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About Me




  1. Guppycur's awesome original concept for Vehicle Madness started way back in the early days of A17 and now continues for 7 Days to Die in A20, Guppy handed over the reigns of the project to me (Ragsy) in A18 to rework and develop further the visions we had for vehicle systems in the game. About Vehicle Madness in A20 Features 58 vehicles ( New Physics and particle effects). 80 Plus wreck variants (some may look familiar) All new custom vehicle sounds. Find working spawned vehicles in the world ( Custom code was written by HaidrGna and adapted for Vehicle Madness with his kind permission) Find Repairable vehicles versions in the world Harvest wrecked vehicles to salvage parts for crafting vehicles on the VM Workbench ( Balancing feedback required as always ) . You will come across a variety of different types of vehicles in the world that may be working or have repairable versions you can find to fix up !! There will still be spawns of the 'lower end' Vehicles in the world but the 'high end' stuff like military vehicles or other customs will be a case of either find the repairable version and repair it or craft it with harvested parts from vehicle wrecks on the VM Workbench. If your vehicle becomes damaged during gameplay you can repair it as normal with the vanilla repair kit A vehicle repair kit consists of the following parts that can be found in the world or crafted at appropriate levels on the Workbenches : <ingredient name="CarFootpump" count="1"/> <ingredient name="CarBatteryChargerUnit" count="1"/> <ingredient name="VMToolRachetSet" count="1"/> <ingredient name="HotwireKit" count="1"/> .....and a specific tiered tool . Wrench for lower tier repairs , Ratchet for mid tier vehicles and Impact Hammer for High tier vehicles. ****** Dont forget to take some fuel with you as you will need it for the repaired vehicle *****. If you dont come across a vehicle you like subject to rwg pot luck , you can still craft the vehicles by salvaging parts from vehicle wrecks such as: Transmission (and damaged version) Engine (and damaged version) Seats (and damaged versions) Carburetor (and damaged version) Battery (and damaged version) Alternator (and damaged version) Chassis (and damaged version) Body parts (doors, hood, trunk and Fender and bumper) Full Vehicle Madness Style Wheels Wheel Rims Damaged wheels We have adopted a system where 2x Damaged Parts go towards making 1 good working part along with other smaller items in the recipes. Tires that you find on the ground? They can be picked up! But, they are NOT WHEELS. You must find a wheel rim , these can be obtained by salvaging the vehicles in the world (you may be lucky and get full wheels and a wheel rim during salvage), or you can make a fully functional wheel by adding tire and wheel rim and using the air compressor tool in the Auto-Workbench. There are some full damaged wheels you can collect on the roads to make a full wheel using our 2x damaged = 1 good system. To make the VM Auto-workbench you need to first be able to craft 'normal workbenches' as you will need one to build the full Auto-workbench along with a car lift (craftable) , a compressor and a ratchet set (lootable in world) ......you can then, after learning how, assemble the various vehicle parts into the various assemblies to build your custom vehicle. Car body assembly (requires a fully body kit) Electrical subsystem assembly Car engine assembly Car Body Kit Vehicle Madness wheel set ** Vanilla vehicles can be crafted using the existing vanilla parts as before but on the VMWorkbench ( Except bicycle and Minibike), we have left in vanilla items to maintain vanilla compatibility for other vehicle mods that do use vanillla resources as part of thier builds, vanilla parts however will not fit the custom vehicles system build method ** Gas will be at a premium, this means you may have to raid gas stations or find a damaged gas tanker vehicles on the road or make your own. Gas is more expensive to make in this version ... ***** We recommend that you use a bigger backpack modlet such as this one here by KhaineGB as there are many parts to collect. Also Recommend Khaines vehicle fixes for sound and entity damage in this thread ***** The Vehicle Madness Current Team Ragsy ActiniumTiger Magejosh Éric Beaudoin A20 Testers A special mention to the testers and thanks for the feedback and bug reports Magejosh Mr Devolver Furious Ramsey R.U.I.N.S Acknowledgements : Many thanks to the various modders and contributors helping us make Vehicle Madness better since Alpha 17, without whom this would not have been possible.. Guppycur - Original creator of VM and all round support on the development path so far. Marcus - Sourcing a few hard to find vehicle models and tracked vehicle delvelopment. Telric - For some vehicle fixes in blender and his help on the buffs system .. HaidrGna - Spawning system code and general support on development. Mumpfy - 'The Texture Guru' for texture reworks for the MotoGuppy bike , NPC Mod van and the Ragsy n Tiger Van (plus his original texture work on A17 version). Random Person - Texture work on the original VM in A17 bdubyah - Donating the first wrecked vehicle pack for beta 1.1 thats still part of VM today and his support. DUST2DEATH - Support feedback and original Development of VM in A17 with Guppycur and the original team . Also thanks to valdifer for the Spanish Translations for Vehicle Madness Beta 1.1 and Beta2.0 , feel free to take the current localizations and add more languages. Thanks also go to MikeyUK for adding the missing world entity localisation for Beta2.0 and some work improving Icons. Others who have been involved of whom i may have forgotten , and rest of the 'Crew' on Guppy's Modding Discord for the support along the way. More to come..... A Dedicated POI for Automotive Repairs .. this will be a separate add-on made by Guppycur New tire fitting station and car lift system . Update and improve vehicle models or replace with better models over time . Add tracked vehicles into the mix ... ***** Note: You are not allowed to extract and alter any of the assets in this mod in any way without first gaining permission , these assets must not be used in any venture that attempts to make money out of modding **** Vehicle Madness Continues A20 Download link SMX Compatibility Patch for Vehicle Madness For those who want use the SMX suite of Hud enhancements with VM , just unzip file to your desktop and place the folder inside called ZMXuiCPVMPatch into your Mods folder. Not Needed if you dont use SMX at all. SMX - SMXhud, SMXmenu, SMXui by Sirrilion for Alpha20 ***** Please Note : This is an Overhaul mod in modlet form and is required on both Client and Server as with other mods that add new assets. ******* Overhaul Modders can use this modlet overhaul as a recommended add-on if you wish but leaving the core files of vehicle madness intact. A brand new game save is required as the mod overhaul adds a lot of new blocks in the game and changes existing ones too !! Failing to start a new save game will break your existing save so be warned up front !!! Changelog Beta 2.0 : 1. Added a lot more New Vehicles into the mix ..bringing the total to 58 for ultimate variety. 2. More wreck variations 80+. 3. Added 30 + Repairable Vehicles that you can repair on roadside with special kits, dont forget to take some fuel with you . 4. 20+ custom vehicles that may or may not spawn in the world with the luck of RWG. 5. Crafting these new vehicles is still an option at the VM Workbench for those harder to find vehicles. 6. New Vehicle Sounds applied for all vehicles. 7. Loot overhaul inline with A20 system ( as usual feedback much appreciated on this area). 8. Our own particle systems for exhausts and vehicle damage. 9. Reviewed and updated storage sizes and vehicle speeds 10. Apocaliptic Style textures for the rustic used look 11. Recipe changes for crafting to help with vanilla engine shortages in the original version . 12. Added more deco stuff to collect on roads .. 13. More wrecks in world specifically on the country roads and reduced loot to balance out the numbers . 14. Support for vehicle mods on all vehicles except the cosmetic option as these vehicles are all custom made textures. Some vehicles have seating mods but not all (example Military Truck has 8 fixed) 15. Numerous of the the original vehicles have had brake lights added and some addition headlights where needed. 16. Added a few decorative advertising boards to world ..these can be harvested . 17. Vanilla Vehicles now require the VM Vehicle WorkBench to build them except the minibike and bicycle. 18. Revisited the vehicle damage scales on blocks ... Targeted individual blocks now and adjusted some down and some more added ... (like for instance vehicles ran into and stopped dead on mailboxes and cactus and so on.. vehicles will not destroy any wood on bridges anymore This system is going to be replaced with vehicles that have individual profiles at some point). 19. Adjusted all vehicles to have lower degredation so when you hit 25% damage level particles are triggered ..so be careful and try not too crash too much 20. Reworked vehicle physics in-line with vanilla settings. 21. Making gas is more expensive and requires more oil shale to craft your own gas. 22. Some vehicles will attach parts/vehicles from player inventory when you get in them , Bicycle - Motorcycle - engines ect ect .... these are only on the 'Pickup style vehicles or open trucks but not all and is still WIP. 23. Added recipes to make the 'repair kit' parts on a workbench if you dont find enough of them in the loot. 24. Changed some stack sizes to help with looting vehicle parts if you do not wish to use the bigger back pack modlets. Changelog Beta 1.1 : 1. Added various new wrecks created by bdubyah for the ultimate salvage variation ( There is only 1 vanilla sedan in chain as required by some POI's and all others are now custom). 2. Tweaked some vehicle speeds and camera positions and some storage on the big vehicles 3. Increased amount of wrecks on roads and in biomes to provide more resources. 4. Experimental block damage changes 5. Added Quad to world spawns and reduced spawns very slightly (feedback on this will be required as catering for server vs single player). 6. Added compressor to EMS and Military loot options , increased probabilities in automotive and rare automotive loot as were too rare before. 7. Removed damaged motorcyle part2 from spawn ( will add more motorcycle variant wrecks at some point) Have fun 🙃 The Vehicle Madness Team !!!
  2. Server Name: Warriors Den PVP 6K Serverside Mods Server IP & Port: Server Region: North America East Discord: https://discord.gg/BEAwjcTChu MAP SETTINGS: Map is custom RWG 6K Total of 3021 POIs At least 1 of each Tier 5 POI with a total of 19 Tier 5 POIs 111 Tier 4 POIs 4 Large cities 1 Mega city At least 1 of each trader 6 total BASIC SETTINGS: Xp rate = 150% Loot abundance = 100% Loot respawn = 2 days Drop on death = Backpack ONLY I create my own mods and edit other mods. My goal is to improve gameplay (not necessarily making it easier) and fix bugs. MODS LIST: (Server side / does NOT require download) 1. JaxTeller718_ZombieReach (Reduces zombie melee reach to a more realistic distance) 2. 7DTD_DeepDark (Makes both nights and indoors darker for more realism to encourage the need and use of a lightsource) 3. PVP Balancing Fixes (Player Damage reduction is applied based on location and type of armor on hit location, PVP damage has been overhauled to be more balanced. No effect on PVE) 4. Healthbars by jayfusion (Health bars are displayed when aiming at an enemy) 5. InfoPanel (Adds these buttons with info and map when you press ESC key) 6. H7SB_Backpacks (Adds craftable backpacks of different sizes and increases total inventory slots.) 7. PitMonks_Topless_Female_Players_Modlet (Removes the bra and briefs not panties from female characters) 8. PVP Raiding Changes by Jayfusion (Breaching rounds and timed charges do reasonably more damage specifically to doors, storage, and electronics for raiding LCB protected areas.) 9. Silencer Sound Distance Fix (Fixes Silencers by lowering the distance in which other players can hear the gunshots. Varies by gun used.) 10. Ryuu's Dancing Traders (Traders will now dance) 11. Scrap learned books for more books (Scrap already learned schematics and perk books for book scraps to craft a Book Exchange to turn into a trader for more books or schematics) 12. AGF-A20HUDPlus1.4.1 (Custom HUD) 13. Ana_Vehicle_Respawner (All vehicles will respawn overtime after being harvested) 14. Corpses by Jayfusion (Zombies leave a block type corpse on death that can be harvested. Has much less impact on server and corpses won't disappear until destoryed or harvested.) 15. New Player Catch Up Aids (Increases XP/loot/health gained and decreases damage received that reduces as a player levels up to allow newer players to catch up.) 16. No More Giant Holes Or Deep Underground Bases (Stone, gravel and ore veins are no longer able to be mined except for the ore/stone boulders that now respawn and give more resources.) 17. Random Regrowing Wild Crops (Wild crops now grow randomly in most biomes and will regrow after harvest. Wild crops offer less crops then player planted crops. No changes to player planted crops.) 18. Solarbank and increased generator fuel mod (Generators hold more fuel and solarbanks now provide same output as generators.) 19. The NEW Tracker Perk by jayfusion (Adds zombie and player tracking to Tracker perk. Player tracking is limited for balancing. More info in help and tips.) 20. Vehicle Sound Fix by jayfusion (Fixes silent audio bug for vehicles by adding a new constant idle/running sound while vehicle is in use.) 21. RadWasteland Need a full Hazmat Suit (Wasteland biome is now radiated. Wear a hazmat suit and/or use any type of antibiotics to safely explore. XP/loot are doubled in wasteland biome.) 22. Trader Safe Zones and Open Close Time (Only PVP damage is negated while near a trader. The closer the more effective. Can still get damaged from non player sources. Open time 0200, close time 0000)
  3. 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:
  4. I'd like to proudly present my Electricity Overhaul Mods: https://www.nexusmods.com/7daystodie/mods/1713 This mod tries to solve issues with the existing electricity implementation and tries to improve overall handling with power items and sources. It lets you form bigger grids with multiple power source that feel more natural. It consists of several other smaller mods that should all work standalone. Pick the ones you like and install them beside the overhaul mod. https://github.com/OCB7D2D/ElectricityOverhaul (A20/BepInEx) https://github.com/OCB7D2D/ElectricityWireColors (A20/Harmony) https://github.com/OCB7D2D/ElectricityWorkarounds (A20/Harmony) https://github.com/OCB7D2D/ElectricityButtonsPush (A20/Harmony) https://github.com/OCB7D2D/ElectricityNoWires (A20/Harmony) https://github.com/OCB7D2D/ElectricitySolarRecipes (XML) https://github.com/OCB7D2D/ElectricityLamps (A20/Harmony) https://github.com/OCB7D2D/ElectricityWindPower (A20/Harmony) You can find them also on nexusmods (see top nexusmod link). Undead Legacy Support 21. May 2022 (1.0.0) Introducing compatibility for Undead Legacy (experimental) Rename this mod to e.g ZElectricityOverhaul to load after UL Charging demand for batteries changes according to fill state Nearly empty batteries charge faster than nearly full ones Items in solar banks and windmills degrade very slowly Can be repaired quite easily (maintenace needed ~10d) Replaces BatteryChargeDemand for min/max smoothstep configs Adds new game option to prefer fuel over batteries Adds extended info when hovering over power sources Needs OcbRemoteDescription to work in multiplayer Adds German translations Compatibility Update 18. Apr 2022 (0.9.3) - Fix EnumGamePrefs patching to be more dynamic Fixes compatibility with Alpha 20.4 (b38) - Fixes server.xml parsing on dedicated servers (0.9.1) Performance Update 11. Jan 2022 (0.9.0) This release only tries to optimize CPU utilization and to improve frame update congestion. As such this update is kinda experimental, although the changes seem rather safe, but there will always be dragons. So if you're happy with version 0.8.0 you don't need to upgrade immediately. Upgrading existing maps should be possible, but you should always make a Backup when early adopting such a mod upgrade! Compatibility Update 2. Jan 2022 (0.8.0) - Fixed some compatibility issues with other mods We now use `OutputPerStack` as a scaling factor We no longer hard-code `MaxFuel` for generators - Cleaned up and refactored update routine a bit - Improved and fixed `EnumGamePrefs` patching Linux Update 28. Dez. 2021 (0.7.4) There is also a version for linux, but you need to start the game via s special startup scripts to get the pre-loading hook working (e.g. startmodserver.sh). Those script will also be installed after the first initial loading of the mod. https://github.com/OCB7D2D/ElectricityOverhaul/archive/refs/tags/0.7.4.zip Important Update 10. Dez. 2021 (0.7.2) I have ported this mod over to A20. Unfortunately given the nature of what it changes, it still is not 100% working out of the box with A20, but I got it pretty close! You can download this mod like any other regular modlet, but once you start up the game for the first time you get a "scrambled" start screen and the console should show up (otherwise you can bring it up with F1). It should tell you that it has installed some additional files into the game folder that allows preload patching via BepInEx, which this mod requires to work correctly. You should just need to restart the game once after installing this mod and it should work OOTB. Latest downloads can always be found on the GitHub repository, e.g.: https://github.com/OCB7D2D/ElectricityOverhaul/archive/refs/tags/0.7.3.zip This is all very experimental at the moment, but I hope it does work out! The main features of this overhaul mod are: Power sources can be connected like every other power item Power can be taken from any upstream power source Prioritize renewable energy before using gasoline Additional grid demand/supply and charge statistics Batteries are all charged/discharged when in a bank Recipes for solar panels and cells (behind engineering perk) Solar power gradually fades in and out at dawn and dusk. Additional features from addon mods (also compatible with vanilla game) Color wires according to power state - see which ones are un(der)powered Hide wires when the wiring tool is not equipped (except trip wires and fence posts) Fix issue with power duration and e.g. motion sensors Fix issue with trigger groups forcefully untriggering downstream triggers Fix issue with start delay and triggered duration if trigger is too fast Compatibility and further notes This is the first "release" and while I tested it quite thoroughly, I haven't really used this mod for a full game yet. So I do expect that there are a few bugs lurking in there. I also don't know how well this will scale in multi-player, since it does add quite a lot more load than the original implementation, but might be just fine even with bigger and more grids. I've developed and tested this Mod against version a20.b218. All the best and good zombie hunting!
  5. MAGOLIS COMPO PACK So welcome to the CompoPack. Compo Pack has its own Discord server Found - HERE Discord Requirements: PHONE VERIFIED with Discord and in your privacy and Safety - ALLOW DIRECT MESSAGES FROM SERVER MEMBERS NEEDS TO BE ON Once you join, agree to the rules then a verification PM will be sent for you to follow, simply follow the steps and you will be in 🙂 . - Feel free to join. On the Compo Pack Discord channel you can - Submit new prefabs to be added to the compo Pack, - Report any errors or problems you may find - Discuss any thoughts and ideas - As well as general talk WHAT IS THE COMPOPACK: The Compopack is an expanded collection of custom-made prefabs for the zombie sandbox game 7 Days to Die. The poi pack/poi archive/overhaul was first compiled by Magoli in the early Alphas of the game and has continued to grow over the years. Prefabs are balanced to the pack and to work together in a vanilla setting. The compopack is also a museum and archive to keep every poi ever made alive and not forgotten. ***IMPORTANT INFO*** This will require a new world to be generated, not just a new save game because several prefabs have changed size which can cause severe errors in existing world when they are reset by questing. For multiplayer the mod will need to be installed on all player clients. This is a definate as keyracks will not work as with the many other issues caused by not having them in your prefab folder. A comprehensive clean. Every prefab has been gone through to fit into A20 and the new tile system. A full light optimisation on prefabs, a texture go thru and zombie spawn site clean up in an attempt to lower lag. All quest locations should now work. Every prefab that has a quest has been gone through and updated to ensure they can be completed. Vanilla locations not included. A questpath walkthroughs have been gone through to insure entry into the buildings. a Major questpath walkthrough is ongoing. Many prefabs have had several of their doors unlocked in logical locations. Also gone through each prefab to fix paint, a gew spots may be missing, if so, please report. A large loot reduction has been done in many gamebreakingly over populated loot pois. COMPOPACK 48 CHANGELOG Tasks that will be ongoing - Replaced many blocks to their correct block for texture saving. IE: if it was painted concrete and the block under the paint was actually wood it got replaced with concrete (This will still continue into CP47 if we find more) - Zombie amounts in prefabs were fixed to a more standardised level and per more vanilla amounts in alot of over populated pois. (Mine included lol) - Loot rebalance will be ongoing each and every iteration of the compo pack. - quests, pathing and zombie interactions. Ie: active, passive and attack tags. DOWNLOAD THE METHOD YOU PLAY HERE: MODLET: Version 48.1 METHOD 1 *** CP48.1 COMPLETE *** INSTALL INSTRUCTIONS: Step 1: Unzip Step 2: Add CP48 Complete to your - *Users/Usernames/Roaming/7daystodie/Mods* METHOD 2 ***CP48.1 COMPLETE BETTER FPS*** INSTALL INSTRUCTIONS: CP48.1 COMPLETE BETTER FPS (Separates the Mods folder from the Prefabs.) Step 1: Unzip Step 2: The contents of the *CP48 Complete (MODS Part 1)* folder goes into the Mods folder located in - *Users/Usernames/Roaming/7daystodie/Mods* Step 3: Contents of the *CP48 Complete (PREFABS Part 2)* folder goes inside of - *Steam/Steamapps/Common/7 Days To Die/Data/Prefabs* How To Install CP48 Modlets by TallmanBrad Server Instructions: 1. Add Contents of Prefabs Folder To your server prefabs folder ADVANCED USERS ONLY - PART I [Server owners and those whom create maps for servers of their group etc require Part 1 and Part 2] [Players joining a server or dedi game with the cp installed only require part 2] Contents of *CP48 Complete (MODS Part 1) * goes into - *Users/Usernames/Roaming/7daystodie/Mods* SERVER OWNERS AND MAP GENERATION REQUIRED STEP PART II PART II required by all. server owners, map creators, players and server prefab folder Server Owners can simply guide players to this link Contents of - *CP48 Complete (PREFABS Part 2)* goes into - Server - Server Prefabs Folder Server Owners Prefab Folder - *Steam/Steamapps/Common/7 Days To Die/Data/Prefabs* Players - Players Game Prefab Folder - *Steam/Steamapps/Common/7 Days To Die/Data/Prefabs* Map Creators - Game Prefab Folder - *Steam/Steamapps/Common/7 Days To Die/Data/Prefabs* SERVER OWNERS, MAP CREATORS, PLAYERS AND SERVER REQUIRED INFINITY: DOWNLOAD INFINITY V1.4 [PREVIOUS PRESETS WILL NOT WORK] Unveiling (video unveiling Infinity a 7 days to die prefab installer) How To Use Infinity: SERVER INSTRUCTIONS: AS prefabs are required on both server and client side of every user that joins your server. After you have selected the prefabs you only wish on your server and they appear in your prefab folder bundle them up and send to your players and drag them into your server prefab folder to. For sending to other users you can simply save a preset in infinity and send them the saved txt file they can then load up in infinity and it dl for them as well. INFINITY STEP BY STEP INSTRUCTIONS: HOW TO SET UP AND USE INFINITY: 1. Find pathsettings.txt and open using any text reader like notepad or notepad++ 2. Get your game address where the 7daystodie.exe is and past into first line of pathsettings.txt (Instructions on how to do this in the README_FIRST.txt) 3. Get your appdata address C:\Users\Username\AppData\Roaming\7DaysToDie and past in 2nd line. (see video on how to unhide the appdata folder) 4. Save and close. 5. Run the infinity v1.exe (a screen will appear and run thru a few processess) STEP 1: 6. Read then hit any key. The following settlements need just a "Y" or a "N" 6a. Fabbersville - "Y" you see fabbersville poi_tile set option. Fabbersville - "N" Fabbersville Poi Tile set skipped. 6b. Megacity - "Y" you see Mega City Poi Tile Set option. Mega City "N" Mega City Poi Tile Set skipped. 6c. Fabbersville - "Y" Fabbersville Poi Tile Set "N" Mega City - "Y" Mega City Poi Tile Set "N" (As lpng as Mega City and/or fabbersville is selected you will get corralating Poi Tile Set option that is attached to that settlement. 7. Continue to choose Y/N for the remaining settlements. STEP 2: POI Tile Sets that spawn in Vanilla Cities a "Y" or a "N" response fpr the following 20 poi/tile sets. [I reccomend either have the poi tile sets in gabbersville and mega city only and not in vanilla cities (so "Y" to fabbers and mega poi tile sets and "N" to the Step 2 poi tile sets. or vice versa - "N" to gabbersville and Mega City Poi Tile Sets and "Y" to all Step 2 Poi Tile Sets.] STEP 3: CP Pois that spawn in vanilla cities: Top Line Left side: * Select all (removes all in that district. click twice to undo back to all selected.) * Load Preset (adds a preset previously done prior) * Save Preset (saves the current list for future use to save redoing step 3 all again) [Saves the list in the infinity folder] * Back To Step 1 (returns to the first step in case you change your mind) * Back to step 2 (Returns you to step 2 in case you change your mind) - Pois list left side. - Category Selection middle top [Districts containing in each what cp pois spawn in each district] - Tag Selection middle bottom [highlight all attached to the tag - LMB (left Mouse Button) Remove all attached to that tag - RMB (Right Mouse Button)] - Poi Info right top [Name of poi, allowed biomes, editor group, size, sleeper volumes and min and max, Difficulty tier, Questable, yoffset] - Poi Picture right bottom ***Please note*** Biome Decoration Tag does NOT work Once you finish going thru these hit Install Files next page gives you a chance to return to change or add or remove any you mistake or what not by pressing any key [OTHER then 1] Press 1 to complete and start the adding process. Once complete press any key and close program. Run game and enjoy. SERVER INSTRUCTIONS: once the server host completes the above they have a few options to get the list of prefabs to the players to join their servers with: 1. Simply save a preset and send this preset to the player for them to load infinity and use to get the pois placed in the right folders/ [Pathsettings.txt will need to be correct for them on their end. 2. Simply zip up the prefabs placed in the prefab folder and send to the player/s to be placed in the prefab folder. Play and enjoy Recommended choices: The poi tile sets are monotinous meaning if you have them in fabbersville, megacity and the vanilla cities you will see alot of them. I recommend the poi tile sets be in fabbersville and megacity only no vanilla cities OR none in fabbersville and megacity and them in vanilla cities only. Prefabs will also need to be on client side as well as server side. CP 48 Proudly brought to you by: MAGOLI - A legend whom kept everyone entertained with his updating of the Compo Pack for all of us to enjoy STALLIONSDEN. TESTERS: WOLFBAIN5. GOBARG. MANA. BATTLEPAPI. OCTOBERFIRE. ZZTONG. NAZ. ZEEBARK Plus all the many Great and amazing prefabbers out there whom have contributed to the CP over the years and all those whom will be adding more in the future.. Prefabs Removed from CP to be fixed and re added when ready: * The Slums (By_Pikero) * ResidentEvilMansion (by_Magoli) DISCORD CHANNELS PREFAB SUBMISSIONS HERE Please refer to original thread for any info in the O.P for now. comments welcome here to, Original thread can be found here for cp45 dl and info:
  6. ErrorNull Zombies (enZombies): This mod has been updated for Alpha 20 and adds much more zombie variations to the game, using the UMA archetype method most notably showcased by the Snufkin's Custom Server Side Zombies - PLUS mod maintained by arramus. All the UMA Zombies by khzmusik are also included in enZombies. The goal of this mod is to always be server-side, thus only needs to be installed on the server, and not on the individual clients. These zombies are meant to be your average walkers and crawlers to complement the existing vanilla ones.. though stronger and boss-level zombies are slowly being added. Each enZombie also has their own feral and radiated variant. [Exiting the duct work and into the main store - it was realized a wrong turn was made.] enZombies spawn out in the terrain based on the biome, with each zombie group sporting a unique color theme that matches the biome. So you will find foresty zombies in the forest, deserty zombies in the desert, snowy zombies in the snow, and so forth. enZombies also spawn in many other scenarios, like in wandering hordes, screamer hordes, sleepers in POIs, and during the bloodmoon horde night. Unfortunately, there's no easy way to spawn zombies in these other scenarios while also based on specific biomes, so a more random range of enZombies will be seen there. The short challenge quests are an underutilized feature in the vanilla game, and enZombies appear within them as well. New challenge quests have also been added to showcase the new zombies. All new quests are simply found as items within the usual loot containers where vanilla quests are found. Many more quests are planned. Compatibility: enZombies and the add-ons (see Add-ons section) are designed for Alpha 20. Using other mods with enZombie might work and might not. Even if an unsupported mod does work without errors, it will be missing the custom biome spawn behavior that enZombies use. If there is enough demand for a specific unsupported mod, I can create a patch mod for for it (see Patches section) so that it works with enZombies and recognizes the custom biome spawn groups. If you are getting errors or strange glitches while using unsupported mods with enZombies, feel free to report the errors and what other mods you are using, and I'll be glad to take a glance when I get the chance. Usage: You may use my mod as it is presented, or just pull my zombie definitions from archetypes.xml and entityclasses.xml and merge them into your own mod. Don't forget to grab corresponding code from items.xml and buff.xml. If you are just pulling the zombie XML code, I'd appreciate if you credit me somewhere like on your website, discord or forum post. The more exposure enZombies can have, the more players use it, and the more motivation for me to continue development. I love making these custom zombies and hope to continue on for a long while, but it does take lots of time and effort. ** Download and Install ** This mod is not intended to be used with any other mods, except for the Add-Ons and for any mods that I have made Patches for. Refer to Add-Ons and Patches section further below. Version 2.6 (updated 2/11/2022) - 👉 Download from GitHub 👈 Add-Ons: These are optional mods created for enZombies. The main enZombies mod must be installed in order for these Add-Ons to work. Patches: Install these 'patch' mods to make enZombies compatible with the "target" mod. Go to the enZombiePatches GitHub page . Download the package. Take the specific folder that matches the target mod you want and place it into your 7 Days to Die Mods folder. Don't forget, you need to have the main enZombies mod installed as well as the main target mod you are using with enZombies. These mods do two things: It makes the target mod aware of the new custom spawning groups that enZombies uses. And, it allows the player to enable zombie body harvesting for the zombies that are part of the target mod. Known Issues: There are some interesting bugs when working with UMA zombies and molding them from the archetypes.xml. It's not unique to enZombies and are present in any mod that uses UMA style zombies - for example, the Snufkin mod also contain some UMA zombies which will experience these bugs. In my opinion, the relative ease in creating and modifying these zombies outweigh the quirks: Wish List to The Fun Pimps: Here I list enhancements to the 7 Days modding experience that I would love for the developers to add which will allow me to add more immersion to enZombies and the game as a whole. Credits: Thanks to @Snufkin for starting it all with your Snukfin's Server Side Z(S)ombies mod, and thanks to @arramus for keeping it going with the Snufkin's Custom Server Side Zombies - PLUS mod. I studied these mods for weeks to figure out how it worked and gave me inspiration to contribute as well. Also thanks to @khzmusik who gave me permission to add his UMA Zombies into enZombies. Much appreciated! Screenshots: Mentioned Mods: Snufkin's Custom Server Side Zombies - PLUS Robeloto's Custom Zombies mod KHzMuzik's UMA Zombies
  7. xyth

    A20 VideoPlayers Mod

    VideoPlayers Modlet (Single Player Stable) Note: Seems to work on Dedi, if you follow the install instructions, otherwise it will crash your server! You were warned. This A20 modlet now combines several A18/A19 modlets (Video Players, Billboards, and Theater Screens) You must connect a wire to each device using the wire tool to activate it, then you can remove that wire. YouTube Video: YouTube Video: YouTube Video: Description Introduces mass media into the game. Be sure to active each of these with a wire using the wire tool. Billboard01 is a mechanical billboard that shows 3 unique images on each side of the billboard. This is a single texture sheet which you can edit in a graphics program then import into unity and the reexport. BillboardVideoMP4 is a electronic version, that will play 12 video clips in rotation. Like 12 TV channels. Best part is you can replace the 12 video files in the mods/resources folder with your own. In default, video0 is static, 1 is a cartoon clip, and 3 a classic video. All the rest are static. Theater Screen Adds a flat theater screen into the game. Designed with POI makers in mind, this screen is 16:9 format and 8x5 blocks in size. VideoTV is a large tabletop television that will play 12 video clips (or entire movies) in rotation. TVWall is a wall mounted version setup to replace the existing small wall mounted televisions. Its currently set to replace 20% of them but that can be adjusted in xml. Some will be on by default, playing static, but otherwise are broken. Replace video0 with a public service disaster message of your choice. If you put down a land claim block you can pick these up by holding the E key. Installing Single Player Normal mod install. Drop the mod into your Mods folder and your done. If you swap out any of the videos, they must have the exact same name and file extension as the one you're replacing. Those names are hard coded. It won't like strange .mp4 encoding so keep it simple. Encoding help can be found in the old thread. Dedi Experimental - read carefully For some reason, the dedicated servers default startup file named startdedicated.bat has a Unity startup parameter -nographics . -nographics means dont load various shaders and the video decoding files needed to render video. So your job is to edit that file before starting up the dedi. On about line 69 of that file you will see this line: start %GAMENAME% -logfile "%LOGFILE%" -quit -batchmode -nographics -configfile=serverconfig.xml -dedicated Change it to: start %GAMENAME% -logfile "%LOGFILE%" -quit -batchmode -configfile=serverconfig.xml -dedicated Failure to do this properly will crash your dedi hard and fast. Download The Modlet can be found here: https://github.com/7D2D/A20Mods/blob/main/VideoPlayers.zip or in the ModLauncher. Known Issues Sometimes the sound plays for a few seconds if you enter the game next to a billboard that has sound. This is because I need to active them on start as I can't use code to do that. Minor annoyance. You need to activate a newly placed video device by attaching a wire to it, but you can immediately remove that wire. That is because I'm using the switch class and it expects a wire to the switch. No way to fix that without code. Videos need to be in .mp4 format. There is a limit to how much memory can be allocated to video, so 12 long movies may well crash the server.
  8. Download here: https://github.com/arramus/A20-BushcraftBites-2021Dec24 -=Server Side Only=- ----------------------------------------------------------- Version: A20 Bushcraft Bites - 24th of December 2021 ----------------------------------------------------------- ========== BACKGROUND ========== A20 brings a number of changes to the way players acquire and produce their food and drink. It was described as more challenging than A19 during the A20 live streams and feedback from the community has confirmed that. In keeping with the A20 changes, Bushcraft Bites provides additional recipes for low level players that focus on the 'hunting and gathering' requirements. This means that farming will continue to play a supplementary role while 'foraging' continues to offer the bulk of nutritional resources. While players may be able to incorporate farming as a progressive skill as game stage builds, Bushcraft Bites will always be there if things get desperate. ======= RECIPES ======= Some recipes are locked behind Master Chef Skill to keep things balanced and proportional to the regular recipes. Bushcraft recipes use simple, and hopefully, realistically appropriate ingredients that can be made from Skill 0 to Skill 2. There are no schematics to reflect a 'Bushcraft' concept of learning through trial and error as a matter of survival. Recipes are split into 4 main areas, in no particular order as follows: ----------------------------- Cooking Pot Food Recipes ----------------------------- Bushcraft Tin Can Tucker - Combines 5 canned products that have no recipe. (No Skill Requirement) Bushcraft Stew - A simple stew requiring less harvestable resources and meat, but needs 'Bushcraft Bone Broth'. (Skill 2) Bushcraft Feral Stew - A simple stew requiring less harvestable resources and rotten meat, but needs 'Bushcraft Bone Broth'. (Skill 2) Bushcraft Super Vegetable Stew - An enhanced recipe for vegetable stew that requires Super Corn. Gives 5% XP Boost. (Skill 2) Bushcraft Bacon and Eggs on Grits - The traditional bacon and eggs with a requirement for Corn Meal and Water. (Skill 1) Bushcraft Super Corn on the Cob - Requires Super Corn and water. Gives 2% XP Boost. (Skill 1) Bushcraft Hide and Seek - Putting leather and chicken to 'good' use. (No Skill Requirement) Bushcraft Acorn Bread - Bread using Acorn Meal made from Oak Seeds. (No Skill Requirement) Bushcraft Pine Cone Jam - Use your honey and Pine Cones in a recipe. Cures 10% infection. (No Skill Requirement) ----------------------- Grilled Food Recipes ----------------------- Bushcraft Leatherface - Animal hide and oil to make a crispy snack. (No Skill Requirement) Bushcraft Blueberry Rolls - Mashed and concentrated Blueberry puree that is dried into strips and rolled. Gives a fructose speed boost. (No Skill Requirement) --------------- Drink Recipes --------------- Bushcraft Pine Cone Tea - A medicinal herbal tea that cures 3% infection. (No Skill Requirement) Bushcraft Acorn Coffee - A medicinal coffee alternative that cures 3% infection. (No Skill Requirement) Bushcraft Sweet Mead - A medicinal all round pick-me-up. Requires a basic mash and starter. Cures 10% infection and 20% dysentery. (No Skill Requirement) --------------- Recipes Items --------------- Bushcraft Bone Broth - A tasty broth to dip your acorn bread, but can also be used in other recipes. (No Skill Requirement) Bushcraft Acorn Meal - A prerequisite for other recipes. (No Skill Requirement) ========== INSTALLATION ========== For Players and Server Admin/Hosts who have never installed a mod before, here are some simple step by step instructions: 1. If you've never installed a mod before, it is necessary to create a mod folder in the main directory, typically (\SteamLibrary\steamapps\common\7 Days To Die). If you have a custom install or your server host has modified the installation location, then you may have to explore. 2. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature) in your '7 Days To Die' main directory folder. 3. You can now drag the mod folder directly out of the zipped file and it can be placed directly into the Mods folder. However, there may be a top folder which you do not need. You are looking for a folder that contains a 'ModInfo' file. The folder holding that file will be the one you add to your Mods folder. If you add a folder above that nesting then the game will not be able to see the mod. The top layer will be a single folder and in the second layer you will see a ModInfo.xml file with or without additional folders depending on the mod. Clear instructions on this stage are not possible due to different types of unzip application and their methods. However, this will become elementary once you've launched a few mods. Does this Mod need to be installed in the server/client host? = YES Do players also need to install this Mod? = NO The magic of this mod is that is only needs to be installed in the server/person who has launched the main environment that others join. Enjoy. While cooking is an integral part of 7D2D, here are a few images to show some of the main points: Bushcraft stew has been unlocked with Master Chef Skill 2 and the trade off for less resources is a requirement for Bone Broth in its recipe and approximately 10% less benefit than regular stew for food/drink/health gain. Bushcraft Sweet Mead using Acorn Meal as part of the Mash. And a description to show the benefits. The description has also been integrated into the Master Chef Skill tree. Credits: While this mod has been created from the ground up with no reference to any existing mod, learning along the way has come from similar mods created by @doughphunghus (mod page) and @bdubyah (mod page) for standalone recipe mods or integrated mod (The Wasteland Mod) respectively. Feedback about balance and bugs will be welcome.
  9. Hello, welcome in my topic My list of mods suggestions are welcomed, but be aware i'm not doing any mods requiring unity asset, as i don't know how to make them (so not my own models unfortunately) this topic is WIP Installation of all my mods: just extract into Mods folder inside 7 Days To Die game folder (create one if theres none) some may be incorrectly archived, check if file modinfo.xml is like this 7 Days To Die\Mods\MODNAME\ModInfo.xml Rain Catcher Cinder Fix (and tweaks) Santa-Hat as mod Stack Anvils Crucibles and Bellows Ammo and Gas Bundles crafting Ghillie mod Give back my Blunderbuss! Working Ice machine Logs from Trees and working tableSaw (Forestry) Steel Last updates: 23.5.2022: Steel to v1.0.1 20.5.2022: Forestry to v1.2.3 12.5.2022: Forestry to v1.2.2 08.5.2022: Forestry to v1.2.1 07.5.2022: Steel v1.0, Updated Forestry to v1.2.0 20.2.2022: IceMachine v1.1 20.2.2022: Forestry v1.1.1 19.2.2022: Forestry v1.1 --- Working on: just now im working on my last "Forestry" mod and Steel mod (if i get any new idea for it) tba: +thinking about reusing disabled trees.. but how and where?
  10. I have quite a bit of XML modding experience in various games. However, this is the first time I'm using XPath. To test my sublimely superb modding abilities (sarcasm), I have constructed a simple test mod. No, I don't want my Sham Chowder being super food. Just a test. To wit: <configs> <set xpath="/items/item[@name='foodShamChowder')]/effect_group/triggered_effect[@cvar='$foodAmountAdd']/@value">100</set> </configs> The loading screen shows an error "@value has an invalid token. Token? The structure was copied from several different existing mods written by others, so I must be missing something here that escapes me. Help? Thanks =)
  11. Info Panel Server Version: 20.0.7 Version Games: Alpha 19-20 Information: Press ESC to open the panel Just change the text in the file windows.xml Many thanks to user Snufkin. The basis Download: https://github.com/sLimLong/Info-Panel-Server
  12. This mod adds a AH-64 Apache Helicopter. The controls are the same as the gyrocopter, except W will lift you upward instead of forward like a helicopter would. The AH-64 Apache Helicopter can be unlocked with grease monkey level 5 or by finding the schematics to make the parts. You can also find the parts bundle for completing tier 5 quests. Missiles can be fired from the helicopter by pressing X while you have the helicopter missile ammo in your inventory. Weapon Showcase Features: Working missiles Faster flying speed Larger storage more fuel capacity high durability can be dyed 2 seats Special thanks to Closer_Ex for the vehicle weapon system and Ragsy and Bdubyah for the helicopter xml. Note: This mod needs to be installed on both client and server for multiplayer. This mod is for A20 ONLY. EAC MUST BE OFF!! DOWNLOAD
  13. New Alpha, new modlet post! This is all the modlets that will work on A20. Basically it's all my A18/A19 ones updated and adjusted as required. Also added some new ones that are now possible thanks to A20 and it's ability to load custom C# without patching anything. Modlets will be seperated into sections. XML only (for folks who want server-only), XML + Assets (needs to be installed on client and server) and C# (needs to be installed on client and server). If anyone wants to buy me a coffee as a thank you, then you can do so on Paypal. This is not required OR expected. Enjoy. XML Only Modlets (can be installed on servers with no client download). 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. 96 Slot Backpack - Pretty self explanitory. Always Open Traders - Removed the open/close times from traders so they always remain open. Dangerous Cities - Increases the amount of zombies in cities and towns, while lowering the amount in the wilderness. 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. Headshot Only - Zombies take 0 damage from non-headshots for most weapons. Explosives, electric batons and molotovs still work normally, and animals still take full damage. 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. 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). Lockable Inventory Slots - Adds the "box" 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. NightVision Goggles Change - A few folks said they wanted the NVG effect from DF in vanilla, so it's more red than full green. This modlet will do that. 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. XML + Assets Modlets (cannot be server only). Log Spikes - Makes Wood Log and Iron Spikes craftable again. 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. Chicken Coops - Adds a chicken coop to the game that works the same way as the Darkness Falls one. Unlocked with Living off the Land 1. Craft, place, wait, loot. Once you've looted it, hold animal feed in your hand (so toolbelt and select it), then right-click on the chicken coop to "feed the chickens" so they can start producing again. See end of file for terms of use with this modlet. C# Modlets (cannot be server only, EAC must be off!!!). 15 Slot Toolbelt - Increases the toolbelt to 15 slots. Extra Tool And Output Slots - This is mostly for other modders. It increases the maximum amount of tools a workstation can have to 6 (so stops duplicating anything after slot 3) and the maximum output slots to 12 (was 6). Larger FOV - Increases the max FOV to 150, though anything above 90 is a bit distorted. Might be good for folks with motion sickness. Vehicle Damage Patch - Increases the amount of damage a zombie takes when you run it over. Amount of damage depends on how heavy the vehicle is and how fast you hit the zombie. Vehicle Sound Fix - This is more for modders. It fixes that horrible noise when driving custom vehicles. Wandering Horde Frequency - Folks may know this from JaWoodle's "Anywhere, Anytime" series. It creates random wandering hordes, of a random amount of zombies, a random amount of times per day. How often (in terms of in-game hours) and how many zombies are configurable in the blocks.xml included in the modlet. IMPORTANT NOTE: The wandering horde mod is ONLY FOR VANILLA!!! It is not for DF. Zombie Fall Damage - Removes the cap on the amount of damage zombies take when falling from heights, so drop pits from older alphas are now a semi-valid form of defense. TERMS OF USE. Modlets are provided as-is. I bear no responsibility if you break your save, your back, your PC, whatever. They've been tested on both of my machines and my wife's and are working as intended when installed correctly. No restrictions on personal use or mod use, just give me a thank you, except for the following modlets. Chicken Coops - These use purchased assets. The modlet is available for personal use (even for servers). However, anyone including this modlet in their own modpack needs to make sure they purchase the following assets in order to have the correct licence. Chickens - https://assetstore.unity.com/packages/3d/characters/animals/animal-pack-deluxe-99702 Chicken Coop - https://www.turbosquid.com/3d-models/henhouse-modeled-games-3d-model/986709
  14. Welcome to my mod project! This mod was born with the purpose of fixing the iron sights of all weapons! How? My goal is to adjust the height of the front sights, align them correctly with the rear sight, and add the latter to all weapons that are missing one. Over time I have gradually improved other aspects and added new components where I could. Here I completely overhauled the concept of aiming with the scope, using the real scope on the weapon rather than a small reticle drawn on a black background. This game has caught my attention since the very earliest alphas (I'm one of the players who played Alpha 1 back in 2013) and I fell in love with this game from the early days. But there are some things, like weapon mechanics, that have always left me wanting. That's why, starting a few months ago, I finally learned how to edit and create a mod for this game. This is the first in a series of Mods that will cover the majority of current weapons. Weapons currently treated: Pistol Ak 47 Hunting Rifle Over time I will cover other weapons, such as the Magnum, SMG, Lever Action Rifle and so on ➡️ Stay Tuned for more additions! ✔️ P.S. I recommend using this mod alongside Ragnar's Mod FovChanger and set it to 60. DOWNLOAD Current Version: 1.2.94 ➡️ Here is the link of the LATEST VERSION of the Mod. 😊 SO, HERE'S WHAT'S IN THIS MOD UPDATE: TIME FOR THE AK 47 TO SHINE WITH THE NEW VERSION 1.1.96 UPDATE: TIME FOR THE HUNTING RIFLE TO SHINE WITH THE NEW VERSION 1.2.94 MAIN GOAL ➡️ SIGHT The rear sight is shortened to the right height. The Scope, Reflex, and the Iron sight are perfectly aligned. CameraOffset Z, which is basically the zoom on the weapon when aiming, is correctly set. ➡️ SCOPE OVERHAUL Completely overhauled the Scope concept, removing the old zoom method accompanied by a reticle in a completely black background. You can now use the Scope directly from the Scope Model (In a COD-BF style). Added an external slide that reflects the external environment in a dynamic way. The inner slide contains a reticle and a central bright spot, all set in a dusty reddish background. Improved Textures, so that you can zoom in on the Scope model without losing texture quality. Improved Mesh, so that you can zoom in on a well rounded Scope model. The Zoom is correct: by aiming the objects will be magnified exactly twice for the 2X, four times for the 4X and eight times for the 8X Scope. Added Scratches on the right side of the Scope to help distinguish the 2X and 4X scopes. Added a Blur Background for the 4X and 8X Scope. ➡️ BULLET SHELL AND MUZZLE SMOKE, MUZZLE FIRE AND MUZZLE LIGHT Added a Bullet Shell of the right caliber that exits the weapon chamber, visible both when shooting from the hip and when aiming. The Bullet Shell dynamically interacts with the external environment. Added Muzzle Smoke coming out of the chamber after firing. Added Muzzle Fire, consisting of 3 different particles, different in shape each time the weapon fires. Added a Muzzle Light that illuminates the surroundings of the weapon. ➡️ ANIMATIONS Improved Weapon Fire and Weapon Reload Animations to make them smoother. New weapon components have been animated, such as the Pistol Hammer or the Ak 47 Charging Handle. ➡️ NEW MOD MODELS Added new models for mods currently not visible on the weapon, such as the Magazine Extender, Muzzle Brake, Fore Grip etc... Here I show the Magazine Extender, Fore Grip, Bipod and Barrel Extender Mod. OTHER DETAILS SPECIFIC TO THE HUNTING RIFLE ➡️ MODEL AND TEXTURE MODIFICATION Improved Hunting Rifle Texture around the Iron Sight. Totally Replaced the Iron Sight with a New One. Removed the Rail on the top of the gun. Now it appears only when a scope/reflex is attached. ➡️ ANIMATIONS Added Recoil in Fire Animation. Slightly changed the Reload Animation to be more powerful. ➡️ REFLEX AND LASER Updated the Reflex Mesh in order to be more open and clear. Moved the Laser near the lateral Rail. ➡️ NEW MOD MODELS Added a model for the Retracting Stock. Added a model for the Fore Grip. Added a model for the Bipod. Added a model for the Muzzle Brake. Added a model for the Barrel Extender. OTHER DETAILS SPECIFIC TO THE AK 47 ➡️ MODEL AND TEXTURE MODIFICATION Revised AK 47 Model. Revised Ak 47 Texture. Added a Roughness, Metallic and Ambient Occlusion Texture Removed the Rail on the top of the gun. Now it appears only when a scope/reflex is attached. The Dust Cover is further rounded. ➡️ CHARGING HANDLE Animated the Charging Handle each time the weapon fires. ➡️ NEW MOD MODELS Added a model for the Magazine Extender. Added a model for the Drum Magazine. Added a model for the Retracting Stock. Added a model for the Fore Grip. Added a model for the Bipod. Added a model for the Muzzle Brake. Added a model for the Barrel Extender. OTHER DETAILS SPECIFIC TO THE PISTOL ➡️ SCOPE OVERHAUL The Scope has been moved to the right position. Now it follows the Slide when the weapon fires and reloads. ➡️ REFLEX The Reflex has been moved to the right position. It has been also resized. Now it follows the Slide when the weapon fires and reloads. The textures have been adjusted and aligned with the pistol's sight. The Reflex dot is now a bright spot. The Reflex glass is redesigned to be a dusty and reddish glass. ➡️ HAMMER AND FIRING PIN The hammer is lowered to the loading position. It is also animated during PistolFire and PistolReload animations. Furthermore, the Mesh and the Texture of the Slide have been modified, adding the firing pin. ➡️ LASER AND SILENCER The Laser is now a real laser, aiming directly from the gun barrel and following the player's movements. Reduced the size of the Silencer so you can use it when aiming from the iron sight. ➡️ NEW MOD MODELS Added a model for the Muzzle Brake Mod. Added a model for the Extender Barrel Mod. hehe brrretta ( ͡° ͜ʖ ͡°) HOW TO INSTALL Download the Latest Version. Unzip "DLX-Weapons_Fix.rar". Drag-n-Drop the Folder "DLX-Weapons_Fix" to Your 7 Days To Die "Mods" Folder, (. . . \7 Days To Die\Mods\). For safety purpose, Disable EAC (this is not necessary, but you never know ✌️) Play da game. 🔥 ➡️ Stay Tuned for more additions! ✔️ TERMS OF USE The Mod Author and Developer of this Mod, DLX Weapons Fix, is DanyEr12LX. The Mod Author allows to use DLX Weapons Fix with or without any kind of modifications. Remember that all these are restricted to private use only unless otherwise indicated with the written consent of the Mod Author. The Mod Author is not responsible for any damage and/or corruption of game files (including save files), that may be inflicted during and after the installation of DLX Weapons Fix. The use, reuse, share, modification, copying, duplication and/or distribution of DLX Weapons Fix, all the files included DLX Weapons Fix and in the asset file, in any format and in any form, is prohibited outside of private use only unless otherwise indicated with the written consent of the Mod Author. After having a written consent in any form from the Mod Author to do one of the aforementioned actions outside of private use, you are obligated to give appropriate credit to the Mod Author and provide a link to the original source of DLX Weapons Fix.
  15. THIS MODLET HAS BEEN UPDATED. The current Version is A20.5-ZZ008 (As of 5/21/2022) See release notes for later versions found within this discussion. I've made a collection of original prefabs (POIs and Decorations) available as a modlet. It does not contain any custom blocks, resources, objects, etc. It depends only on the vanilla game and introduces no other requirements or dependencies. My goal is to provide semi-plain "meat and potatoes" POIs of an acceptable quality and in enough quantity to fill gaps in world generation and make a meaningful dent in player demands for variety. I hope you'll find these to be good enough to help round out the nooks and crannies of your generated worlds. The modlet is configured to plug into the Vanilla game. Download at NexusMods Included in Version ZZ008: zztong_Apartment_Bldg_01 zztong_Apartment_Bldg_01_destroyed zztong_Apartment_Bldg_02 zztong_Apartment_Bldg_02_destroyed zztong_Bar_Pool_Hall_01 zztong_Biowaste_Dump_01 zztong_Brownstones_01 zztong_Cabin_Fort_01 zztong_Cave_01 zztong_Cement_Plant_01 zztong_Drive_In_Movie_01 zztong_Drive_Thru_01 zztong_Electrical_Substation_01 zztong_EMS_01 zztong_Farm_01 zztong_Farm_02 zztong_Farm_03 zztong_Farm_04 zztong_Farm_05 zztong_Farm_06 zztong_Farm_07 zztong_Farm_08 zztong_Farmers_Market_01 zztong_Garage_01 zztong_House_01 zztong_House_02 zztong_House_03 zztong_Intersection_01 (NEW) zztong_Intersection_02 (NEW) zztong_Intersection_03 (NEW) zztong_KZMB_Radio_01 zztong_KZMB_Radio_01_destroyed zztong_KZTV_01 zztong_Law_Offices_01 zztong_Lumber_Yard_01 zztong_Masonry_01 zztong_Mass_Grave_01 zztong_Mass_Grave_02 zztong_Motocross_01 zztong_Office_Bldg_01 zztong_Office_Bldg_01_destroyed zztong_Office_Bldg_02 zztong_Office_Bldg_03 zztong_Office_Bldg_03_destroyed zztong_Pharmacy_01 zztong_Phrarmacy_01_destroyed zztong_Presidio_Museum_01 zztong_Propane_01 zztong_Ranch_01 (NEW) zztong_Remnant_House_01 zztong_Restaurant_01 zztong_Shelter_01 zztong_Shelter_01_destroyed zztong_Skyscraper_01 zztong_Skyscraper_01_destroyed zztong_Solar_Farm_01 zztong_Stone_Quarry_01 zztong_Store_XS_01 zztong_Store_XS_02 zztong_Store_XS_03 zztong_Store_XS_04 zztong_Store_XS_05 zztong_Store_XS_06 zztong_Store_XS_07 zztong_Store_XS_08 zztong_Store_XS_09 zztong_Store_XS_10 zztong_Stormwater_Detention_Pond_01 zztong_Strip_Mall_01 zztong_Strip_Mall_02 zztong_Survivor_Site_Urban_01 zztong_TFP_Army_Barracks_01 zztong_TFP_Cemetery_01 zztong_TFP_House_New_04 zztong_TFP_Ranger_Station_01 zztong_TFP_Skyscraper_02 zztong_Trailer_Park_01 zztong_Vault_K9_01 (NEW) zztong_Warehouse_01 zztong_Wind_Turbine_01 Tiles Included: rwg_tile_downtown_intersection_zztong_01 (NEW) rwg_tile_rural_straight_zztong_01 (NEW) Decorations Included: zztong_Hunters_Trap_01 zztong_Hunters_Trap_02 zztong_Tent_01 zztong_Tent_02 zztong_Tent_03 zztong_Tent_04 zztong_Tent_05 zztong_Rubble_01 zztong_Rubble_02 zztong_Rubble_03 zztong_Rubble_04 zztong_Rubble_05 zztong_Rubble_06 zztong_Rubble_07 zztong_Rubble_08 zztong_Rubble_09 Pictures available on Nexus Mods. (See link, above.)
  16. STALLIONSDENS AND VALMARS MODLETS FOR A20 UPDATED TO A20 STALLIONSDENS OLD THREAD DOWNLOAD INSTRUCTIONS: TO DOWNLOAD ALL MODLETS AT ONCE - GITHUB INSTALLATION INSTRUCTIONS: 1. DOWNLOAD 2. UNZIP 3, PLACE MODLET INTO MODS FOLDER Some Modlets didnt make the update others will be worked on eventually. (I hate UI) So modlets in RED made it modlets in PURPLE are gonna be worked on down the track eventually. Modlets in GREEN didnt make it **************************************************************************************************************************** ***********************************************************MODLETS****************************************************** **************************************************************************************************************************** STALLIONSDENS DOWNLOAD ALL MODS VALMARS DOWNLOAD ALL MODS VALMARS OLD A18 THREAD AMMO BUNDLE MAKER INFO HERE ANTI BLOCKS BULLETS INFO HERE Combine Window (Workbench and Backpack) INFO HERE Special Thanks to: Howlune Combine Window (Workbench Only) INFO HERE Special Thanks to: Howlune DONT YOU DARE DISSAPPEAR Makes your loot bags stay longer. EVERYTHING IS MOSTLY SELLABLE INFO HERE Special Thanks to Renejant EVERYTHING IS SELLABLE INFO HERE Special Thanks to Life_For_Dead EXTRA RECIPES INFO HERE HOME BREWERY INFO HERE Special Thanks to: DRACOS99 MORE ANIMALS INFO HERE ANIMALS ON VIAGRA BIG ANIMALS FRIENDLY AND ENEMY LOCK PICKING ADDITIONS INFO HERE LOOTABLE OBJECTS INFO HERE LOOTER INFO HERE MINING MACHINE AND RAIN CATCHER INFO HERE Special Thanks to: Various MINING MACHINE AND RAIN CATCHER (TIGER MODEL) INFO HERE NEXUS Special Thanks to: ACTINIUMTIGER for the great models SLOWER DIGGING ZOMBIES INFO HERE NUCLEAR POWER INFO HERE Special Thanks to: Telric, Various ONE BOOK TO RULE THEM ALL INFO HERE Special Thanks to: HaidrGna OPEN DOOR SYNDROMES (NO LOOT RESPAWN) INFO HERE [NOW JUST THIS ONE - 2ND ONE COMBINED IN HERE] Special Thanks to: OldManBrian, Khaine, Khelldon, Dust2Death, Telric, Quasimiyao , Sphereii OPEN DOOR SYNDROME WITH RESPAWN AND LOCK PICKING ADDITIONS INFO HERE [Not compatible with Open Door Syndromes (NO LOOT RESPAWN)] OPEN DOOR SYNDROME WITH RESPAWN INFO HERE [Not compatible with Open Door Syndromes (NO LOOT RESPAWN)] OPEN DOOR SYNDROME WITH RESPAWN AND LOCK PICKING ADDITIONS EXP [Re Wrote the modlet and is in experimental and needs your feedback. It should take around 7 days for the containers to close again becoming lootable (if the game chooses the lootable version. Could be longer if game chooses the empty again) PALLETS INFO HERE Special Thanks to: Dracos99, Various PETS INFO HERE Special Thanks to: Various POISON REMOVAL INFO HERE Special Thanks to: Valmar, StompyNZ,Rewtgr,Sphereii, Khaine RESOUCE INCREASER INFO HERE SHOP KEEPING INFO HERE Special Thanks to:Spectral Force, Jaxteller, Ghostreaver SPECIAL FORCES CASES INFO HERE Special Thanks to: Various STACK SIZE INCREASER USE CLAYMORES STACK SIZE INCREASER Found HERE MY VERSION STORE SHELVES INFO HERE SUPPLY CRATES INFO HERE Special Thanks to: Various WEAPON MAGAZINE SIZE INCREASER INFO HERE Special Thanks to: Various WHISPERERS INFO HERE Special Thanks to: HaidrGna, Saminal WHISPERERS WITH LIGHT AND REDUCED STAMINA INFO HERE Special Thanks to: HaidrGna, Saminal, Various ZOMBIE MODIFICATIONS INFO HERE Special Thanks to: StompyNZ, Khelldon ZOMBIE MODIFICATIONS WITH NO RAGE INFO HERE (Removed for further work) Special Thanks to: StompyNZ, Khelldon ZOMBIE MODIFICATIONS 2 INFO HERE Special Thanks to: Various ZOMBIE MODIFICATIONS 2 WITH NO RAGE INFO HERE (Removed for further work) Special Thanks to: Various 187 SLOT BACKPACK INFO HERE 375 SLOT BACKPACK INFO HERE Special Thanks to: Khaine 630 SLOT MEGA BACKPACK INFO HERE Special Thanks to: Sirilion ************************************************************************************************************************************************************* VALMARS MODS AMMO DISMANTLING MOD DESCRIPTION - The ability to dismantle ammo back to its key ingredients. ANIMAL (PIG) FARM MOD DESCRIPTION - Stationary animals used for display purposes. ANIMAL SNARES MOD DESCRIPTION - Create traps to capture chickens and rabbits to get meat and eggs and feathers ARMORY WORK BENCH MOD DESCRIPTION - Build a armory work bench and create armor on it AUTO WALL MOD DESCRIPTION - Buid a wall quicker and easier. Special thanks to: MasterScrotis for updating this to A19 BUFFED SUPPLY CRATE DROPS MOD DESCRIPTION - Buff those air drops with chances to get more or different items DISABLE FALLING TREES MOD DESCRIPTION - (For pcs with low frame rates) Disables the tree fall down system and trees just disappear. DOOR LOCK SMASH MOD DESCRIPTION - Ever wonder why you can see thru the broken door and not reach in and unlock it. Well this mod makes it so it appears like you have lock picked it or unlocked it from the inside. DYE STATION - COLOUR YOUR ARMOR MOD DESCRIPTION - Colour or spray your armor different colours. EXPANDED AMMO TYPES MOD DESCRIPTION - Adds a few different types of ammo to the game. EXPANDED CLOTHING MOD DESCRIPTION - Adds some different clothing options to the game. EXPANDED PLAYER STORAGE MOD DESCRIPTION - Adds player made storage containers to the game with bigger slots for storage. EXPANDED TRAPS MOD DESCRIPTION - Adds more trap types to the game. Some really funny ones to lol. Damn those drunk zombies. EXPANDED WEAPONS AND TOOLS MOD DESCRIPTION - Adds old game version weapons to the game. Expanded Food MOD DESCRIPTION - Adds food from Valmod REUSEABLE COOKING BOWLS MOD DESCRIPTION - Prepare your food in bowls and re use them later on. SEALED MEAT MOD DESCRIPTION - Seals meat in clingwrap to deter the smell from zombies. STARTER CLASS SYSTEM MOD DESCRIPTION - Multiple class options to select from when you start the game. From a hunter to a Mechanic to a assassin, your class options are all here. SURVIVOR NOTES EXPERIENCE AND RECIPE BOOKS MOD DESCRIPTION - Create survivor notes from books you have already found and learnt to be able to make new ones you havent read before, or find survivor notes in containers littering your world to make books you haven't read yet. WORKING OVENS AND SINKS MOD DESCRIPTION - Working ovens you can cook in exactly like a campfire and Sinks you can grab a drink of water from. ZOMBIE DISPLAY MOD DESCRIPTION - Replica models of all zs and animals found in the world for display purposes thru out your home/base. Or like a trophy of what you have killed. SUPPORT ME: PAYPAL DONATION If you appreciate my work and you want to show support
  17. ntaklive

    Backup Mod

    Backup Mod by ntaklive Description This modlet makes it possible to automatically backup and restore your game saves. Settings You can configure the modlet by modifying the 'settings.json' file. If you changed the configuration when you were in game, you should re-enter to your world to apply changed settings. { "General": { // Backups limit // Default: 10 "BackupsLimit": 10, // Custom backups folder path // IMPORTANT: You must escape all '\' characters or use '/' // Example: "C:\\7DaysToDie\\Backups" // Default: "" "CustomBackupsFolder": "" }, "AutoBackup": { // Is automatic backup enabled // Default: true "Enabled": true, // Auto backup delay (seconds) // Default: 1200 (20 minutes) "Delay": 1200 }, "Archive": { // Keep the last backup of the day "Enabled": false, // Backups limit // Default: 10 "BackupsLimit": 10, // Custom archive folder path. // IMPORTANT: You must escape all '\' characters or use '/' // Example: "C:\\7DaysToDie\\Archive". // Default: "" "CustomArchiveFolder": "" }, "Events": { // Backup when entering the world // Default: true "BackupOnWorldLoaded": true }, "Utilities": { // Chat notifications // Default: true "ChatNotificationsEnabled": true } } By default, your backups for each save will be saved in the '%AppData%/Roaming/7DaysToDie/Backups/%WorldName%/%SaveName%' folder and your archived backups for each save will be saved in the '%AppData%/Roaming/7DaysToDie/Archive/%WorldName%/%SaveName%' folder. Commands You can use the 'backup' command or its shortened version - the 'bp' command 'backup' - perform a forceful backup 'backup info' - show the current configuration of the mod 'backup list' - show all available backups 'backup restore' - restore a save from a backup 'backup delete' - delete a backup Installation 1. Extract the downloaded .zip archive 2. Move the extracted 'BackupMod' folder to your 'Mods' folder Compatibility Required game version: Alpha 20 EAC Compatibility Server only. To load in single-player mode, you must disable EAC. Download GitHub Support I hope this mod will be useful to someone 😛
  18. Some A20 updates for my modlets. Screenshots in the reply. RELXIX_Blocks_AllShortGrass Makes all the grasses in the game short. Leaves Snowberry normal due to it blocking building. Now you can more easily see what to clear for building. RELXIX_Blocks_PickThisUp Enable CanPIckUp on several items throughout the game world. (curtains, miniblinds) RELXIX_Blocks_TreeDrops In addition to any default or perk drops this mod adds a small chance for the following items to drop from Trees when chopped down: Eggs, Feathers, Honey. The number of drops over 1000 trees is insignificant. I did this more for atmosphere. RELXIX_EntityClasses_TimeStayAfterDeath Adjusts the TimeStayAfterDeath for entities (extending DroppedLoot container times, etc). RELXIX_Loot_MorePots Adds more pots to the world by adding them as a specific item to cupboards. It is unrealistic with multi-burner stoves to think everyone cleared out most/all their pots and pans as the world ended. RELXIX_Shapes_RestoreShapesHP - This sets all shapes back to the way they used to be with full HP based on b218. This is because their cost and upgrade costs did not change, only their value/Hit Points which is unfair, IMHO. Who wants to pay for a full steel block and only get something weaker than concrete? Not me. -- Deprecated as of b237. b237 adds scaling cost feature (and also reverted a number of blocks to prior full strength). RELXIX_UI_CompassCenterHighlight Adds a highlight to the middle of the Compass RELXIX_UI_CompassStats Adjusts the position of the Day and Time, adds Air Temp, Wind Speed, Current Elevation RELXIX_UI_EnableTargetHPBar Turns the Target HP Bar on without godmode being enabled. RELXIX_UI_MenuTime This adds the display of Day, Time on the menu screens (inventory, vehicle, quests, etc) RELXIX_UI_ToolbeltSlotNumbers Adds Numbers for each slot on the toolbelt. RELXIX_UIMENU_AddLandClaimCountOption This adds an option to the menu for Land Claim Count with options '1, 2, 3, 4, 5, 10, 20, 25, 50, 100, 150, 200' as Land Claim Block Count choices on the Multiplayer Tab with the rest of the Land Claim options. These options are also added as available filter choices in the server browser. RELXIX_UIMENU_AddMaxZedAndAnimalOptions This adds options to the menu for Max Zombies and Max Animal Counts normally only configurable via serverconfig.xml. RELXIX_UIMENU_More24HourLengthOptions This adds the options '5, 150, 180, 210, 240, 270, 300' minutes as 24 Hour Length options in addition to the default '10, 20, 30, 40, 50, 60, 90, 120' for those who want really fast or really slow days. These options are also added as available filter choices in the server browser. RELXIX_UIMENU_MoreDayLightLengthOptions This adds the option '2, 4, 6, 8, 10, 20, 22' hours as Day Light Length options in addition to the default '12, 14, 16, 18' for those who want really short or really long days. These options are also added as available filter choices in the server browser. RELXIX_UIMENU_MoreLandClaimSizeOptions This adds the options '91, 101, 125, 151, 175, 201' as Land Claim Size options in addition to the default '21, 31, 41, 51, 71' options. These options are also added as available filter choices in the server browser. RELXIX_UIMENU_MoreLootAbundanceOptions This adds the options '5, 10, 250, 300, 400, 500' as Loot Abundance options in addition to the default '25, 33, 50, 67, 75, 100, 150, 200' options. These options are also added as available filter choices in the server browser. RELXIX_UIMENU_MoreRWGSizeOptions This adds '5120,7168,9216,11264,12288,13312,14366,15360' size options in addition to the default '6144,8192,10240' on the New Game Menu and Editing Tools RWG Preview World Generator Menu. RELXIX_Items_NVTweak With an already restricted FOV the added restriction on the NV Goggles just felt too much. By combining 2 filter sets I was able to get a faded feel for nightvision without the goggle blockage but retain a bit of color. I felt Bright effect as an alternative to the NightVision effect alone made it too much like daytime so added the VibrantDeSat to dull the colors some. RELXIX_EagleEyeShadesAndNightVision Adds a new set of shades combining the function of Shades (perception), Tough Guy Glasses (fortitude), Lucky Googles (loot level + treasure radius), Ski Googles (agility), and Nerd Glasses (Int, Crafting time, XP) Requires 1 of each to craft. Also adds a new NightVision goggle set that can be has all of those functions. Requires Nightvision Googles and Eagle Eye Shades to craft. - Recipes require advanced engineering level 4-5 respectively, crafted at workbench. These use the Night Vision as displayed by my NVTweaks mod. Just like Lucky Goggles these have a range of 3-5 for Loot Bonus. Note: Perception does not show in the list of Stats due to display limitations. Perception can be confirmed on the Skills screen where it will be green/boosted. NEWLY ADDED:
  19. This mod adds a cessna 172 skyhawk plane. The controls are the same as the gyrocopter, but with slightly tweaked handling to make it feel more like a plane. It can be unlocked with grease monkey level 5 or by finding the schematics to craft it. You can also find the parts bundle for completing tier 5 quests. Features: Faster flying speed Larger storage more fuel capacity takes all vehicle mods 3 seats (with seating mod installed) Changelog: V1.1 - Fixed an issue that caused the plane to be stuck moving forward if W was pressed. - Tweaked the tilt angle of the plane so it can not tilt as much. DOWNLOAD Note: This mod needs to be installed on both client and server for multiplayer. This mod is for A20 ONLY.
  20. Download the mod here (github): RangerMod Download the mod here (Nexus): RangerMod Terrible (brief) video of some stuff the mod adds here: Clicky NOTE: This mod is for alpha 20. It has not been tested on previous versions so I have no idea what it'll break, if anything. Use at your own risk on previous versions. As of version .3, this relatively small alpha 20 mod features (TL;DR): * Eight new arrows (one utility, seven utility/offense) * Three new bows (they're different from vanilla bows; recycled visual assets from vanilla) * Useful item descriptions (read them!) * Three new mods (two for bows, one for chest armor) * Seven new books and various schematics * Bundles (bulk crafting) for the included arrows (also unlocked via perks) * Three spears you can stab with (stone/iron/steel) and can't accidentally yeet across the map * Five quests * Fun If you're looking for a realistic mod, look elsewhere. If you're looking for a fun mod that gives archery a little zip, then bingo. These items (arrows, more specifically) are fairly powerful. Because of that, they can only be crafted, and they're somewhat expensive to make. The bows also add new tactical options for players, allowing one to further refine the path they want to take as a wasteland ranger. The new spears make it so that you can use a spear and not be mocked by everyone because these spears don't suck. Various other unique items to be found via quests. Important note: all this stuff (spears aside) is for bows; one of the item mods can be installed on the crossbow, that's all. This is arrows, not bolts. I have not tested this with multiplayer. It should work on a server. Install it on the server and clients, but note that it's not balanced with multiplayer in mind. Also, the arrows more or less won't do anything against players, at least, I don't think they will. If you want more info, there's an obnoxiously long readme file in the zip and viewable on the github that explains pretty much everything. NOTE part 2, the notening: if you're already using mods that add arrows and include them on the radial menu, you're probably going to run into issues. RangerMod makes it so you have more than 10 arrows on the radial menu, but not enough to account for all of the other mods out there. Basically, use other archery mods at your own risk. Even if the combination of mods does technically work, some mods modify vanilla game items, meaning that you're getting a weird combination of things that was never planned nor accounted for. NOTE part 3, the renotening: I've been updating the mod as I go and haven't yet broken my saved game, but you should back up yours just to be safe. v.31 hotfix to get quests to spawn in the correct loot. Cheers.
  21. [v1.1.0] Horde alert, Survivor! The hordes we've been getting recently seem to be... different. The old scouts seem to have returned alongside the screamer, and the wandering hordes have been acting smarter-than-usual. The animals seem to have also been affected... what's going on? Backstory: This mod was initially an idea I came up with after playing A19, and reflecting on the past alphas where I felt wandering hordes used to be more dangerous and unpredictable. I wanted to bring this back and focus on improving both wandering hordes and scout hordes, to bring more difficulty (and customization) into the game, as I felt the only real threat was the blood moon. Features: Improved hordes Customizable hordes that scale with gamestage progression to always keep the game feeling difficult. (Note: Balancing is still WIP.) Combines a new heatmap system with the vanilla heatmap system for smarter difficulty scaling, taking biomes into account. Additionally, hordes can also be grouped into larger hordes to allow for variations in enemies. Better wandering hordes Wandering hordes work off a schedule generated at the end of every blood moon (except for Day 1/whatever day you are on when the mod is first initialized). This schedule also determines what hordes are feral and which aren't. Feral hordes can sense your location and wander closer to increase the chances of encountering you especially near buildings. Non-feral hordes wander by in more distant proximity and are not as harmful, meaning you might not even notice them sometimes. Refreshed scout hordes Scouts have gotten a refresh, namely the addition of feral scout hordes. The likelihood of a scout horde being feral increases as you hang around in an area. As scouts scream, they contribute more heat to nearby areas which attracts harder hordes in these areas, thereby increasing the likelihood of a feral scout spawning. Feral scouts are much more aggressive and will stick around 2x longer than a regular scout. They have a tendency for attracting more zombies than expected. The benefit of this however is that scouts will now walk away given enough time and no disturbances in the environment are sensed (that means don't use your forges/cement mixers/campfires/augers for a while.) If disturbances are sensed, the scouts will stick around for longer, be warned. On a final note, the original spider zombie scout trio have returned in their original, feral, and radiated variants now. New patrol hordes Utilising the new heatmap system, hordes begin to roam frequently visited areas on a determined frequency depending on the amount of heat generated in an area and biome difficulty. Avoiding detection lowers the heat in surrounding areas. Horde AI Changed some base entity behaviors to allow animals in particular to behave alongside zombie hordes. Smarter AI which allows hordes to make use of the game's sensing systems to detect players through sound and sight, making stealth a much more important area of play. Horde Entities rely on command lists to find out what to do next, this behavior is most noticeable with scouts as they can change what they are doing at any moment if they sense a change in the environment around them. Download/Source: > Latest Release for Alpha 20.3 b3: https://github.com/FilUnderscore/ImprovedHordes/releases/latest/download/ImprovedHordes.zip > Previous Releases & Changelog: https://github.com/FilUnderscore/ImprovedHordes/releases > Source Code: https://github.com/FilUnderscore/ImprovedHordes Add-ons Installation: Note: This mod can be added to existing saves to start working, no new save is required. Testing has been done on removing the mod from an existing save game, and no issues have currently been uncovered. For Clients: Note: This mod is not client-side EAC-compatible and will not run with EAC enabled due to how mod DLL loading works in A20. Download and extract the latest release into the Mods folder in your 7 Days to Die install folder (create one if it does not exist). To verify you have installed the mod correctly, located inside your Mods folder should be an ImprovedHordes folder (containing the Config folder, ImprovedHordes.dll and ModInfo.xml files). Settings can be modified in the Config/ImprovedHordes/settings.xml file in the ImprovedHordes mod folder. For Dedicated Servers: The mod only needs to be installed on the server, as it is a server-side mod, so any client that joins your server without the mod installed will be able to experience it. The installation instructions are the same as the above, however it is installed in the Mods folder of the dedicated server. Commands: For more information about the commands, type in the in-game console help improvedhordes Note: Requires a permission level of 0. Wiki: For information such as changing mod settings or creating your own custom wandering/scout hordes, check out the Improved Hordes Wiki at https://github.com/FilUnderscore/ImprovedHordes/wiki Mod Support: Although mod support has not yet been tested, this should work with other mods that add new entities into the game that use the AI ApproachSpot/Wander properties, and can also be manually added with xpath. Mods that modify AI behavior may not work with this. Screenshots: Terms Of Use: https://community.7daystodie.com/topic/26781-improved-hordes-a20/?do=findComment&comment=463276
  22. Snufkin's Slot Machine Working slot machine. Uses tokens that are craftable in a "Casino Station". To play on it, hold a token and use Primary Action on the machine. To cash out your earnings punch the Casino Station. Should work online. Winning combinations: 3 BARs = 10x 3 Symbols = 4x 2 BARs = 2x 1 BAR = 1x (break even) Download: https://drive.google.com/file/d/1mty3NG3-krJp2E1mflCQMpXkRP0oiclA/view?usp=sharing
  23. DOWNLOAD Snufkin's Custom Server Side Zombies - PLUS (A20) can be downloaded here: https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022Feb02 And an optional Party Pack Starter Kit to ease players back into the first few days of a new World. https://github.com/arramus/A20SnufkinPartyPackStarterKit INTRODUCTION Snufkin's Custom Server Side Zombies Plus is a combination of Snufkin's Server Side Custom Zombies and additional community made zombies as an integrated 'PLUS Add On'. There are currently 38 entities (15 Snufkin and 23 Snufkin PLUS) We attempted to run the PLUS zombies as a stand alone mod but spawning was unstable and it was better to compile them together. The Snufkin Custom Zombies Plus contains the following entities: 1. All of the well known Snufkin's Server Side Custom Zombies (In alphabetical order) - Archon - Banshee - Bomber - Cowhead - Geist - Juggernaut - Mantis - Parasite - Psycho - Scarecrow - Scorcher - Siren - Undertaker - Wendigo - Wrestler 2. PLUS Add On Server Side Custom Zombies (In alphabetical order) - Geist Archer (Snufkin base with edits by arramus - based on Tipsy Squatch Gaming/Evil Spartan's concept and intensive testing) - Golden Juggernaut (Snufkin base with edits by arramus - based on Tipsy Squatch Gaming/Evil Spartan's concept and intensive testing) - Hammer Spammer (arramus - based on ShoudenKalferas request for White River archetypes) - Hell Bear (oakraven) - Hell Boar (oakraven) - Hell Flyer (oakraven - Inspired by @Robeloto) - Hell Lion (oakraven) - Hell Shocker (oakraven) - Hell Wolf (oakraven) - Hisser (arramus - based on Tipsy Squatch Gaming/Evil Spartan's concept and intensive testing with Snufkin Banshee and Mantis elements) - Mittens (arramus - @Lonestarcanuck request) - Mother Clucker (Inspired by Catman) - Motorhead (arramus) - Navezgane Slasher (arramus) - Oni (Blue and Red versions - arramus) - Paindeer (arramus - based on @kdthehun's Rudolph suggestion - Sorry about the nose and light color and lack of Santa hat. Advice needed on those) - Pogo (arramus) - Shark WFLB (arramus) - Snow Bear (arramus with support from oakraven to consider an appropriate texture) - Tipsy Pink Squatch (arramus - Tipsy Squatch Gaming) - Tipsy Squatch (arramus - Tipsy Squatch Gaming) - Wight Radiation Shower (arramus - based on, and directly using code from bdubyah's 'Feral Ghoul' from 'The Wasteland' Mod) - Zombie Direwolf (oakraven and arramus) As with the spirit of Snufkin's original concept and suggestions to the community, there is no stopping other modders from expanding on the originals in their own direction just as we are doing here. CUSTOMISING GAMEPLAY The entitygroups.xml (default can be found with the Config folder along with alternative versions within the Server Admin Spawning Options folder) is the first place for Server Admin/Hosts/Players to check if you would like to customise the Snufkin Zombies PLUS experience. If you would like a challenge, the default version is for you. If you prefer a more relaxed environment, then there is a lite_version in the additional options folder which can be renamed and moved to replace the default. The lite_version has all the Snufkin Zombies PLUS characters, but at a lower probability to appear. The lighter version is appropriate for new Worlds which can create a very high density of custom zombies until more regions unlock and allow them to spread out. There is also a version for Horde Night only and no Horde Night for each type. If you run the Horde Night only version you will receive a spawning.xml error since that file will no longer see the entitygroups for regular non horde night game play. That will tell you it's working ^^. You can delete the spawning.xml file to remove these warnings if you only want to use the Horde Night only version. FAQ About Customising:- Q.1 How exactly do I remove a zombie, such as the flying shark? A.1 Go to the entitygroups.xml file and delete every entry which looks similar to this (note the number at the end is different in different areas and versions) <entity name="SharkWFLB" prob="0.075"/> In the default entitygroups.xml there are currently 8 entries for the flying shark in regular day time and night time groups and removing them is a fast process. However, there are 322 entries in the bottom section which regulates the spawning for a Blood Moon Horde Night event. It is a lot to remove, but they are split into 7 groups where each group has an identical value. Using a tool such as Notepad++ will allow you to delete them in large batches automatically. Q.2 I want more flying sharks to appear. How do I achieve this? A.1 Go to the entitygroups.xml file and look for all entries similar to this: <entity name="SharkWFLB" prob="0.075"/> Change the prob="0.075" value to a higher value such as prob="0.15". Finding a value which suits your gameplay is subjective and the best value is what feels most appropriate through trial and error. CREDITS Thank you, as always, to @Snufkin for the base, and @Slawa for a wealth of support in the beginning. In addition, @Dre , @BubbaJoe , @Catman and @Ti2xGr have been adding their very own unique modifications to create an environment that suits their players; some of which we have gratefully incorporated into this Plus version. Some of the new PLUS entities @oakravenis incredibly active in the background and specializes in both stabilising existing mods and creating new mods. Here are oakraven's land based 'Hell group' zombies with Archon standing among them. These new characters ustilise their wings for additional jump height and will add to the demands of defending your base. Hell Lion, Hell Boar, Hell Wolf, and Hell Bear make a formidable team and will certainly come out in force during a Blood Moon event. This is one which arramus always wanted to bring into game play as an entity ever since he spied the concept within Snufkin's base mod. The Shark WFLB is a play on a 'James Bond' type evil villain over dramatic weapon. It flies, homes in, and then unleashes its lasers. It is not an overly powerful threat while on foot but will pick up the pace while in a vehicle as it is based on the vulture game code. It is both loved and hated to equal degrees. ^^ oakraven's Hell Flyer and Hell Shocker swarming and inflicting damage. This pair shoot darts or shock bolts and have their own unique audible narration as they come into closer proximity. These will add to the airborne threats and give this PLUS version a wider balance of ground, mid level leaping, and airborne threats. Mittens guarding her territory. She spits acid and is something that @Lonestarcanuck requested. Paindeer taking care of its friends. The Paindeer has a flashlight attachment built into its nose which is covered by a snowball. Defintely easy to spot at night. One warning about the Paindeer; her axe also gives her protection from frontal melee attack. Motorhead, the mechanical marvel teaming up with his biker brethren. Don't let him come knocking at your door for too long as his block damage will make him an unwelcome guest. Snufkin was keen for other modders to take advantage of the game assets to create unique server side characters with their own special skill sets. By emulating Snufkin's approach and expanding with further features, we hope you will enjoy these additional zombies in addition to the Snufkin regulars.
  24. JStanleyF

    TechnoBike Mod

    I created a TechnoBike mod for my private server and though I should share it with the community. Here is a screen shot and a link to a github. It's also on the nexus Mods site. A motorcycle vehicle mod. Craftable using the same materials as a vanilla motorcycle. It has roughly similar settings currently than the vanilla motorcycle and comes with the same amount of mod slots (4). The players on my private server asked to have a bike mod, I thought I'd share the mod with the community. I've tested this as of the latest version (Alpha 19.5) and also Darkness Falls (19.4B7) and appears to be working fine. Speed: 15 - 25 (can be edited) Gas Tank Size: 250 (can be edited) Hit Points: 6000 (can be edited) Seats: 1 player Comes in the following colors Red (default) Black Blue Gold Green Orange Pink Purple Teal White To Edit, change the following numbers in the following file locations inside the mod folder and save it. (note *** your install location may be different) (note *** you'll need to do this for each color if you want to change them as well) Speed - C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\TechnoBike\Config\vehicles.xml ---- Edit <property name="velocityMax" value="15, 25"/> , change the 1st and 2nd value to min and max speed. Gas Tank Size - C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\TechnoBike\Config\vehicles.xml ----- Edit <property name="capacity" value="300"/>, change the 300 higher to increase capacity or lower to decrease it Hit Points - C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\TechnoBike\Config\items.xml ---- Edit <passive_effect name="DegradationMax" operation="base_set" value="6000"/>, change value to set HP of vehicle ------------------------------ Installation instructions 1.) Unzip this folder 2.) Place this folder inside your mods folder 3.) Structure should look similar to the following \mods\TechnoBike\ ... multiple folders 4.) It should NOT look like the following \mods\mods\TechnoBike\ .. files
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