • Alchemy: Craft Potions, Elixirs and Bombs • Sexy Loot: Item Sets, Armor, Weapons, Mods, Spells, Potions, Scrolls and more! A19 SORCERY ICE OVERHAUL (v0.94+) SORCERY UPDATED - ICE 5/31 (v0.941) Added: Ice Element Added: Ice Spells Added: Ice Arrow & Bolt Added: Ice Spell Turret Added: Ice Potions Added: Ice Scrolls Added: New Quests Added: New Runes Added: Class Runes Added: Spell Traps Added: Wisp Entities Added: Shatter Feature Added: Health Bar to Fallen Added: Spell Pushback Added: Fire Element Overhauled Changes & Fixes: Visit the Discord #Changelog ‼️New game is required‼️ CLASS SET RUNE UPDATE NOW LIVE! (v0.943 | 6/4) • Added: Spell Knight (Class Runes) • Added: Spell Gunner (Class Runes) • Added: Spell Archer (Class Runes) • Added: Enchanter (Class Runes) • Added: Ritualist (Class Runes) • Added: Scholar (Class Runes) • Added: Silence Rune (stops Fallen + Ally Healing) • Added: New Mastery (Scholar) • Added: Fire Spellcast FX (player arm) • Added: Alchemy Mastery 5/5 now Boosts Ally Potion Potency • Added: Rune Mastery 5/5 now Boosts Ally Rune Effectiveness • Added: Lightning FX+Spells (Shock, Electrocute) • Changed: Rune Mastery now unlocks Runes and Transmutations in this order - 1: Common, 2: Transmutations (convert), 3: Rare (Silver), 4: Legendary (Gold), 5: Transcendent (Orange) • Changed: Class Runes Drop Rate increased even more! ✔️Works with existing saves! No restart needed.✔️ YOU AGREE TO THE FULL TERMS OF USE AND DISCLAIMER HEREIN BY DOWNLOADING AND USING THE SORCERY MOD: DOWNLOAD SORCERY Sorcery is finally back for A19! You can expect bi-weekly/monthly updates from here out. Download: Sorcery-master.zip (latest version) Unzip: Sorcery-master.zip Drag-n-Drop: The two folders (Sorcery + Deep Pockets), found within the unzipped (Sorcery-master\Mods) folder, directly into your Mods folder (\7 Days To Die\Mods). Create the Mods folder here if it doesn't already exist. Verify Mod Path: (\7 Days To Die\Mods\Sorcery) + (\7 Days To Die\Mods\Deep Pockets) Deport The Undead back to Hell: You're ready to play as a post-apocalyptic harbinger of the elements... may your training commence! MOD LAUNCHER If you already have the latest version of the Mod Launcher, simply run it and install Sorcery there. Otherwise, follow these steps to get started: PLAY WITH DARKNESS FALLS If you already have the latest version of the Mod Launcher, simply run it and install Sorcery there. Otherwise, follow these steps to get start CREDIT TFP for creating and improving this ridiculously awesome game, while also providing the ability to making this type of modding available. 👑Supporters Supporters make ongoing development possible! Without your help, it would not be possible to put in the immense amount of time and effort required to design and create the plethora of unique assets that make Sorcery.
  9. Info Panel Server Version: 0.0.4 Version Games: a19 Information: Press ESC to open the panel Just change the text in the file windows.xml Many thanks to user Snufkin. The basis Download: https://github.com/sLimLong/Info-Panel-Server
  10. Thought I'd make a single post for all my modlets that work on A19. Basically it's all the various A18 ones, tested and adjusted if necessary to make sure they work on A19. There's also a few new ones that I thought folks might like. All of these are XML only. Enjoy. 3 Slot Forge - Adds an extra input slot to the forge and moves the UI around a little so there's no window overlap. 12 Slot Crafting Queue - Increases the crafting queue from 4 slots to 12. Scrap everything! 60 Slot Backpack - Pretty self explanitory. 60 Slot Backpack (with Food/Water bars) - As above, but with food and water bars moved from under the toolbelt to under the Health/Stamina bars on the left. 96 Slot Backpack - Pretty self explanitory. 96 Slot Backpack (with Food/Water bars) - As above, but with food and water bars moved from under the toolbelt to under the Health/Stamina bars on the left. Food and Water Bars - Just the food and water bars from my above backpack mods so users can use larger backpacks if they so wish. Backpack Buttons - Moves buttons to the left of the inventory window (so sort is where it used to be) and uses custom icons rather than the ones provided by TFP. Backpack Buttons V2 - As above, but uses vanilla icons which is better for servers. Lockable Inventory Slots - Adds the "box" from the backpack buttons modlet that allows the user to lock slots so they won't be moved OR sorted. Also adds one to vehicle inventory that does the same thing. HP Bars - Remember the red HP bar that was shown off in A17? This adds that back into the game for folks who liked that idea. Log Spikes - Makes Wood Log and Iron Spikes craftable again. Pickup Plants - Allows the player to press the 'E' button (default. May be different for other languages/controllers) to pick up plants. This does NOT grant extra harvest based on perk. You have to punch for that. Max Animals/Zombies and Claim Blocks - Adds options to the main menu for the player to select max spawned animals/zombies in the world in SP. Also allows the player to have more than 1 claim block via menu option. Steel Ammo - Adds the steel ammo from A17 for players who enjoyed that option. Always Open Traders - Removed the open/close times from traders so they always remain open (tested with Trader Jen and seems to work). Bigger Bloodmoons - This is a mix of things. It removes crawlers from horde nights, increases the total number and the max alive (so you should have more zombies) AND uses new zombies with reduced AI for better FPS. Zombie Stutter Stop - Forces zombies to preload into RAM, which helps reduce the stutter while playing vanilla. Return of the Behemoth - Adds the unfinished A16 behemoth and the A17 unfinished radiated behemoth to the game. Random spawns in the wasteland and horde nights. Return of the Hornet - Adds the cut hornet from A15 (and earlier) back to the game. Spawns as an enemy animal in the forest biome. Does not spawn on horde nights. Kill Tracking - Tracks how many of each different type of entity you've killed in the game (zombie or type of animal) and with what weapon (guns only, may consider adding melee in the future). How to manually install modlets tutorial video:
  11. If you have feedback or problems with any of my modlets, try to post them in their specific topic (most of these modlets link to their own topic). Major Mods Name Description Compatibility Version Link Cannabis Adds usable cannabis to the game. Who says you can't enjoy the end of the world? A18, A19 1.01, 1.02 topic Fishing Adds active and automatic fishing and new cooking recipes. A18, A19 1.04, 1.05 topic Mining Adds copper and zinc (including ore generation, salvaging, and looting) and mining machines. A18, A19 1.04, 1.05 topic Minor Mods Name Description Compatibility Version Link Barbed Wire Returns the missing or removed barbed wire sheet from A17. A18-A19 1.01 download Don't Use Up Water Prevents empty jars from depleting water sources that the player placed with a bucket. A18-A19 1.01 download Enemy Health Bar Adds a visible health bar to enemies to the top of the screen under the compass. A19 1.00 download Enemy Reach Shortener Reduces enemy's reach to a more reasonable distance. Credit to @JaxTeller718 for concept: this is a copy of his but with an even shorter reach, fixes to falloff damage, and is forward-compatible with new and custom enemies. A18, A19 1.01, 1.02 A18, A19 Med Stack Sizes Updates all of the medical supplies (consumables and ingredients) to stack to +5 more than they used to (stacks of 5 are now stacks of 10; stacks of 10 are now stacks of 15. A18-A19 1.02 download Regenerating Boulders Boulders (even ore boulders) will regenerate after they have been mined. A18, A19 1.03, 1.05 topic GENERAL INSTALL INSTRUCTIONS: Download and extract modlets to your 7 Days to Die /Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). Once extracted if the mod contains a /Prefabs folder, then move the files in the mod's /Prefabs folder to your 7 Days to Die /Data/Prefabs folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Data\Prefabs ('Prefabs' will already exist; if you can't find it, you're in the wrong place). Some mods require (or strongly recommend) you to start a new game. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more.
  12. Z2 is a small side project of mine that I just sat down and started coding the other day. I started with creating a new compass bar and then just went from there, making things up as I progressed along the orange line. The result is what you see in the screenshots below. No external assets were used in the development of this HUD with the exception of the compass bar of course which sparked this whole thing. The compass bar is hosted online(imgur) and that makes this modlet server friendly in the terms that it requires no client downloads unless one opts to use the optional 10 slot tool belt and target health bar patches which will require the clients to download and install DMT modlets. I've not spent a whole lot of time on this modlet yet, and as such I am sure there are both bugs and hopefully minor issues I haven't caught before releasing it. Please make me aware of those with a post in this thread. I prefer not to be sent PM's in this regard. Worktime: 3-4h (initial sketchup) Worktime: 6-7h (fine tuning, touchups, changes) This modlet is coded to be a HUD killer. This means that it can be dropped into an overhaul mod and it will likely kill the overhauls HUD and replace it with Z2. Some adaptation might be needed depending on overhaul features and original HUD complexity. Z2 is currently not scale friendly, due to this it attempts to lock the scale at vanilla values. This might cause issues if added to other mods or modlets that rely on changing the scale to display correctly. This will be rectified in an upcoming version. It's color scheme is also highly customizable through the styles.xml file. So if orange is not your thing, change it there by setting a new R,G,B color code in the correct style entry. This will be further diversified in an upcoming version. Z2 - Showing the HUD and the radial menu. Z2 - Showing the vehicle health and fuel bars. Z2 comes with some optional features that can be used. The reason I made these optional is because they require a higher level of experience when it comes to modding, they require the use of third party tools, they render the client EAC unfriendly and they require clients to download and install the modlets locally. The first optional feature that is available at release is the target health bar which, when installed correctly, enables the target health bar in the games engine and adds some other tweaks by SphereII to further enhance and touch up the bars a little. (DMT patch provided by SphereII) Z2THB no longer requires a DMT patch to work. Simply install it as any other modlet. Z2THB - Showing the target health bar. (Requires client install and DMT patching.) The second optional feature that is available at release is a patch to tweak Z2 to fit if you have a 10 slot tool belt modlet or overhaul installed. Please do note that Z2 itself does not currently come with a 10 slot tool belt DMT patch. Z2TB10 - Showing a 10 slot tool belt. (Requires client install and DMT patching. Also requires a 10 slot tool belt DMT mod/modlet.) To download click on the images below. They pull directly from my github repo. Optionally you can download and install these modlets through SphereII's Mod Launcher (recommended). Install like any other modlet by dropping it into your 7 Days to Die installation folder and making sure that the hierarchy is as follows; "Mods\modname\ModInfo.xml". And as always, do the smart thing and backup saves first. Use at your own risk. This is an initial release and is to be considered a test version. Please post here with any issues that may present themselves. Updates and changes will happen when I get around to it. I will try and touch up this main post with some more fancy graphics and stuff soon Hope you like it!
  13. This is a modlet I made for 19.5. I like the random stats on the stuff you find but it does feel bad finding a higher quality weapon with markedly worse stats than a lower quality weapon. This aims to fix that in a balanced manner. Download Link (GitHub) Features New Workstation - Machinist's Bench This new bench takes over the old table saw that got dropped a few versions ago. Mods have been moved to be crafted here along with the suite of retooling recipes. Worlds that start fresh with this modlet should have these appear in the wild. They'll convert over in old worlds but the crafting menus won't work for those due to a quirk in the engine I've yet to find a way to rectify. Crafting or finding one is possible! Tool and Weapon Retooling - Reroll the stats for equipment that is made from the various 'parts' resources you find. These recipes are unlocked at the same time as you unlock the base recipes and allow you to use the item in question as an ingredient, plus a handful of it's original materials, to re-craft and thus re-roll the random stats you got to try and get something better. It could end up worse, but the process is fairly cheap. You can also upgrade low quality items to the highest quality available for you to craft (if you find a q1 rifle and your skill allows for q4, you can upgrade it to q4). Items modified in this manner cannot be sold to the trader. They don't know what you did to the thing. Mod Crafting - Now happens from the Machinist's Bench New Skill - Machinist (Intellect: Craftsmanship) Unlocks a handful of useful mod recipes for you to craft as you level it up. Each level increases the effective damage increase your mods confer. Vanilla rate is 10%. At level 5 the effectiveness increases by 25% for a total of 12.5% per mod attached to the weapon. On a Quality 6 this is like having a 5th mod's worth of damage! Update Item - Machinist's Compendium If you're loading this into an already existing game world this item made at the workbench will update the new recipe unlocks to match your current set. It's made with some paper, glue, and coal.
  14. Download Entire Package Here https://gitlab.com/guppycur/guppymods My modlet collection. If you don't know how to use git or download, sorry but that's on you. Click on the mod then click the download button, geesh. I offer zero warranties or guarantee's. Tons of people have helped me with my mods, and I'd list them but then I'd forget someone and feel bad. So basically everyone on my modding discord. 😃 Thanks homies! Guppycur's AdditionalCharacters - Adds a few more characters - Incompatible with Creature Pack Guppycur's BloodMoon Trickle - Removes the TFP trickle on blood moons Guppycur's Can Grenade - Cheap, easy, goes boom Guppycur's Commercial Blocks - Adds commercial blocks Guppycur's Commercial Kitchen Blocks - Adds more commercial kitchen blocks Guppycur's Cop Acid - Harvest cops for their acid Guppycur's Desert Ambiance - Adds dust devils and dust storm to desert biome Guppycur's Door Blocks - Adds a variety of doors; doubles, gates, drawbridges, portcullis', etc Guppycur's Dust Devil - Dust devil entity by itself Guppycur's Elevator - Adds a fixed sized elevator Guppycur's Fantasy Mod Extras - Adds a few items for a fantasy mod Guppycur's Fireworks - Adds a zombie distraction fireworks box Guppycur's Flame Thrower - Adds a hand held flamethrower weapon Guppycur's Get Nailed Quest Chain Edit - Fixes quest chain for Kheldon's Get Nailed mod Guppycur's Grenades - Adds a smoke and flash-bang grenade, great for PvP! Guppycur's Heads on Spears - Adds heads on spear blocks Guppycur's Hospital Blocks - Adds more hospital blocks Guppycur's Insects - Adds a flying hornet type insect and prefab/nest - Compatible with Creature Pack Guppycur's JapaneseCharacters - Adds Japanese characters - incompatible with Creature Pack Guppycur's Misc Blocks - Adds a lot more blocks for decoration and building Guppycur's Misc Blocks 2 - Adds even more blocks for decoration and building Guppycur's Mobiles Modlet-NonSDX - Broken @%$*#! vehicle modlet; okay, it works but needs finishing. Use ragsy's instead Guppycur's New Torch System - Replaces torches with a new system Guppycur's OrcPack - Adds orcs - Incompatible with Creature Pack Guppycur's Other Creatures - Adds other weird creatures - Incompatible with Creature Pack Guppycur's Placeable Light System - Replaces lights with a new system Guppycur's RadiationMod - Bit buggy for a18 (hopefully fixed in a19), but enables rad1 and rad2 zones along with armor modifiers allowing entry to those zones Guppycur's Rad Dampener - Adds an item to hold that will remove the radiation healing effect of nearby entities Guppycur's Rad Eyes - Replaces rad zombie glows with green eyes Guppycur's Rad Warning Signs - Adds "Danger: Radiation Zone" signs to wasteland Guppycur's Rage Zombies - Better than TFP's, these ragers won't quit! Better kill them quickly. Guppycur's Random ZombieGetterUpper - Randomizes the "get up" time for zombies, so that you're less sure if they're dead or not Guppycur's Riot Shield - Adds a riot shield item to hold Guppycur's Robot Dog - Adds a companion bot to follow you around and help you carry stuff Guppycur's Rotating Bridge - Adds a rotating bridge Guppycur's Shopping Cart - Adds a push-able shopping cart and a drive-able shopping go-kart Guppycur's Soldiers - Adds soldiers - Incompatible with Creature Pack Guppycur's StairwayToHell - Randomly replaces wooden stairs with versions that will break when walked on Guppycur's Trees - Adds more speedtree blocks to the game Guppycur's Vehicle Madness - DMT mod for a vehicle mod overhaul. Adds MANY vehicles and a new system for acquiring them Guppycur's Victorian Blocks - Adds Victorian era looking blocks Guppycur's Wanted Posters - Adds some wanted posters for yours truly Guppycur's ZombiePack - Adds more zombies - Incompatible with Creature Pack Guppycur's Zombie Doctors - Adds more zombies - Incompatible with Creature Pack Guppycur's Zombie Soldiers - Adds more zombies - Incompatible with Creature Pack
  15. INTRO & CREDIT: Everyone needs a little downtime, right? Find, grow, and smoke your own cannabis. Sure, it'll make you a little hungry, but you sure take some punishment when you're high. This modlet adds seeds, plants, schematics, progression, buffs, and usable items. DOWNLOAD & INSTALL: Alpha 18: MeanCloud__Cannabis_v1.01.zip (version 1.01, 2020-03-20) Alpha 19: MeanCloud__Cannabis_v1.02.zip (version 1.02, 2021-07-22) Download and extract this modlet to your 7 Days to Die Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). USING THIS MOD: To get started, start looting around until you find some cannabis seeds or (cannabis buds and the perk or recipe to craft seeds from it). Plant the seeds as you would any other and wait for your cannabis to grow. Cannabis can be rolled into joints or smoked in bongs that you can craft or find. Smoking cannabis joints will give you damage protection and a bit of fortitude for a few minutes. It'll also heal you (like weak painkillers), but you'll lose some perception and a bit of max stamina (got the munchies?) in exchange. The perception, fortitude, and damage protection effects are temporary. Smoking cannabis in a bong will give you a more potent effect. NOTE FOR MULTIPLAYER: The current version of Alpha 19 does not push localization data to users. If you are playing multiplayer (either hosting or via dedicated server), each player will need to install the cannabis mod themselves to get the proper descriptions of items, buffs, perks, etc. that this mod changes. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more. All of my modlets for 7 Days to Die.
  16. CreaturePacks Please Note: If your getting lots of spam warnings when some characters are set on fire, please load the 2-CharacterEffects pack which has the fix for that. It also contains random walktypes for all zombies, and enables humans to become infected. Also will be testing the method of turning some quest zombies back to humans. This goal of these new modlets is to provide core "Packs" that contains various vanilla compatible and fully featured characters such as bandits, survivors, animals, wandering traders, etc. without breaking EAC or requiring the DMT utility. Included in this test version are samples of each type of character with very basic xml to get them working in game. No balancing of spawn rates, weapon power, etc was attempted. There are 5 creature packs: 0-CreaturePackAnimals - Things like animals, birds, insects etc. 0-CreaturePackHumans - Various bandits, traders, and survivors and other humanoid rigged entities 0-CreaturePackMechs - Robots, drones and other mechanical things like SphereBot, the avatar of my modding partner SphereII 0-CreaturePackZombies - Zombies, you know, dead things that used to be human. Humanoid rigged. 0-CreaturePackFantasy - Everything else that doesn't fit in the 4 other categories. Swarms, Orcs, Pokemon etc. Other character modders have committed to contributing additional characters to this pack like they do to the POI (Buildings) collection called CompoPack. Want to join them? Start here: (A18 version - working on A19 version, but the how to is the same) The methods used to make this vanilla compatible were researched and developed over the past 2 years and finally it seems to be working well enough to test. However, this is something very new and challenging to develop so expect imperfections as we work out all the issues. Once initial testing is complete I plan to teach the development workflow to others. Features: Most characters support all vanilla character features. These include Humanoid rigging, root motion animation, collision with vehicles, rag-dolling, 100's of animated reactions (including hit locations, limping, etc.), limb decapitation and gore, and even the ability to spawn the characters with vanilla or custom weapons just by editing xml. These can also be retextured in xml to offer even more variety. There are some exceptions, especially on animals, as I just started to explore that controller. They also work very well as sleepers in POIs, but stumbling onto a bandit that has a MP7 at close range isn't something you will live to enjoy. Hopes and Dreams: Beyond hoping that this pack someday contains 100's of new characters, I hope some folks develop custom quests and story lines for some of the characters. Bandits are one thing, but earning a positive faction with the bandit leader by doing some hit jobs for him makes for a better end game. Known issues: There are currently no footstep sounds when these guys walk or run. Vanilla footsteps require a C# script to trigger sound events and we can not use scripts without breaking EAC. I expect to create a work around for that at some point but for now, look around more. Installation: Just drop the modlets into your MODS folder and have fun. They are not dependent on each other so load the ones you want. If your using a dedicated server, you also need to load this into your dedi server Mods folder. So a copy in both the clientside Mods folder and also on the servers Mods folder. Compatibility: The modlets are named with a prefix of 0- to insure they load before other modlets that will edit the basic xml provided in these core modlets. Nothing in these modlet's xml should change vanilla in a way that collides with other modlets but let me know if it does. Testing was done on A19 exp and 18.4 stable. Each submitted Unity.3d file (multiple entities in one file) should have a size less than 100 megs for Github compatibility. Terms of Use: The goal of everything SphereII and I do is to share information and examples of how to make this game better. So use this for yourselves or as part of a mod you develop for others to enjoy. Giving credit to the author is always a class act, but at least don't be that guy who spends an hour editing someones work and then claims to be the original author. You can use the .unity3d models only by referencing them inside the creaturepack but you may not copy those files as they usually contain one or more copyrighted, paid assets. Any derivative modlet must ensure compatibility with the base creaturepacks, and cannot directly break them. If you don't know how to make compatible mods, just ask for help. Download: https://github.com/7D2D/A19Mods Look for the 0-CreaturePacks, but there are other fun things there too, like No Potty Mouth. There is also a character effectspack modlet that adds infections (humans turning to zombies) and new walktypes to humans and zombies
  17. INTRO & CREDIT: You've seen it before: copper and zinc together to make brass! What I've done here is extended support for ore-laden sub-biomes by adding copper and zinc metal boulders and vein generation to the random world generator. You can smelt these materials together to make brass directly in the forge. Additionally, I added automated mining excavators (inspiration and permission from stallionsden's modlet) that will automatically produce a variety of raw ores, stones, and even asphalt, gravel, bones, soil, and glass -- but the cost to make them is steep. After retrieving raw ores, you can use the new rock crusher machine to crush them up for you into usable resources. Finally, lots of effort has been made to add copper and zinc as salvageable metals throughout the game from appliances to metal piping as well as automotive pieces and chain-link fences. This mod gives you plenty of options for finding new ways to get brass for all your munitions needs, not to mention all the other ores at a reasonable pace. Credit to @Del_Stryker for putting together some copper and zinc boulder models. DOWNLOAD & INSTALL: Alpha 18.0: MeanCloud__Mining_v1.01.zip (version 1.01, 2019-10-28) Alpha 18.1-18.4: MeanCloud__Mining_v1.04.zip (version 1.04, 2020-03-21) Alpha 19: MeanCloud__Mining_v1.05.zip (version 1.05, 2021-07-20) Download and extract this modlet to your 7 Days to Die /Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). Once extracted, move the files in the mod's /Prefabs folder to your 7 Days to Die /Data/Prefabs folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Data\Prefabs ('Prefabs' will already exist; if you can't find it, you're in the wrong place). USING THIS MOD: To get started mining, I highly recommend you create a new random world. If you try to install this mod in an existing game, the new copper and zinc ores and veins will not be generated. You will still find copper and zinc while salvaging and scavenging, but you will not find it while mining unless you create a new random world (see notes further down in this post). Once you've found some copper or zinc to mine (or have otherwise looted some), take it to the forge and you'll find that it now accepts the additional metals which can be smelted down into scrap brass or forged directly into bullet casings. Note that you still need the relevant perk to craft bullet casings and the crucible to pour brass back out of the forge as normal. This modlet also adds excavators, which are automated mining machines that will drill into the ground and resurface with materials every so often. While they are expensive to make, they will surely make up for their cost in the materials they mine up. Most of the mined ore must be processed by a rock crusher, which this mod also adds. The rock crusher is a new workbench (it's built from an old industrial clothes washing machine) that uses ore blocks and sand to crush the usable materials out of the ore. Excavators will go through various stages as they mine through the ground: Have fun mining! WANT MORE? Try my Regenerating Boulders modlet that lets ore boulders regenerate. There's a subversion of that mod that works for these copper & zinc ore boulders:! NOTE FOR MULTIPLAYER: The current version of Alpha 19 does not push localization data to users. If you are playing multiplayer (either hosting or via dedicated server), each player will need to install the mining mod themselves to get the proper descriptions of items, blocks, UI labels, etc. that this mod changes. NOTE ABOUT WORLD GENERATION: This modlet adds ore generation in the form of sub-biomes for copper and zinc metal boulders and ore veins. If you do not generate a new world, these boulders and veins will be absent (but you can still definitely acquire copper and vein materials by salvaging and scavenging during normal gameplay). I would recommend that you start a new game if you intend to use this mod. NOTE ABOUT THE FORGE CHANGES: If you are adding this modlet to an existing game, please be aware that your existing forges will have all contents erased except for fuel and anything that was queued. This is because this modlet is adding extra input materials (copper and zinc) and the 7 Days to Die game engine does not gracefully handle this kind of change. Make sure you're okay with all players losing forge contents the first time this mod is installed into an existing game world. NOTE ABOUT MODLET COMPATIBILITY: This modlet is not compatible with stallionsden's mining truck and rain collector modlet. This mod intentionally uses some of the same block names and lootcontainer IDs to discourage players from attempting to use both mods at once. Additionally, this modlet is not compatible with the S420's SimpleUI-ForgeInput modlet that changes forges to have three inputs. This modlet already includes forges with three inputs anyway, but S420's overwrites what resources are accepted by the forge, causing errors to be logged to the console since this modlet requires copper and zinc to be accepted by the forge. Neither is this modlet compatible with many modlets that reskin the forge at all. ERRORS ON STARTUP? If you fail to install the prefabs correctly, 7 Days to Die will log errors in the console window. You need to install the prefabs to the correct location, even if you aren't generating a new world or are playing on a dedicated server. TESTERS: This is one of my bigger mods -- looking for people to test and provide details of any bugs or issues, or simply want to give feedback on their experiences with the mod such as game balance. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more. All of my modlets for 7 Days to Die.
  18. All of my Modlets available here >>--Ragsy's Modlets on GitLab--<< *** For individual modlet downloads click the 'Download link' in the modlet description post *** Also available on the >>--7 Days Mod Launcher by Sphereii --<< Some of the Vehicle related mods are also now available on Nexus ... My Mods on Nexus Jetski Modlet Information Here A fast mode of transport seats 2 players Additional Credits :ActiniumTiger for Textures Windsurfer Modlet Information Here A vehicle thats gone with the wind Additional Credits :ActiniumTiger for Textures Chaos Motorcycle Modlet Information here Adds a custom Motorcycle to the game that may look familiar Compatibilty : A19 Additional Credits : Chaos aka Random Person Hind Helicopter Modlet Information here Ragsy and Tiger add a big "flying tank" to the game Compatibilty : A19 Additional Credits : ActiniumTiger Hang Glider Modlet Information here Adds a handy 'Hang Glider ' for getting down from those tall buildings Compatibilty : A18 and A19 Additional Credits : Guppycur Bathtub Boat Modlet Version 2 Information here Adds a craftable apocaliptic style bathtub boat for a bit of fun. Compatibilty : A19 The TFP Raft Modlet Information here Adds a craftable working Raft for all your sailing needs Compatibilty : A18 A19 Additional Credits : DUST2DEATH Working Boats Modlet Version 5 New thread here Adds a Flat bottomed boat and a small Dingy to the game Compatibilty : A17 A18 A19 Additional Credits : Guppycur Vanilla Motorcycle Tune Up Version 1 Infomation here Compatibilty : A18 A19 Inspired by DUST2DEATH's Roadhog from A16 , a few changes to the Motorcycle that adds more lean on corners and a bit of back wheel slide like a Dirtbike feel and a top speed of 27 Vanilla Motorcycle Tune Up Version 2 Information here Compatibilty : A18 A19 A few more changes to the Motorcycle , this gives a Racing Bike feel and leans lower into corners without sliding and of a top speed of 27 Classic Style Zombies V3 Information Here Compatibilty : A18 A19 ( Headshots not working in A19 find alternative modlet if you want this feature) A modlet that will send you back the classic style zombies. Note: In A18 the modlet stops 'Rage Zombies' .... AI is dumbed down and will walk into spikes more , making too much noise means hordes will form on your location. Additional Credits : REV6-7-8, Spider,Tete1805, Khaine, Xyth,HaidrGna, HAL9000 Find Bicycles in Dumpsters Information Here Compatibilty : A17.4, A18.4, A19 9 million bicycles in Beijing and not one findable in game really ? Find Bicycles Parts Dumpsters Info Here Compatibilty : A19 Requested as alternative to the finding whole bicycles modlet , now you can find the various bicycle parts in the dumpsters and the possibility you can find a schematics for the bicycle Vehicle First Person View V3 Information Here Compatibilty : A17.4, A18.4, A19 A first person experience for vanilla vehicles (Except Gyrocopter) Compatibilty : A17.4, A18.4, A19 Take Out The Trash Version 3 Information Here Compatibilty : A18.4, A19 (This version is backward compatible to A18.4 ) Keep your local zombie infested neighbourhood clean without destroying it completely , only destroy the trash bags and not the bins and trash cans or tilt trucks Additional Credits : KhaineGB Find Vehicle Parts In Airdrops Information Here Compatibilty : A17.4, A18.4, A19 Adds probabilities of finding vehicle parts in Airdops Brighter Vehicle Headlights V2 Information Here Compatibilty : A17.4, A18.4, A19 Version 2 adds manux custom vehicles modlet and Guppycurs Vehicle Madness support, Along with normal vanilla vehicles . Additional Credits : bdubyah Remove RH Stats Bar Information Here Compatibilty : A17.4, A18.4 A modlet to fully hide the stats bar on the bottom right hand side of your screen hud display Additional Credits : Numberz Pickup_HDHQPlants Information Here Compatibilty : A17.4, A18.4, A19 Two modlet 'patch versions' for the old A16 Style press <E> to pick up HDHQ Plants used in DUST2DEATH's HDHQ Plants Modlets Better Gyro Handling Information Here Compatibilty : A17.4, A18.4, A19 Numerous tweaks to the Gyro vehicle settings to improve take offs and landing and general maneuverability . Ladder control modlets Information Here Compatibilty : A17.4, A18.4, A19 Ever thought hey how can zombies climb ladders ? Two versions Re Plant wild crops and plants Info Here Allows replanting of all wild plants and even POI plants Compatibilty : A17.4, A18.4 A big big thanks to REV6:7-8 for encouraging me to post these in my own thread to get my modding journey underway and for his continuing support ... Rev's mods can be found here REV6-7-8-s-REALITY-CHECK Also thank you to those that have helped or are helping support my modding endeavours via the Modding Discord HaidrGna, Guppycur, DUST2DEATH, Xyth, sphereii, bdubyah, Tin, Telric and Khaine Thanks to the great community here on the forums here for the feedback and support. Enjoy Ragsy !!
  19. INTRO & CREDIT: I wanted surface boulders to be able to regenerate after a while so I can go harvest them again. This makes the game less challenging by not requiring deeper mining for resources, but that's kind of what I wanted (specifically when paired with other mods that drop materials from boulders). DOWNLOAD & INSTALL: Alpha 17: MeanCloud__RegeneratingBoulders_v1.zip (version 1, 2019-10-09) Alpha 18: MeanCloud__RegeneratingBoulders_v1.03.zip (version 1.03, 2019-10-25) Alpha 18: MeanCloud__RegeneratingBoulders_CaZ_v1.03.zip (version 1.03, 2019-10-25 for Copper & Zinc) Alpha 19: MeanCloud__RegeneratingBoulders_v1.05.zip (version 1.04, 2021-07-22) Alpha 19: MeanCloud__RegeneratingBoulders_CaZ_v1.05.zip (version 1.04, 2021-07-22 for Copper & Zinc) Download and extract this modlet to your 7 Days to Die Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). v2 CHANGES: Compatible with A18 Adds support for the ore boulders, including Iron, Lead, Coal, Potassium Nitrate, and Oil Shale v1.03 CHANGES: Subversion that supplements my Mining modlet, which adds regenerating boulder support for copper and zinc boulders. v1.05 CHANGES: Compatible with A19. Localization for German, Spanish, French, Italian, Japanese, Korean, Polish, Portuguese (BR), Russian, Turkish, and Chinese (both) Perk updates by @doughphunghus as suggested by @Eko USING THIS MOD: With this mod, when boulders are destroyed past their final cracked form, they will turn into a small stone, except you can't pick it up. You can leave this stone alone and it will eventually turn back into a boulder (after a few real life hours) or you can keep smashing it and it will be permanently destroyed (in case you want to clear the area to build on). This small stone can't be picked up and does not give any yield for harvesting, it's just there to let you know the mod is working and will regenerate in that position. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more.
  20. xyth

    A19 NPCs DMT Mod

    NPCs DMT Mod Description This is a mod that introduces dynamic NPC characters into the game by expanding on the CreaturePack Humans. These NPCs require some of Sphereii's DMT scripts, and these dependencies will be enforced upon loading this mod with the mod launcher. Many issues probably exist and we need help testing to make these NPCs work better. This mod adds many new NPCs to the game. Unlike previous NPCs, these can be hired then issued orders to stay, follow, and guard (patrol eat, drink, and looting POIs for you are being reworked, or abandoned). All this is configured in XML. Once hired, you cannot kill them, nor can another hireling or allies in your party hurt them. This blocks friendly fire issues. Non hired NPCs are fair game. They are currently set to spawn in the friendly animal spawn group, but you can change that in xml. You set the patrol route by using invisible patrol blocks. Likely that will need a video to explain. In xml you can set what the NPCs eat and drink, what they use for a toilet and what they defecate (if you turn that on), whats their home block, what they use for a bed, food containers, etc. Take a look at the xml and read the comments. The NPCs are an adaptation of the animals used for another mod, so if you want NPCs to breed and lay eggs, well, that could happen with the right xml. Just don't ask me to help you with that 🙂 Installing The NPC mod is found in the DMT section of the mod launcher or in my repo here: https://github.com/7D2D/A19DMTMods A18 version is here: https://github.com/7D2D/A18DMTMods This is an DMT mod so it must be compiled with DMT, or loaded by the mod launcher. This mod has several dependencies that must be compiled with this mod for it to work properly. These are: <dependency>0-SphereIICore</dependency> <dependency>SphereII NPC Dialog Windows</dependency> Find those dependency mods here: https://github.com/SphereII/SphereII.ModsA19 <dependency>0-CreaturePackHumans</dependency> https://github.com/7D2D/A19Mods A18 version is here https://github.com/7D2D/A18Mods Known Issues This mod has not had much A19 testing and has so much code we expect you to find issues. No training guide. Sphereii posted details on each new script that contains lots of info on your xml options. But if your confused, feel free to ask questions here. Well, except questions about egg laying.... Credits First, thanks to SphereII for creating all the new AI tasks and scripts that make these NPCs possible. Thanks to DarkStarDragon for joining in this project and adding his own NPCs to this mod. And a shout out to Mumpfy who edited the base meshes and retextured several of these new entities.
  21. Just started a fresh 8k modded map, on day 22 or 23. Modded POI's, weapons, vehicles, overhauled farming, and some other things, but not overboard. Just game enhancements I wanted some more vehicle options, firearms and POI's so that's most of what's on the server as far as mods go. Currently just myself and a couple buddies, thought I'd try to get more people involved. Feel free to reply here or join our new discord if interested. 21+ please. https://discord.gg/WhtvVypuUM
  22. // Greetings, fellow survivors! Welcome to the new and improved SMX modlets for 7 Days to Die - Alpha 19. With this modlet series my goal is to give the entire 7DTD user interface an extreme makeover and refashion it into how I believe the user interface for the game should be experienced. The mod consists of several modlets which can be broken down into three separate mods. These are all stand alone and can be used alone or, as is the intention, together with the other two. These three mods combined is what makes the SMX experience complete! Please be advised that SMXlib is a library modlet that all the other modlets fetch assets from. Because of this it is a mandatory modlet that is included with all the different downloads. There are also optional downloads, like the bigger backpack modlets, the target health bar modlet and the third forge slot expansion. I hope you will enjoy to play 7DTD using the SMX modlets. And if you do, please consider endorsing it, have fun! // Terms of Use. You are allowed to use this modlet as is for your own personal use and/or on a server you run and/or administrate. You are under no circumstance allowed to distribute any SMX and/or ZMX branded modlets without written consent from the developer. If you wish to distribute SMX and/or ZMX branded modlets as part of your own project and consent have been given you are required to do so in such a way so that all the files of the SMX and/or ZMX modlet or modlets in question remain unaltered and you cannot under any circumstance claim credit for creating the modlet or modlets or any of the files provided with it/them. If consent is given you are required to make the changes as a new modlet that injects into the modlet in question and keeping load order in mind it is to be named so that it loads AFTER the original modlet. The original modlet shall be distributed as is with no change to its files what so ever. If consent is given it is only given on a case to case basis and those that receive consent cannot pass that consent on to another party or project. Nor will the consent pass on to other creators that opt to include consented work into their project. You are not allowed to use any of the assets bundled with SMX and/or ZMX branded modlets in other projects. This restriction applies to all files that the SMX and/or ZMX modlets consist of. You are required to seek special consent from the developer should you wish to make changes to any asset files provided with the SMX and/or ZMX branded modlets. You are required to inform the developer when your project that contains any SMX and/or ZMX modlet or modlets have been made available to the public. // SMXhud // The HUD replacement modlet... SMXhud is SMX as you know it from Alpha 16 first remade into a modlet and tweaked for Alpha 17 & 18 and now further enhanced for Alpha 19. The purpose of SMXhud is to take the in-game HUD into a more horror like and gritty art style all while trying to stay as informative as possible while not being intrusive on your gameplay. SMXhud - The Base HUD conversion. ZMXhudCPTHB - Enables the Target Health Bar for SMXhud. (Install optional modlet ZMXhudCPTHB to get the target health bar) // SMXmenu // The MENU replacement modlet... SMXmenu is a menu conversion modlet. It was made to extend the art style of SMX into the menu UI’s of the game and even though it was made to supplement SMXhud it will also work stand alone for those that just want to modify their menu UI's. SMXmenu - The Main Menu conversion. SMXmenu - The In-Game Menu conversion. SMXmenu - Video Settings Window. // SMXui // The UI replacement modlet... SMXui is an extension of SMXhud and SMXmenu and will bring the art style over to the rest of the user interface. I've tried to maintain as close a relation to the vanilla interface as possible but I have also granted myself some artistic freedom when it comes to some areas. It deviates from vanilla with the fifth crafting queue slot which I added to make it fit the overall design better. The other changes I made are all optional like the third forge slot and the 63, 99 and 110 slot big bag conversion modlets for those that want a bit bigger bags. SMXui - The forge with the third forge slot enabled. (Install optional modlet ZMXuiCPTFS to get the third forge slot and ZMXuiCPBBM to get the bigger backpack) SMXui - Totally reworked skills windows. The goal was to make it look like a talent screen. SMXui - Trader Window. // Download Locations... SMX modlets can be downloaded from NexusMods, Github or via the Mod Launcher. Click the appropriate icon below to start a download from your favorite source or use the 7 Days to Die Mod Launcher by SphereII to install the SMX modlets on your system. // THE MAIN MODLETS // // THE OPTIONAL MODLETS // // Installation and removal procedures... Download the modlet from one of the locations below. Decompress the modlet using WinRAR or a compatible archiver. Copy or move the Mods folder into your 7 Days to Die installation folder. Overwrite if prompted. Verify the install by checking that the ModInfo.xml file is located in this hierarchy: "\Mods\modletname\ModInfo.xml" Remove by deleting the modlet folder in question inside the Mods folder. // Support SMX Development... All SMX branded mods and/or modlets will forever be free of charge and available for everyone to download and enjoy. I do however from time to time get questions from users on how they can donate to me and support the SMX development. The purpose of this link is nothing more than a way for me to cater to those that want to make a donation. You should under no circumstance feel obligated to do so, but if you do decide to do it I want you to know that is comes greatly appreciated. Donation or not I would like to extend a thank you to all that download and use the different SMX mods, I hope you enjoy them as much as I do making them. If you feel like making a donation to support the development of the SMX branded modifications, click the image below.
  23. Tested with A19.4 (b7) White River - Tools of Citizenship - A19.4 * Also now supports Darkness Falls through the use of a compatibility modlet. 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 a handful of 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 new 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. 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, first requiring the player to craft a +Declaration of Citizenship. 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 can craft a new +Declaration of Citizenship to start the process over of becoming a White River citizen. The +White River Citizenship Card can also be used to pursue two higher-level citizenship cards through killing of 100 Zombies or 1000 Zombies, respectively. These higher tiers of citizenship allows for the pursuit of Veteran and Elite level equipment. -- Citizenship is offered in three-tiers: - Tier 1 : Kill 10 Zombies. This is the Basic level of citizenship. Reward: +White River Citizenship Card - Tier 2 : Kill 100 Zombies. This is the Veteran level of citizenship. Reward: +White River Veteran Citizenship Card - Tier 3 : Kill 1000 Zombies. This is the Elite level of citizenship. 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 a sealed crate containing better quality, more items, and greater quantity of each multi-quantity item. Some offer an even higher level set of rewards for elite citizens. However, after a "Veteran" or "Elite" quest is complete, only a basic citizenship card is returned. The player must successfully complete the Tier 2 or 3 citizenship quest again in order to pursue another Veteran/Elite equipment quest. QUEST LISTING: VEHICLES: - 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! - 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. 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. - 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. - QwikCrete - Learn the secret to making quick-drying concrete blocks! - 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! - 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. - 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. Nearly all quests are designed to be repeatable in case of loss of equipment or to try your luck at a higher quality reward. Black Bart's dig tools are unique and the quest is designed NOT to be repeatable! 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! - 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! CURRENT DOWNLOAD A19.4_1.0 - White River - Tools of Citizenship A19.4_1.0 - Recommended for use with a new game. If you choose not to, anyone with an active quest will have to drop their quest and start it over. 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 A19.2_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
  24. Background and Introduction In April 2020 Snufkin presented us with 'Snufkin's Server Side WeaponS' which is brought to stability in this A19 Stable expansion version and acts as a base. The original concept was simple, incorporate customised weapons into 7D2D by utilising existing in game assets to create some unique and delightful additions to the current set of weapons. These weapons are admittedly temperamental and buggy at times, more so than their partner vehicle mod, which Snufkin warned us about. For example, it is sometimes necessary to put the weapon back in the backpack and re-add it onto the toolbelt if it looks out of place. More importantly though, they are dedicated server stable and server hosts have shared very positive feedback on that. Snufkin encouraged other modders to take a look at the xmls and see how underused functions could be applied to create these customised features. This Snufkin Weapons Xpansion has taken heed of that encouragement. Snufkin is currently taking a modding sabbatical but has been very open to allow the community to support and expand on the Snufkin line of server side mods and this adds to the Snufkin's Community Pack Server Side Vehicles which aims to be a community project and Snufkin's Server Side Custom Zombies which has been a community restoration and already has multiple variants which expand on the original. Snufkin Weapons Xpansion Pack - A19 Download - https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-2021July13 The Snufkin Weapons Xpansion has moved from testing to stable based on positive feedback after intensive testing in multiple community servers. Particular thanks to @Evilspartan at Tipsy Squatch Gaming,@Catman at Zombie Shack for running all Snufkin Mods in a server side only modded environment during the early development stage, and @Ti2xGr from Geek Gaming for running multiple Snufkin mods in a highly customised format to suit the server's needs. Geek Gaming has posted their server details in the forum here should you be looking to test out multiple server side and client install mods that bring in additional elements such as @bdubyah's bdud's vehicles. In addition, @BubbaJoe and @Dre have provided much feedback and indepth support with coding that directly impacted the final build. There are many other servers out there running Snufkin Mods as standalone or mixed, as well as hybrids such as @Robeloto hybrid mods which incorporate a few Snufkin features within Robeloto's own creations which we highly encourage you to visit here. Restoration and expansion has been a momentous task and there are issues for the player to contend with as mentioned above. Slawa and oakraven have been there from the beginning with the base mod restoration, but in this expansion Mod, oakraven has branched out with A19 base mod restoration to add additional weapons. There were untold changes that needed to be implemented for the A19 Stable build and they will not be listed here. However, you can always compare the A18 build files with the A19 build if you wish to make a comparison. Things for the future include: 1. Considering progression for each Xpansion weapon as they can only be crafted to level 1. However, they can be looted from level 1 to 6. 2. Adding new weapons. 3. Updating as any issues arise. For now, here is what Snufkin Weapons Xpansion offers. 1. klak Attack Axe (oakraven) 2. Glass Baseball Bat (oakraven) 3. Star Baseball Bat (oakraven) 3. Knife Baseball Bat (oakraven) 5. Metal Bollard Club (oakraven) 6. DCLXVI Zeus (oakraven) 7. arramus Fire (oakraven) 8. Dre X3 (weapons - oakraven / Dre X3 Clucker Round ammo by Dre) 9. oakraven X11 (oakraven) 10. Black Widow (oakraven) 11. Turret lights for the Turret Auger and Default player turrets. (oakraven, Slawa, and arramus) 12. Mod Hats/Clothing/Friends - A variety of hats/clothing/friends that can be placed in the paint slot in appropriate armor head gear for additional buffs. Mods have received localization to explain their function and use. (oakraven) 13. Brainsaw (arramus with complete buff coding from oakraven) 14. All of Snufkin's Server Side WeaponS restored to A19 Stable (Snufkin with restoration by oakraven and of course Slawa who gave Snufkin so much support from the outset): Gamma Gun Newcomen Stricky Grenade Hyper Blaster Vampire Gauntlets Stun Grenade Turret Auger Balrog IX Kronos XII Vulcan Crimson Hunter Savery PP-19 Bizon Polearm Quad Shotgun Rail Gun Thor Hammer Crossbow Mag The Snufkin Weapons Xpansion required limited changes for restorating the Lootbox Addon and they can be listed here as follows : ----------------- 1. Railgun Ticket ----------------- - items.xml item name="Railgun Ticket" Commented out the following property to a new value as the previous value has become obsolete and will not present an icon. From <!--property name="CustomIcon" value="gunMR10"/--> To <property name="CustomIcon" value="gunRifleT2MarksmanRifle"/> The Railgun shares a model with the Marksman Rifle and offers a similar function. ---------------------- 2. Hyperblaster Ticket ---------------------- - items.xml item name="Hyperblaster Ticket" Commented out the following property to a new value as the previous value has been updated. From <!--property name="CustomIcon" value="gunBlunderbuss"/--> To <property name="CustomIcon" value="gunShotgunT0Blunderbuss"/> The Loot Box Add On is not essential for the Snufkin Weapons Xpansion Mod to run but adds an interesting complementary element that can enhance the experience. In addition, the Loot Box Add On will also increase your chances for acquiring these weapons through a ticket trading system. 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. 👍 The oakraven X11 with powerful .44 Magnum rounds and an X11 propelled grenade reward on each 10th kill. The DCLXVI Zeus - Fires plasma blasts with a mortar like release and low velocity causing electrical 'discomfort' upon impact. However, the fully charged blast emits a high velocity laser like beam with extreme accuracy but at the cost of setting up the shot. A weapon of precision and timing.
  25. ~~~~~ Last mod updates/added: Jul 7 2021 ~~~~~ Downloads Doughs Mods for a19 Doughs-Khelldons Mods for a19 Doughs-MeanClouds Mods for a19 Doughs Mods for a18 Doughs-Khelldons Mods for a18 Misc tools Modlet Generator: 7D2D-EntityRandomizer Summary: A script that makes copies of vanilla zombies with random properties into a mod. Interested? See also: Guppycur's Random ZombieGetterUpper Note: If you'd like another version or build I can try to generate one. Just message me on these forums. Mod List/Summary My personal modlet list (some are not available in all game versions) Modlet: Mech-Lucy - Adds a slightly different acting robot mech. Model and "base" extended from the 0-CreaturePackMechs mod in the Community Creature Packs Is this mod server side safe?: NO. It relies on the 0-CreaturePackMechs mod, which is not server side safe. Modlet: Prefabs - Adds some Prefabs I built. You might want to adjust the rwgmixer.xml file for spawn rates as I have not tested spawning rates. Is this mod server side safe?: NO. It contains prefabs, which need to be loaded on the clients as well. Modlet: Buff-Ambiance-DarkerNights - Makes nights darker Is this mod server side safe?: It should be Modlet: Buff-Ambiance-DarkerInside - Makes indoors darker Is this mod server side safe?: It should be Modlet: Buff-PipeBombs - Add a few more types for early and end game use. Is this mod server side safe?: It should be BUT some of these items do significant block damage. Not as much as vanilla TNT. Modlet: Buff-Grenades - Add 2 steel grenades that are more block and entity damaging than the vanilla ones. Is this mod server side safe?: It should be BUT some of these items do significant block damage. Not as much as vanilla TNT. Modlet: YouveGotMail - Add 200+ fun (and sometimes useful) items in places you find mail (mailboxes, desks, dressers, trash, bookcases). Is this mod server side safe?: It should be Additional Credits: Netwit2008 - Text/Lore/Story contributions. Modlet: Doughs-Food-SousChefOfTheApocalypse - "Food expansion" intended for YouveGotMail , but can be installed by itself. Adds ~40 new food related items. Is this mod server side safe?: It should be Modlet: Remove-TheMap - Map and all related map info is blocked out, forcing you to use only the compass and your memory Is this mod server side safe?: It should be but it is unknown. If anyone can confirm this, please let me know! Modlet: UI-Hide-TheDayAndTime - Hides the Day and time info from you in the game (from under the compass, and in the Map window). Is this mod server side safe?: Yes (confirmed by: @Fanatical_Meat) Modlet: UI-Remove-PlayerItemsFromCompass - Hides player crafted/placed items from appearing on the compass. Is this mod server side safe?: It should be but it is unknown. If anyone can confirm this, please let me know! Modlet: Nerf-FlashlightsAndLanterns - Forces you to loot flashlight related parts (not easy to find) and craft flashlights and the flashlights mods yourself. Removes working flashlights and related mods from loot and traders. Keeps the early and possibly mid game darker. Is this mod server side safe?: It should be Modlet: Buff-Infection - Makes getting infections much deadlier (you have less time to treat them before you die of infection) and the time you have to treat them is random each time you are infected. Infections in vanilla (a19) take 7 [real time] hours, this mod gives you a chance of 30 [real time] minutes up to 3 [real time] hours. See chart of odds on Github. Is this mod server side safe?: It should be. Note: This mod may have a known issue whre the infection is not random, but gets stuck at some value. I'm not sure why, but if someone can figure this out let me know ;). Its acting as if the buff ending/resetting is not working sometimes. Modlet: Electric-CapacitorBank - Adds a short charged Capacitor Bank and capacitors (like a Battery Bank and Batteries, but for *very* temporary or emergency power). Inspired by post by @ausbrecher Cannot daisy chain capacitor banks (works just like battery banks in terms of charging/discharging) Note: Ran across this similar modlet: CapacitorBank Is this mod server side safe?: It should be. Modlet: Screamers-Spawn-More - Inspired by JaWoodle's "Silent Hill" series and a post by @Doomofman. Adds screamer zombies to more spawn groups (currently adds to *all* spawn groups!).Quick and sloppy 1 line modlet. Lightly tested. Will clean up modlet if I get feedback it's too much/many. Note: DOES NOT WORK LIKE JAWOODLES (yet)! screamers spawn more but every scream does not spawn a horde. Is this mod server side safe?: It should be. Modlet: RabbitOfCaerbannog - Adds a very vicious zombie rabbit that very rarely spawns, and a grenade to kill it. Additional credits (See Github and forum for contributions): Mjoelnir.hh Mumpfy Is this mod server side safe?: NO. It has custom resources which are not synced to clients from the server. There is possibly a server side safe version that may be integreated someday into the Snufkins PLUS pack. A download (someone else made) of just this rabbit is here Modlet: RabbitOfCaerbannog-SpawnsALot - An override to Rabbit Of Caerbannog modlet to make rabbit spawn more often, not just in hordes. Is this mod server side safe?: NO, as the RabbitOfCerbannog mod it depends on (above) is not. Modlet: UI-Add-2ModSlots - Adds more mod slots, if an item accepts them. Inspired by request from @CrazyAluminum Likely looks better when you have a 96 slot backpack mod (or similar) as the new slots pop out of the vanilla UI, due to lack of room Additional credits (See Github and forum for contributions): joshwar99's More Mod Slots A18-A19 on nexusmods.com Is this mod server side safe?: It should be but it is unknown. If anyone can confirm this, please let me know! Modlet: UIAddFiveRecipeIngredients - If you use mods and run into a recipe you cannot craft this may help. Is this mod server side safe?: It should be but it is unknown. If anyone can confirm this, please let me know! Modlet: Buff-Sounds-Common - Add more sound variations to common actions, and additional remixed game sounds. Let me know if you want more of a particular sound! Is this mod server side safe?: NO. It has custom resources which are not synced to clients from the server. Modlet: PunishingWorld-NewbieCoat-Remove - Removes the Newbie Coat buff when spawning into a new game for the first time. If you add the modlet after spawning, the existing Newbie Coat buff will *not* be removed. Note: Found this identical modlet: No Newbie Coat Is this mod server side safe?: It should be but it is unknown. If anyone can confirm this, please let me know! Modlet: PunishingWorld-BlockStability-Nerf - The worlds infrastructure is crumbling... This drastically drops the horizontal block stability "stickiness". Building is harder because you can no longer build out as far without supports. POIs and more dangerous as they can be more easily destroyed/collapsed as they were not built for this low stability. See the README for this mod before using! Is this mod server side safe?: Probably not? Buildings/POIs can be easily/accidentally collapsed, which may look like drop mining. Modlet: OneHourOfDayLight - Can have perpetual nighttime or daylight, adds additional hours of daylight options in between normally not available in the start game options. Nothing in this modlet was changed for a19, a18 was just *much* darker at night than a19. I recommend also loading my Doughs-Buff-Ambiance-DarkerInside and Doughs-Buff-Ambiance-DarkerNights with this to make it as much like the pre a19 version as possible! Additional author contributions/credits: Claymores Modlets "MORE OPTIONS" Note: The Blood Moon may last a bit longer than is should, posibly a TFP thing on how day/night timing works? per this post Is this mod server side safe?: It should be but it is unknown. If anyone can confirm this, please let me know! Modlet: PunishingWeather-Core - Adds pretty dense dirt, winds, and temp changes to all biomes. Since this mod makes it hard to see far, you can probably turn down "things in the distance" in your video settings to get more FPS.You may want to use this console command from this guide how-to-fix-increase-your-fps-guide-a18 to remove distant terrain: gfx dt Is this mod server side safe?: It may have issues. May be bug? Also, check out: khzmusik's Seasonal Weather mod! Its a DMT mod so not Linux/Mac friendly, I believe. Modlet: PunishingWeather-Effects-Medium - An Override to Punishing Weather - Core modlet. Lessens visual effects of the Core. Is this mod server side safe?: It may have issues. May be bug? Modlet: PunishingWeather-Effects-Light - An Override to Punishing Weather - Core modlet. Lessens visual effects of the Core. More like vanilla in terms of FPS affecting visual settings Is this mod server side safe?: It may have issues. May be bug? Modlet: PunishingWeather-Rain-More - An Override to Punishing Weather - Core modlet. Adds more rain conditions so its rainy more often (but not 100% every day) Is this mod server side safe?: It may have issues. May be bug? Modlet: PunishingWeather-Temp-MoreInBurntForest - An Override to Punishing Weather - Core modlet. Adds more heat to the burnt forest. Is this mod server side safe?: It may have issues. May be bug? Modlet: Punishing Weather - Survival - Gets colder as your altitude increases. Note: a18 ONLY. Not updating for a19 Modlet: Nerf-Backpack-CarryCapacity - Blocks more default open slots (from 27 to 12). Adding Triple Pocket Mod to all armor AND maxing out Pack Mule perk unblocks all vanilla backpack slots. Additional author contributions/credits: "Reverse Inspiration" and XML borrowing from Khaine's 60-slot Bigger Backpack Mod Is this mod server side safe?: It should be but it is unknown. If anyone can confirm this, please let me know! Modlet: Nerf-JunkTurret - Makes Junk Turret more of a warning system than a Zombie destroyer, especially in early game. Adds more items to craft junk turret ammo with Note: Not updating for a19 as a lot has changed with the junk turret. Maybe more change will come before the vanilla code stabilizes and maybe I'll update it then. Modlets I am maintaining (written by others) ~~~~~~~~~~ Modlet Collection: KHelldons modlets ~~~~~~~~~~ An attempt to get them to work in other 7D2D versions. Originally written for a17. See the Readme on the main "Github" page for current status of each modlet. See individual modlet README files for more description. Doughs-Khelldons Mods for a18 Doughs-Khelldons Mods for a19 Additional author contributions/credits: Original mod author ->khelldon, for original a17 mods/repo/transfer of maintenance. (Anyone else? Let me know! Will require some proof.) Working modlets are: Modlet: Khelldon-BiggerBuckAndDoe - Increases size of these animals. Is this mod server side safe?: It should be. Modlet: Khelldon-BiggerChickenAndBunny - Increases size of these animals. Is this mod server side safe?: It should be. Modlet: Khelldon-RebarCrossBowBolts - Adds 2 types of rebar ammo (Rebar and Hot Rebar) that can be used in Crossbows. Is this mod server side safe?: NO. It has custom resources which are not synced to clients from the server. Modlet: Khelldon-BabyBears --> Look here also: Baby Animals by mlburgoon Is this mod server side safe?: It should be. Modlet: Khelldon-GetNailed - Adds bent nails and crowbar. Need straight nails to repair wood blocks. Need crowbar or hammer to harvest straight nails, else bent. Look here also: Guppycur's Get Nailed Quest Chain Edit to be able to easily finish the starter quests since frame upgrade needs nails. Is this mod server side safe?: NO. It has custom resources which are not synced to clients from the server. Modlet: Khelldon-ComplexCobble - Adds mortar. Needed to repair cobblestone and flagstone blocks. Is this mod server side safe?: NO. It has custom icons which are not synced to clients from the server. Modlet: Khelldon-CustomMenu - Adds ability and example of how to modify starting game splash screen. Is this mod server side safe?: NO. It has custom icons which are not synced to clients from the server. Modlet: Khelldon-GetPiggy - Adds old pig back to game. Pig sounds TBD/WIP Is this mod server side safe?: It should be. Modlet: Khelldon-HolyHandGrenade - Adds Monty Python grenade. Massive explosion. Is this mod server side safe?: NO. It has custom icons which are not synced to clients from the server. Modlet: Khelldon-GetHorny - Changes horn sounds for each vehicle. Is this mod server side safe?: NO. It has custom icons which are not synced to clients from the server. Modlet: Khelldon-ScreamerBears - Makes bears (several sizes) spawn instead of screamers. Moves screamers to other spawning group. Is this mod server side safe?: It should be. Modlet: Khelldon-StarterCrate - Gives several items from several loot groups (1 Mining Helmet, 1 random Weapon, 3 random Tools, 4 random Armor, 2 random Medicine, 2 random Food ). Additional author contributions/credits: Thanks to @wolfbain5 for a working reference example here! Is this mod server side safe?: It should be. Modlet: Khelldon-AwwNuts - Adds nuts and bolts. Needed to repair and craft various metal items. Is this mod server side safe?: NO. It has custom icons which are not synced to clients from the server. Modlet: Khelldon-GetGreener - For making new RNG maps: Removes snow and desert biomes and turns them into Forest. Is this mod server side safe?: It should be but it is unknown. If anyone can confirm this, please let me know! Modlet: Khelldon-GetFramed - Can only upgrade wood frames if you have nails AND you can only place frames 1 block out from another wood block. Note: Original modlet only allowed building on top of frames. Changed so can build "normally" just with the "1 frame out" limitation. Note: You cannot use the stone ax to nail a frame together! Must use any other higher tier block upgrading item! Is this mod server side safe?: It should be but it is unknown. If anyone can confirm this, please let me know! NON working modlets are: Modlet: aGulliversTravels (DECOMMED after a18. May decom if no one requests it be fixed) Modlet: Khelldon-BadCompanyUMAZeds (DECOMMED. a19 apparently does not support UMA/changing soon. Look here instead: snukfins-server-side-zsombies ) Modlet: Khelldon-GetTheHerp (DECOMMED after a18. Of all things! Cannot get buff working) Modlet: zzz-Khelldon-GetBenched (DECOMMED after a17. Might look into it if someone asks.) ~~~~~~~~~~ Modlet Collection: MeanClouds modlets ~~~~~~~~~~ Note: 2021-July: psouza has returned to maintain his mod(lets), so I will be removing myself from supporting them. See the links on his mod pages for updates. It appears he is updating for a19+ so my repo will not be needed for bridging gaps in game versions. Here are the links I had to these original forum threads if this helps anyone: psouza4 a.k.a. MeanCloud Modlet: MeanCloud__Mining - Original forum thread Modlet: MeanCloud__Cannabis - Original forum thread Modlet: MeanCloud__Fishing - Original forum thread Modlet: MeanCloud__RegeneratingBoulders - Original forum thread This is my repo where they were hosted, should anyone want credits/notes/downloads for a version of mine they are using in a current game. I will be "removing" them from here soon (likely when a20 drops) so you will be able to go through the git commit history for awhile. After a20 drops I will likely delete my repo. Doughs-MeanClouds Mods for a19 Additional author contributions/credits (to the mods when I was hosting them): Original mod author -> psouza4 a.k.a. MeanCloud, for original a18 mods/repo/transfer of maintenance. a19.5 b60 Update -> Cranberry Monster, for forge recipes able to remove copper/zinc from forge. a19 Update -> Eko, for a19 forum posted fixes to MeanCloud__Mining a19 Update -> mr.devolver, for a19 forum posted fixes to MeanCloud__Fishing a18 Inspiration/concept -> Clockwork Orange, Original inspiration for MeanCloud__Fishing. Was credited in source code. a18 Inspiration/concept -> stallionsden, Original inspiration for MeanCloud__Mining. Was credited in source code. a18 Inspiration/concept -> JaxTeller718, Original inspiration forMeanCloud__EnemyReachShortener. Was credited in source code. Original mod author? -> stasis, Original FarmLifeMod that FarmLife2Mod is based on? Was credited in source code.
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