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  1. ABOUT Overhauled User Interface Improved Journal User Interface with thematic topic header images Vehicles have custom UI, showing speedometer, encumbrance and more Map window now supports 40 custom POI icons to choose from Advanced Sorting and Searching feature in inventory and storage Optional Undead Legacy UI parameters in Options -> Video -> User Interface -> Undead Legacy Overhauled Encumbrance system where all items and blocks have certain weight, inventory limited by carry weight, slot limit 300 Overhauled attributes and perks Perks no longer unlock new schematics, nor they level up crafting tiers Introduction of Action Skills, that level based on what you do Introduction of Research System New lockpicking minigame Overhauled crafting system and crafting progression Overhauled material progression Hundreds of new items, blocks, recipes, vehicles etc Player crafted electrical lights support for full RGB customization More immersive world interaction, water sources require jars to interact, fuel barrels and pumps require fuel cans Pick up all wild plants and player crafted ones with action key A lot of slightly damaged vehicles found in the world can now be fully repaired More info about the mod can be found on my website (including screenshots): http://ul.subquake.com/ A20 Features (Experimental): Brand new User Interface with even more stunning graphics New Item Upgrade & Repair mechanic featuring a Mechanic Station with 3 tiers Lockpicking v2.0 Deeper crafting recipe rebalance TERMS OF USE https://community.7daystodie.com/topic/4085-subquakes-undead-legacy/?do=findComment&comment=54613 LINKS DOWNLOAD DISCORD DONATIONS AND SUPPORT
  2. // GREETINGS // Welcome to the new and improved SMX series for 7 Days to Die - Alpha 20. The goal with this mod is to give the entire 7 Days to Die user interface an extreme makeover an refashion it into how I believe the user interface for the game should be experienced. SMX consist of several modlets which can be broken down into three separate mods: SMXhud, SMXmenu and SMXui. These are all stand alone and can be used separately or, as is the intention, together with the other two and all three mods combined is what makes the SMX experience complete! In addition we have the core, the main modlet if you will, SMXlib. This is a library modlet and even though it makes very little changes on its own it holds all the assets that the other mods need to function. Because of this it is a mandatory modlet that will need to be downloaded and installed no matter which of the other ones you choose to use. SMX tries to create an experience as close up towards the vanilla user interface as possible. With little to no changes that can disrupt the balance of the game. The only exception being the extra slot on the crafting queue which is there to make the design fit and hardly disrupts game balance! Then we have the optional modlets. We are aware that some people want the extra bling bling, and as such we offer these as optional downloads that can be installed alongside the main modlets from each series to expand upon the features from vanilla. We offer official optional downloads such as: Target Health Bar, Bigger Bags and a Third Forge Slot. Other optional modlets and compatibility patches might become available from other mod authors. We hope you will enjoy playing 7 Days to Die with the new experience that SMX brings to the table. Have fun! - The SMX team. // TERMS OF USE // You are allowed to use these modlets as is for your own personal use and/or on a server you run and/or administrate. You are under no circumstance allowed to distribute any SMX and/or ZMX branded modlets without written consent from the main developer. If you wish to distribute SMX and/or ZMX branded modlets as part of your own project and consent have been given you are required to do so in such a way so that all the files of the SMX and/or ZMX modlet or modlets in question remain unaltered and you cannot under any circumstance claim credit for creating the modlet or modlets or any of the files provided with it/them. If consent is given you are required to make any changes as a new modlet that injects into the modlet in question and keeping load order in mind it is to be named so that it loads AFTER the original modlet. The original modlet shall be distributed as is with no change to its files what so ever. If consent is given it is only given on a case to case basis and those that receive consent cannot pass that consent on to another party or project. Nor will the consent pass on to other creators that opt to include consented work into their project. You are not allowed to use any of the assets bundled with SMX and/or ZMX branded modlets in other projects. This restriction applies to all files that the SMX and/or ZMX modlets consist of. EXCEPTION: The content of the Harmony folder is to be considered open source and can be used freely as long as the original credit comments within the files are not removed or altered other than adding to. You are required to seek special consent from the main developer should you wish to make changes to any asset files provided with the SMX and/or ZMX branded modlets. You are required to inform the main developer when your project that contains any SMX and/or ZMX modlet or modlets have been made available to the public. // MEET THE TEAM // As of A20 I decided to move SMX into the lands of Harmony and with that digging even deeper into what we can do with modding the game. This requires knowledge that I do not possess enough of to be able to continue working on this on my own. As a result the team has grown and we have added some supernerds that know this stuff. Main Credits: Sirillion (main developer/designer/xml/coding) sphereii (developer/coding) TormentedEmu (developer/coding) Laydor (developer/coding), Contributors: Mumpfy(art) // SUPPORT THE DEVELOPMENT // All SMX branded mods and modlets will forever be free of charge and available for everyone to download and enjoy. We do however from time to time get questions from users on how they can donate to support the development. The purpose of this link is nothing more than a way for us to cater to those that want to make a donation. You should under no circumstance feel obligated to do so, but if you do decide to do it we want you to know that is comes greatly appreciated. Donation or not we would like to extend a thank you to all that download and use the different SMX mods, we hope you enjoy them as much as we do making them. If you feel like making a donation to support the development of the SMX branded modifications, click the image below or scan the QR code. // DO YOU NEED SUPPORT? // We strive to make SMX in the best possible way and try to make user actions with it as smooth as possible. But we are still here to answer questions if you run into problems with it or it's installation procedure. Please, do not hesitate to contact us for any issue, big or small, we just ask you to run this simple checklist before coming to ask us for help and just maybe you will be able to help yourself first. Did you install all the downloaded folders? Do note that SMXhud and SMXui both have an additional folder that needs installing. (ZMXhudCP and ZMXuiCP) Did you install SMXlib? This modlet contains all the assets (custom graphics) we use and without this your UI will be mostly transparent. Did you check the folder hierarchy and made sure you didn't install the modlets too deep? Did you disable ALL other mods or modlets and then try again to see if the problem still exists? (Be careful with this, backup your save!) Did you check the support sites to see if anyone else have had the same problem recently? If you ran this checklist and still need our support please contact us on one of the links below or just post in this thread. But please, only post on one of the support channels. Pick one and stick with it as we do monitor all of them and having to answer the same thing on several sites just leads to confusion. // INSTALLATION AND REMOVAL PROCEDURES // First and foremost, the most important thing you need to do with SMX in A20: >> !!TURN OFF EAC!! << Backup your save game before installing ANY mods to the game. We don't expect SMX to cause any issues, it is just good practice! Download the mod or mods you want to install from the list below. Decompress the downloaded files with WinRAR or a compatible compression software like 7zip. Copy or move the Mods folder you just decompressed into your 7 Days to Die installation folder. Overwrite if prompted. Verify your install by checking that the ModInfo.xml file is located in this Hierarchy: "\Mods\modletname\ModInfo.xml" Remove by deleting the modlet folder in question from within the Mods folder. // DOWNLOAD LOCATIONS // SMX modlets can be downloaded from Nexusmods (our main site) or GitHub. Alternatively it can be installed via the 7 Days to Die Mod Launcher by sphereii. When opting to use Nexusmods or GitHub you will have to do the installation manually by following the procedure above. When opting to use the Mod Launcher the installation procedure will be more automated but you will need to make sure that all the different modlets are installed as you won't get nested downloads like from the other two. Please note that the Mod Launcher is a separate piece of software that you will need to download and install on your system and then setup properly before downloading mods and modlets with it. The link below is to the main Mod Launcher web page. Follow the links below to go to the download sites and then select which mods to download from there. // SMXhud - THE HUD REPLACEMENT MODLET // SMXhud changes the game HUD. Everything you see on the interface while running around in the game world is part of the HUD experience. The purpose of SMXhud is to change that part of the user interface and change it into a more horror like and gritty art style all while trying to be as informative as possible but not intrusive. SMXhud - The Base HUD conversion. ZMXhudCPTHB - Enables the Target Health Bar for SMXhud. (Install optional modlet ZMXhudCPTHB to get the target health bar) // SMXmenu - THE MENU REPLACEMENT MODLET // SMXmenu changes the game menus. Everything you see when you start the game or when navigating the different options and settings is part of the menu experience. The purpose of SMXmenu is to extend the art style and feeling from the HUD into the menus and to supplement SMXhud to create the SMX experience. SMXmenu - The Main Menu conversion. SMXmenu - The In-Game Menu conversion. SMXmenu - Video Settings Window. ( !! NOT YET AVAILABLE IN A20 - COMING !! ) // SMXui - THE UI REPLACEMENT MODLET // SMXui is an extension of SMXhud and SMXmenu and will bring the art style over to the rest of the user interface. We've tried to maintain as close a relation to the vanilla interface as possible but we have also granted ourselves some artistic freedom when it comes to some areas. It deviates from vanilla with the fifth crafting queue slot which I added to make it fit the overall design better. The other changes we made are all optional like the third forge slot, the target health bar and the big bag conversion modlets for those that want a bit bigger bags. SMXui - The forge with the third forge slot enabled. (Install optional modlet ZMXuiCPTFS to get the third forge slot and ZMXuiCPBBM to get the bigger backpack) SMXui - Totally reworked skills windows. The goal was to make it look like a talent screen. ( !! NOT YET AVAILABLE IN A20 - COMING !! ) SMXui - Trader Conversation Window. SMXui - Character Screen Window with normal backpack and the item info window. SMXui - Vehicle Window with normal backpack and empty info window. SMXui - Map Windows with increased map texture and 48 fully configurable waypoint icons.. // SMX - THE OPTIONAL MODLETS // SMX sports a variety of optional modlets. Some are meant as small QoL additions to the vanilla experience like the third forge slot and the target health bar while others are meant as pure extensions that push the vanilla experience out of balance. ZMXuiCPBBM - A scrollable big bag mod for SMXui. It has 100 slots and adds search functions to the backpack, containers and vehicle storages.
  3. Apocalypse now (V3.0.3) 𝕋𝕙𝕚𝕤 𝕚𝕤 𝔸𝕡𝕠𝕔𝕒𝕝𝕪𝕡𝕤𝕖 ℕ𝕠𝕨 𝕠𝕧𝕖𝕣𝕙𝕒𝕦𝕝 𝕄𝕠𝕕 𝔽𝕠𝕣 𝟟 𝕕𝕒𝕪𝕤 𝕥𝕠 𝕕𝕚𝕖 ¸„.-•~¹°”ˆ˜¨ 🎀 𝐹𝑒𝒶𝓉𝓊𝓇𝑒𝓈 🎀 ¨˜ˆ”°¹~•-.„¸ Progression Tree Overhaul -Added Game-Stage Difficulty Bonus -Added Supply Drops , You can now call Airdrops -7 new Classes " Engineer, Survivalist, Hunter, Medic, Farmer, Miner and Scavenger" -144 slot backpack! 24 slot crafting queue.! -Custom UI! Food/Water bars. -Increased zombie spawn/respawn rate.! -Night time is now Hell. Don't Blame Me if you died. 😜 -Titanium Nodes added! Can be found in the wasteland. -Wasteland is now radiated. -Added The Horent Back -Disable the Zombie Rage -Added Pin Recipes Modlet -Added Active Ingredients Modlet -More crops! Grow Apple, Cherry, Banana, Coconut and Lemon trees, plus strawberries, cabbage, carrot, cucumber and tomatoes -Big list of melee weapons have been added , from Swords, Bats, Pitchforks, Maces, Frying Pan, Cleaver and more -Added New Custom Food/Drinks• -Added Higher Tier Weapons And Tools -Added Scrap Tier Tools -Added 27 New item_modifiers -Legendary Tier weapons have been added -Gun parts are back -Added Bdubs Vehciles Modlet -Apache Helicopter That Shoots Missiles -Added 4 Maps With Combopack 48 -Added Stainless Steel, Titanium and Reinforced Titanium Blocks -Traders are Destructible and open all the time -Added New Ammo and explosives -Added Zombie Bosses Including the behemoth -The Candy is Craft-able Now -8 new workstations , 2 Advanced Forges, 2 Advanced Workbenches And Advanced chemistry Station, Advanced Cement Mixer And Upgrade Bench-Added Research Desk Classes Information :-Engineer Class Training Grants you :- Bicycle Chassis and Handlebars. Survivalist Class Training Grants you :- Cloth Armor Bundle. Hunter Class Training Grants you :- Hunting Rifle Bundle. Medic Class Training Grants you :- 4 First Aid Bandage, 2 First Aid Kit, 2 Painkillers, 2 Herbal Antibiotics and 2 Plaster Cast. Farmer Class Training Grants you :- Food Bundle 01. Miner Class Training Grants you :- Scrap Armor Bundle. Scavenger Class Training Grants you :- (150) 7.62mm Ammo,(150) 9mm Ammo and (150) Shotgun Shell. -- Mod Credits! -- 1) A20-GameStage Difficulty Bonus By Bar0th 2) Bdubs Vehicles Modlet By Bdubyah 3) Block Buff AOE By Alter 4) Supply Drops By Chickun / JustDoAsIDo 5) Disable Trader Protection By Khaine 6) 12 Slots Toolbelt By Khaine 7) TFP Hornet By Khaine 8 ) TFP Behemoths By Khaine 9) Vehicle Damage Patch By Khaine 10) Zombie Fall Damage By Khaine 11) No Zombie Rage By mythix 12) Ocb Pin Recipes 0.4.1 By ocbMaurice 13) Items Quality Rework By KillerBunny/ Bar0th 14) Active Ingredients By Redbeard 15) Scouts Mod By mythix 16) SWU Farming Mod By Zeeeeeeniiiiiii 17) Wandering Horde GameStage patch By mythix 18) Menu Music By Yakov 19) Advanced Forge And Advanced Chemistry Station By Zilox 20) AH-64 Apache Helicopter By Zilox And Closer_Ex Download link For manual installation Social Media Twitter Discord Server
  4. (*More to be added as I learn xpath coding, like junk, medications, and recipes) ABOUT In-Universe Junk includes the food, and in time, junk and clutter that you can find on store shelves, in freezers and coolers and around the world, but wasn't actually "in" the game. You can now find the various food items on said shelves alongside vanilla food and ingredients now! A shelf with a six pack might actually have a six pack now, or some vanilla wafers, chips, or raw flour, if that's your thing. But don't expect them to always be fresh! After all, food does go stale after a while*. *Some of the food will take away health, because it's considered "stale" based on if it's reasonably perishable in real life, this doesn't add a special buff or anything, just to clarify. Maybe in time it will! This is a mod I've been wanting to make since The Fun Pimps added in the new block models, but I didn't know how to do xpath modding until recently. SCREENSHOTS Screenshots of a few of the items in this mod found out in random loot, alongside vanilla loot: Screenshots of a few of the changed recipes: CURRENT FEATURES 8 new sodas, based on the fountain sodas shown in the soda fountain model 1 new "Sport Drink", based on the tall beverage coolers added in Alpha 20 1 new alcoholic drink, "Red Impact" wine, based on the wine bottle decorations added in Alpha 20 10 new food and ingredient items based on the new Shamway Foods shelves and Freezer containers added in Alpha 20 1 new "bundle" item that works similar to quest reward bundles, that can be found in the world—a six-pack of soda, that can be opened for a 1/9 chance to receive 6 of one of the 8 sodas in this modlet, or a chance to receive up to six Mega Crushes (subject to change based on feedback!) [NSFSS!] New custom, client-side icons for every added item, some completely original and made as close to the original material as possible (others are screenshots, scaled, fixed, and color-corrected). Same loot probability as vanilla to find any of the items in this modlet in the appropriate food- and drink-based containers (appended lootgroups and lootcontainers to add in items without removing any vanilla items) 1 modified lootgroup (groupShamewayFreezer01) so that only the items visibly in the freezer model are able to be looted, while keeping groupFoodTrash so that rotten flesh, empty jars, empty cans, and bones can still be found, since it seems appropriate Three recipes based on the items this modlet adds / changes to vanilla recipes based on the newly-added items, with full support for finding in loot! A new tea recipe based on the "SleepyTime Tea" item added in this mod, Sleepy Time Tea. Tastes like chamomile! A new tea recipe using previous tea, this time with added honey for a curing effect! Perfect for those sore throats and looming zombie infection! A new, accompanying schematic for said tea! (Can also be unlocked with Master Chef rank 2) A new food recipe, "White Bread", which is exactly what it sounds like, using flour from this mod! Box of Nails, which acts like the Six Pack, and gives a random amount of nails when opened! Also gives back appropriate material when opened (paper)! Changes to existing cooking recipes to use flour instead of cornmeal as an ingredient—say goodbye to gritty, sand-like pie crusts, toast, gravy, and buns! Alternative version that adds in new recipes featuring flour instead of cornmeal—for those that prefer to use either/or! !NEW IN 1.2.a! Six new food and drink items based on the items on vanilla store shelves, in vanilla small shopping baskets, and in vanilla drink coolers, added in A20 Arizona Potato Granules, Butter Balance Butter Spread, Mashed Potatoes, Orange Juice, Red Tea Herbal Tonic, and Star Cola! !NEW IN 1.2.a! One new bundle, based on an item on the tool shelves added in A20 Tool Bundle, which features a random chance to receive one or more random quality tool or Steel Tool Parts! !NEW IN 1.2.a! Two new recipes for Orange Juice and Mashed Potatoes !NEW IN 1.2.a! Replacer recipes for items featuring Mashed Potatoes! Recipes include Sham Chowder and Shepard's Pie. !NEW IN 1.2.b! Alternative recipes for items featuring mashed potatoes! Version B adds in new recipes, as opposed to Version A, which replaces them. PLANNED/UPCOMING FEATURES New food based on some of the items in the new shopping basket model added in A20, as soon as I can figure out what the Arizona box is supposed to be (it's some kind of potatoes, I think?) Added in 1.2! New drinks based on the tall beverage coolers and Savage Country small coolers added in A20, as soon as I figure out what brands they're supposed to be Added in 1.2! New scrappable tool items, based on the new Working Stiffs tool shelves added in A20 Some added in 1.2! New scrappable electronics items, based on the new Mo' Power electronics shelves added in A20 New medical items, based on the new Pop n' Pills medicine shelves added in A20/A19 (depreciated, no need for new medical items because the vanilla items work just fine) More tool bundles, like perhaps the Impact Driver bundle, which may contain scrap iron, motor tool parts, or even the elusive Impact Driver! More recipes for more foods, like Roasted Vegetables, White Toast, and Pumpkin Toast Recipe Replacers and alternatives, that either replace or alternate Animal Fat into Butter, where applicable Future rework for A21 compatibility, when A21 releases to stable More language localization COMPATIBILITY Should work seamlessly with existing saves, although you may have to loot new containers, or wait until previously-looted containers reset. If you're worried, then use a new save, or at least back it up! (My personal modlet list changed between versions 1.0 and 1.2, please look under spoiler for new list! Please note this does not include CompoPack48, but CompoPack48 is also being used) MISC I really recommend that you do not eat the flour raw, otherwise it might kill you. Try turning it into White Bread! (I still having figured out how github works, sorry) ⇉ DOWNLOAD VERSION 1.2.a (RECIPE REPLACER) ⇇ ⇉ DOWNLOAD VERSION 1.2.b (RECIPE ADDER) ⇇ P.S. Major shout out and thanks to the Unofficial Modding Discord, @doughphunghus, @magejosh and @Shavickk, and the plethora of available tutorials on the forums and on YouTube for helping me figure out how to make this modlet!
  5. 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. If you need help with a mod, you can join our discord server: https://discord.gg/7ZreyEqZYM
  6. Hello all, here is a mod, which is not an extension of the game, but is intended as a help for the admins / modders among you. It does nothing else than display all icons of the game. Here is the download: https://github.com/OmitLeChuck/ui_game_symbols To open the window just type the command `xui open ui_game_symbols`. Have fun with it
  7. 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
  8. https://www.nexusmods.com/7daystodie/mods/1921 https://github.com/Warlockdaddy/ImprovedRWG Relatively simple mod that improves random world generation to give more cities, towns, and POIs. This is done through editing the rwgmixer to increase town and city counts as well as minimum and maximum tilesizes. Here's a 12k map generated with the mod (59 T5 POIs) And here's a 12k map generated without the mod (10 T5 POIs) As you can see, the mod essentially allows you to double (or over double) the amount of cities and towns that are generated with the in-game RWG. This allows you to get many more of the juicy T4 and T5 buildings that your heart desires. Mod has been tested with 6k, 8k, 10k, and 12k. Feel free to go higher, should work if you want it to. Have fun 😛
  9. 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 enZombies might work and might not. Even if an unsupported mod does work without errors, it will be missing the custom biome spawn behavior that enZombies use. If there is enough demand for a specific unsupported mod, I can create a patch mod for it (see Patches section) so that it works with enZombies and recognizes the custom biome spawn groups. If you are getting errors or strange glitches while using unsupported mods with enZombies, feel free to report the errors and what other mods you are using, and I'll be glad to take a glance when I get the chance. Usage: You may use my mod as it is presented, or just pull my zombie definitions from archetypes.xml and entityclasses.xml and merge them into your own mod. Don't forget to grab corresponding code from items.xml and buff.xml. If you are just pulling the zombie XML code, I'd appreciate if you credit me somewhere like on your website, discord or forum post. The more exposure enZombies can have, the more players use it, and the more motivation for me to continue development. I love making these custom zombies and hope to continue on for a long while, but it does take lots of time and effort. ** Download and Install ** This mod is not intended to be used with any other mods, except for the Add-Ons and Patches mods - refer to Add-Ons and Patches section further below. Note: GitHub adds the word "-main" to the filename of the zip when downloading. To avoid issues, please remove that word and ensure it does not show in the folder name when placing the mod into your Mods folder. Version 2.71 (updated 9/27/2022) - 👉 Download from GitHub 👈 ⚙️ Progress Tracker https://github.com/ErrorNull0?tab=projects ⚙️ Add-Ons: These are optional mods created for enZombies. The main enZombies mod must be installed in order for these Add-Ons to work. Patches: Install these 'patch' mods to make enZombies compatible with its 'target' mod. Go to the enZombiePatches GitHub page . These patch mods do two things: makes the target mod aware of the new custom spawning groups that enZombies uses for outside biome spawning. And, it allows the player to enable zombie body harvesting for the zombies or entities that are part of the target mod. Instructions: 1) Download the package which will include all the patch mods listed below. 2) Open the package and find the folder that matches the target mod you want compatibility for. 3) Take that folder and place it into your 7 Days to Die "Mods" folder. 4) Be sure to have the main enZombies mod installed. 5) Be sure you also install the main target mod that the patch is patching. Known Issues: There are some interesting bugs when working with UMA zombies and molding them from the archetypes.xml. It's not unique to enZombies and are present in any mod that uses UMA style zombies - for example, the Snufkin mod also contain some UMA zombies which will experience these bugs. In my opinion, the relative ease in creating and modifying these zombies outweigh the quirks: Wish List to The Fun Pimps: Here I list enhancements to the 7 Days modding experience that I would love for the developers to add which will allow me to add more immersion to enZombies and the game as a whole. Credits: Thanks to @Snufkin for starting it all with your Snukfin's Server Side Z(S)ombies mod, and thanks to @arramus for keeping it going with the Snufkin's Custom Server Side Zombies - PLUS mod. I studied these mods for weeks to figure out how it worked and gave me inspiration to contribute as well. Also thanks to @khzmusik who gave me permission to add his UMA Zombies into enZombies. Much appreciated! Screenshots: Mentioned Mods: Snufkin's Custom Server Side Zombies - PLUS Robeloto's Custom Zombies mod KHzMuzik's UMA Zombies
  10. [v1.2.1] Horde alert, Survivor! The hordes we've been getting recently seem to be... different. The old scouts seem to have returned alongside the screamer, and the wandering hordes have been acting smarter-than-usual. The animals seem to have also been affected... what's going on? Backstory: This mod was initially an idea I came up with after playing A19, and reflecting on the past alphas where I felt wandering hordes used to be more dangerous and unpredictable. I wanted to bring this back and focus on improving both wandering hordes and scout hordes, to bring more difficulty (and customization) into the game, as I felt the only real threat was the blood moon. Features: Improved hordes Customizable hordes that scale with gamestage progression to always keep the game feeling difficult. (Note: Balancing is still WIP.) Combines a new heatmap system with the vanilla heatmap system for smarter difficulty scaling, taking biomes into account. Additionally, hordes can also be grouped into larger hordes to allow for variations in enemies. Better wandering hordes Wandering hordes work off a schedule generated at the end of every blood moon (except for Day 1/whatever day you are on when the mod is first initialized). This schedule also determines what hordes are feral and which aren't. Feral hordes can sense your location and wander closer to increase the chances of encountering you especially near buildings. Non-feral hordes wander by in more distant proximity and are not as harmful, meaning you might not even notice them sometimes. Refreshed scout hordes Scouts have gotten a refresh, namely the addition of feral scout hordes. The likelihood of a scout horde being feral increases as you hang around in an area. As scouts scream, they contribute more heat to nearby areas which attracts harder hordes in these areas, thereby increasing the likelihood of a feral scout spawning. Feral scouts are much more aggressive and will stick around 2x longer than a regular scout. They have a tendency for attracting more zombies than expected. The benefit of this however is that scouts will now walk away given enough time and no disturbances in the environment are sensed (that means don't use your forges/cement mixers/campfires/augers for a while.) If disturbances are sensed, the scouts will stick around for longer, be warned. On a final note, the original spider zombie scout trio have returned in their original, feral, and radiated variants now. New patrol hordes Utilising the new heatmap system, hordes begin to roam frequently visited areas on a determined frequency depending on the amount of heat generated in an area and biome difficulty. Avoiding detection lowers the heat in surrounding areas. Horde AI Changed some base entity behaviors to allow animals in particular to behave alongside zombie hordes. Smarter AI which allows hordes to make use of the game's sensing systems to detect players through sound and sight, making stealth a much more important area of play. Horde Entities rely on command lists to find out what to do next, this behavior is most noticeable with scouts as they can change what they are doing at any moment if they sense a change in the environment around them. Download/Source: > Latest Release for Alpha 20.6 b9: https://github.com/FilUnderscore/ImprovedHordes/releases/latest/download/ImprovedHordes.zip > Previous Releases & Changelog: https://github.com/FilUnderscore/ImprovedHordes/releases > Source Code: https://github.com/FilUnderscore/ImprovedHordes Add-ons Installation: Note: This mod can be added to existing saves to start working, no new save is required. Testing has been done on removing the mod from an existing save game, and no issues have currently been uncovered. For Clients: Note: This mod is not client-side EAC-compatible and will not run with EAC enabled due to how mod DLL loading works in A20. Download and extract the latest release into the Mods folder in your 7 Days to Die install folder (create one if it does not exist). To verify you have installed the mod correctly, located inside your Mods folder should be an ImprovedHordes folder (containing the Config folder, ImprovedHordes.dll and ModInfo.xml files). Settings can be modified in the Config/ImprovedHordes/settings.xml file in the ImprovedHordes mod folder. For Dedicated Servers: The mod only needs to be installed on the server, as it is a server-side mod, so any client that joins your server without the mod installed will be able to experience it. The installation instructions are the same as the above, however it is installed in the Mods folder of the dedicated server. Commands: For more information about the commands, type in the in-game console help improvedhordes Note: Requires a permission level of 0. Wiki: For information such as changing mod settings or creating your own custom wandering/scout hordes, check out the Improved Hordes Wiki at https://github.com/FilUnderscore/ImprovedHordes/wiki Mod Support: Although mod support has not yet been tested, this should work with other mods that add new entities into the game that use the AI ApproachSpot/Wander properties, and can also be manually added with xpath. Mods that modify AI behavior may not work with this. Screenshots: Terms Of Use: https://community.7daystodie.com/topic/26781-improved-hordes-a20/?do=findComment&comment=463276
  11. !!!ALL MODLETS THAT ADD NEW ASSETS MUST BE INSTALLED ON SERVER AND CLIENT!!! Important Note: If you want to include any of our modlets in your overhaul' please do us the courtesy of asking for permission first. When given you must give the due credit to the authors and any other modders that may be credited under the "Additional Credits" section if any. Also you are not allowed to extract any unity files without our permission either, if there has been an alpha change then wait and files will be updated. For the new alpha version as soon as we possibly can. Thank You!!! VEHICLES MI-17 Helicopter Chopper1 Helicopter Red Devil Motorcycle Dirt Duster Dirt Bike AC_ATV WEAPONS AC_BallisticKnife AC_BaseballBats Miscellaneous AC_Teleports I want to finally give special Thanks to everyone who helped me along the way. I educated myself through the videos and teachings of Xyth, Guppycur, Ragsy, Alter, Haidr'Gna, Telric, Sphereii, Mumpfy, Adreden, Bluename, Marcus, Bdubyah, Zilox, TSBX, Khaine and many more via Guppy's Unofficial Discord for 7 Days to Die's modding community. I truly appreciate all you guys 100% Join Guppy's Unofficial 7 Days to Die Modding Discord Server to join the community and get help playing with mods and creating them as well! Feel Free to Also Join My discord Server as well. https://discord.gg/eXkTkrjh
  12. Info Panel Server Version: 0.1.0 Version Games: Alpha 19-20 Information: Press ESC to open the panel Just change the text in the file windows.xml Many thanks to user Snufkin. The basis Download: https://github.com/sLimLong/Info-Panel-Server/releases
  13. Some A20 updates for my modlets. Screenshots in the reply. GitHub Repository Link: https://github.com/RELXIX-7DTD/A20_XML_Modlets 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: RELXIX_HighlightBookState I originally tried coloring the icons but that didn't work. I resorted to the technique I found in this thread of replacing the icons: https://community.7daystodie.com/topic/24306-mod-that-lets-you-know-youve-already-read-a-book/ Books that have been read have a red icon. Books that have not been read have a green icon. A second set of icons were included in case the user would like those reversed. https://steamcommunity.com/sharedfiles/filedetails/?id=2813840879
  14. Alpha 20 Back To Origins 4.1.5 EasyAntiCheat (EAC) - Must be DISABLED!!! THE MOD HAS BEEN TRANSLATED INTO ENGLISH! Sorry for the quality of the translation, I use a translator. You can support the project on: https://boosty.to/radeechannel - List of changes in version 3.6 - 4.1.5: 1. Androids, Obsolete NPCs, Fire, Shock, Explosive Zombies, Ghostly animals (fire hare) in biomes are cut out 2. Bug-ridden quests have been cut out, the bug of quest chain rewards for traders has been fixed, now there will be a more worthy reward 3. Construction blocks have been improved, they have degradation by 1 step, wet concrete levels have been cut out (Concrete in principle did not solidify), pumping has been reduced 4. Simplified recipe for wooden frames, nails, bricks, boards and many schemes 5. Added water filtration plant, advanced chemical workbench 6. Cap. repair of extracted meat, now peculiar to every animal and has its own recipes 7. Food is prepared in various stations (Bonfire = charred food, Grill = fried food, Stove = Gourmet food) 8. Added a FULLY COMBAT-ready combat jeep with a 30-caliber machine gun and an ARMORED personnel CARRIER 9. Added a spawn counter for zombies, animals, and claim blocks 10. Added hit registration 11. Expanded weapons pack with well-known and beloved domestic guns and NATO (AKs74u, SVD, SCS, Makarov pistol, Ak74m, Toz 66.34, Ak74m Tactical, M4A1, M4A1 Painted, M16, MG42, Browning heavy machine guns, etc.) 12. Introduced expanded vanilla vehicles, as in fashion "VarZuk", with many colorings and customization 13. The titanium produced from the deposits is significantly reduced 14. Improved performance in desert and snow biomes 15. An advanced forge opens only with a scheme 16. The mod merchants received for the reward are cut out, but they are still found in the world 17. Increased the likelihood of armed zombies appearing in the blood moon 18. The crafting of almost everything has been expanded, the number of ingredients can be up to 10, almost everything requires a set of tools, a total of 2 sets 19. Almost all crafting is based on the "Garage workbench", the displayed crafting categories in the garage workbench have also been improved 20. Reduced spawn of animals on the map 21. New types of storage with a large number of cells 22. Added titanium darts for the corresponding trap 23. Quest danger changed to "Radioactive brawl", glad. persistent elements in the award have been replaced with rad. resistant fibers for crafting RZK 24. Canned food is suitable for food during heat treatment 25. Disabling Trader Protection 26. Backpacks returned in the form of modifications 27. Added 2 new starter kits 28. Updated main menu and loading screen with useful tips 29. The crossbow turret now appears in loot 30. The rhythmic gymnastics skill now gives an increase of 100hp. 31. The aiming from the FRONT sight on Kalashnikov and Saiga assault rifles has been changed 32. Various DOORS and shutters powered by electricity have been added 33. Increased the damage of the mod's weapon mile 34. The spawn of animals and the amount of meat produced has been further reduced 35. The display of the recipe pin has been expanded to 10 36. The production of concrete and bricks requires less resources 37. Increased resource stacks 38. Added craft grade 6 quality 39. Fixed the trunk on a bicycle, motorcycle, mini bike 40. Fixed and enhanced radiation in the wastelands, now the same view 41. Introduced uranium ore with appropriate recipes and a set of books and weapons 42. Added an improved and more powerful dart gun shooting titanium darts 43. Rad resistant fiber can be obtained from the corpses of Liquidators 44. The gunsmith's skill has been fixed, the recipe for components for cartridges is blocked, the number of components decreases as the skill is upgraded 45. Fixed pumping of passive skills for the titanium weapons 46. Reinforced caliber 7,62x54 (may well compete with 30-06) 47. Increased rate of fire of Miniguns 48. Improved and updated starter kits 49. The range of shotgun "cartridges" has been increased 50. Polymer armor has been added, (analogous to army armor) surpasses steel and army armor 51. The tool belt has been expanded to 12 52. HUD has been changed to minimalistic, instead of the previous one from SMX 53. Increased chance of finding and stack of components needed for the "toolbox" Item 1. Changes in food : - There is no food in loot and on sale anymore, except Canned Food! - Canned food is poisoned and is not suitable for food, but it is suitable for cooking! - New recipes for food and drinks! - Food does not restore health! - River water must be filtered using homemade filters and the water irradiates the player upon contact! - You can collect resources from all entities! - You can loot zombies! Item 2. Resources and Recipes: - Logs and branches fall out of the tree, boards are made of logs on a circular machine! - Added 3 crafting stations! - Changed and complicated the manufacture of all weapons and ammunition! - Obtaining iron and lead ore from veins instead of scrap metal! - Added new repair kits for each type of weapon + Crafting of parts needed for new repair kits is available! - Production of almost all resources is available! - The pumping tree has been changed, as well as mechanical engineering and medicine does not depend on the skill, a new branch of additional perks has been added, a branch of passive skills has been added! Item 3. Action and gameplay: - Merchants are closed only for lunch from 13-00 to 14-00 (Jen works around the clock)! - The merchants have new tasks! -Added new NPCs and Mobs! - Added a bunch of new weapons! -Changed the zombie attack distance (zombies can hit only one block)! - Increased the damage of ALL tools on zombies (if they cut and walk, they can "disappear" when hit in the head)! - Redesigned zombie action game survivable weapon is stronger! - The old system of pumping blocks and previous versions of the game, the old farming system, old carved guns! - Increased cold weapon damage (Sledgehammer and Machete with a strong attack can "disappear" when hit in the head)! - Hacking system from Fallout and Skyrim. - A lot of transport! - 3 Ready-made maps with a Compopack! - Varieties of cartridges and complicated crafting through schemes! You can find out all the charms from a detailed review on my YouTube channel: https://www.youtube.com/channel/UCiqBsc_cysDq_jYBsocJKQg The following assets are used in this mod: Name mod "YR Menu Music" - Author: "Yakov" Name mod "ZombieLouder/BadWindowsReplace" - Author: "Games'N'Grumle" Name mod "zz_Trader Network_MoreJobs" - Author: "FuriousRamsay" Name mod "Lootable Corps Mod" - Author: "Survager" Name mod "LowWattagePosts" - Author: "Genosis" Name mod "Bdubs Vehicles" - Author: "bdubyah" Name mod "OcbPinRecipes/OcbPinRecipesUiTdrHart/OcbStopFuelWaste" - Author: "ocbMaurice" Name mod "TFP Behemoths/TFP Hornet/Pick up wild plants mod, by Khaine/12 Slot Toolbelt" - Author: "KhaineGB" Name mod "Vanilia Weapon Sound Expansion" - Author: "TheReggie" Name mod "FirearmsExpansion4" - Author: "Smadol" Name mod "Service lift" - Author: "HammerJade" Name mod "ZZTong Prefabs" - Author: "ZZTong" Name mod "SMXcore/SMXmenu" - Author: "Sirillion" Name mod "13erserk - Traps/13erserk 120 Slots Backpack" - Author: "13erserk" Name mod "0-SCore" - Author: "sphereii" Name mod "AC's Vehicle Modlet" - Author: "ACTINIUMTIGER,GuppyCur,Ragsy" Name mod "JaxTeller718-ActionSkills" - Author: "JaxTeller718" Name mod "Telrics Flamethrower A20/Telrics Melee Weapons Pack A19" - Author: "Telric" Name mod "Locks" - Author: "Xyth/SphereII/Mumpfy" Name mod "Browning M1919A4" - Author: "Coaber" Name mod "HuntingRifle_Old" - Author: "Deceptive Pastry" Name mod "Tactical Weapons" - Author: "ViperInfinity, Tristam, IvanXD" Name mod "EnhancedCraftAndRepair/UnlockOpenDoors/QuestAreaTimer" - Author: "Dizor" Name mod "GK Old System Upgrade" - Author: "Gouki" Name mod "Perk Mastery" - Author: "devon752" Name mod "WOSD-Essentials/WOSD-Medievil/WOSD-Scifi/WOSD-Tactical" - Author: "josefpatch" Name mod "Vanilla AK-47 Replacer/Vanilla Firearms Extended" - Author: "Sykriss" Name mod "Advanced Forge/Advanced Chemistry Station/Tigr Jeep/Military APC/NoTraderProtection" - Author: "Zilox" Name mod "RealRad" - Author: "Man2424" Name mod "PaintJob" - Author: "Éric Beaudon" Name mod "Vehicle Weapon/Custom Player Action Manager/CustomParticleLoaderMultiExplosion/CustomParticleLoader" - Author: "closer_ex" Name mod "Smitty's Industrial Doors" - Author: "Smitty" Name mod "Quartz" - Author: "Laydor" Name mod "Weapon_firearmIZY" - Author: "Izayo" Name mod "BlockBuffAOE" - Author: "Alter" Thanks to the authors of mods for their kind provision!!! YouTube Discord/Вопросы https://discord.gg/QWNrA5WwBn Donate/Поддержать https://boosty.to/radeechannel Donate/Поддержать https://www.donationalerts.com/r/radeechannel 1. Download the mod: https:// gitlab.com/RaDeeAkaBaneBun/back-to-origins-alpha-20 2. Download the mod: https://drive.google.com/file/d/1t_2uhTmDmFfBW5hvmdhIJtcbbrCOr-Dd/view ENG: TERMS OF USE OF the modification (mod) "Back To Origins" based on the game "7 Days to Die": 1. The content created by the author of the mod or third parties, NOT based on the development of "The Fun Pimps" - belongs to the creators of this content. 2. You can use the mod, modify or take any content for personal use outside of the public - without permission. 3. You can use the mod unchanged (as is) on public servers for non-commercial purposes or show the gameplay - without permission. 4. To use the mod publicly or create a public server with changes in xml, txt, dll configuration files or other resources, you must obtain the permission of the mod's author. 6. If you want to publicly use any materials or content from this mod outside of this mod, you must obtain the permission of the author of the mod. RUS: УСЛОВИЯ ИСПОЛЬЗОВАНИЯ модификации(мода) "Back To Origins" на основе игры "7 Days to Die": 1. Контент созданный автором мода или третьими лицами, НЕ на основе разработок "The Fun Pimps" - принадлежит создателям этого контента. 2. Вы можете использовать мод, изменять или брать любой контент для личного пользования вне публики - без разрешения. 3. Вы можете использовать мод без изменений (как есть) на публичных серверах в некоммерческих целях или показывать игровой процесс - без разрешения. 4. Для публичного использования мода или создания публичного сервера с изменениями в конфигурационных файлах xml, txt, dll или других ресурсах - необходимо получить разрешение автора мода. 6. Если вы хотите публично использовать какие либо материалы или контент из этого мода вне этого мода - необходимо получить разрешение автора мода.
  15. V2 This is a mod I created to try out a few different things regarding code. I have tried to keep it as vanilla as possible, to maintain modlet compatibility, and just messed around with how zombie work. Features. - Zombies only take full damage from headshots. - Bloodmoons disabled. - Included Jax's Wilderness Spawn increase modlet (5x more zombies) - Added a difficulty tweaks mod to remove damage reduction from higher difficulties. - Removed zombie rage mode. - Added 10 slot toolbelt. - Added backpack stash buttons. - Added craftable log spikes. - Added ability to pick up plants with E. - Removed cop ability to puke. - Removed radiated vulture ability to puke. - Wandering hordes start from Day 2 at midnight. - Wandering horde configured to 30 zombies every 6 hours. - Wandering horde frequency and zombie amount can now be configured by XML (1-RomeroModCore\Config\blocks.xml at the top) - Added guppys PUSHABLE shopping cart (works like a bicycle for stam usage). - Added scrap iron arrows and arrow heads. - Added scrap club, scrap knuckles, scrap machete and scrap spear. - Added Pipe Pistol and Pipe Rifle. - Edited loot to remove stone arrows, leather knuckles, stone spear and wooden clubs from loot (replaced with scrap). - Edited loot to remove stone tools and replaced with scrap tools. - Moved iron tools, baseball bat, iron knuckles, iron spear and hunting knife from Level 1 of appropriate perk to Level 3 (localization updated to reflect this). - Scrap tools/weapons now locked behind schematics or level 1 of appropriate perk. (scrap arrows are NOT locked). As you can see, it's mostly adding some extra T0 guns (pipe weapons), a scrap tier and modifying the zombies. Please consider this a base for you to build your own apocalypse on, rather than a full-fat overhaul. Download Links. A19 Client (Does not work with EAC Enabled). A19 Server (Does not work with EAC enabled). A20 Client and Server (Does not work with EAC enabled) Installation Instructions. (If you don't use the mod launcher) Make a copy of your 7 Days to Die folder first!!! Download the zip file at the link above. Unzip the 7DaysToDie_Data and Mods folder to your 7 Days to Die folder and overwrite when prompted. The mod uses Harmony so both folders (and their contents) are needed or you'll have problems. Same for the server files, except in this case it will be 7DaysToDieServer_Data and Mods. Video for folks who may need it (it's for darkness falls, but the basic idea is the same). Installation Instructions for macOS users. IMPORTANT NOTE: I do not have a mac. This is a guide I found for Starvation Mod and Ravenhearst, but it also works on War of the Walkers so it should be fine here. 1 - Uninstall 7dtd. Open Finder, from taskbar choose Go -> Home. Open Library -> Application Support -> Steam -> steamapps -> common. Delete 7 Days to Die folder. Reinstall 7 Days to Die. 2 - Unzip downloaded mod. Open unzipped folder. You should see 3 folders: 7DaysToDie_Data and Mods. I will be referring to this as a “home screen”. 3 - Open Steam. In your games Library, right-click 7 Days to Die and choose Properties from the drop-down menu. Choose the LOCAL FILES tab and choose BROWSE LOCAL FILES. 4 - Copy & paste (do not drag-and-drop) the Mods folder to this location. 5 - Open 7DaysToDie_Data -> Managed. 6 - Right-click 7DaysToDie.app and choose Show Package Contents. Here you should see 2 folders: Contents and Data. This will be the other “home screen”. 7 - Open Contents -> Resources -> Data -> Managed. 8 - Copy & paste (do not drag-and-drop) the .dll files into this location. Mac OSX will ask if you want to keep both or replace. Choose replace. 9 - Navigate back to each home screen. 10 - Drag-and-drop the 7DaysToDie_Data and Mods folders into this location. 11 - Open the Data folders in each location. You will see there are Config, Prefabs, and UMATextures folders in each. 12 - For each of these three folders, open up its corresponding folder so you can see the contents. Drag-and-drop the mod’s contents into its respective folder. For duplicate files, mac OSX will ask if you want to Skip, Stop, or Replace. Check the “Apply to All” checkbox, then choose Replace. 13 - Start 7 Days to Die and enjoy the mod!
  16. AGF HUDPlus 1.4.1 -Previously known as RilesPlus, now Aurora Giggle Fairy (AGF). -Join her DISCORD for easier communication. A20 - AGF HUDPlus v1.4.1 --- DOWNLOAD Also Available on Nexus Mod Here. Below are two optional modlets for this HUD 1. Enhanced Patch --- DOWNLOAD 2. Compatibility Mod for Khaine's 15 slot Toolbelt --- DOWNLOAD If you appreciate my work, please consider an optional donation! Not necessary but the help goes a long way. 🙂 --- DONATE
  17. All of my A20 Modlets available here >>--Ragsy's A20 Modlets on GitLab--<< All of my A19 Modlets available here >>--Ragsy's A19 Modlets on GitLab--<< All of my work is also available on the >>--7 Days Mod Launcher by Sphereii --<< Some of the Vehicle related mods are also now available on Nexus ... My Mods on Nexus **** Important Note : If you want to include any of my vehicle modlets or other modlets in a 'mod overhaul' please do me the courtesy of asking for permission first .... when given you must give the due credit to myself and any other modders that may be credited under the "Addition Credits" sections if any . Also you are not allowed to extract any unity files without my permission either , if there has been an alpha change then wait and files will be updated for the new alpha version as soon as I possibly can . Thank you !! **** Jetski Modlet A20 Information Here A fast mode of transport seats 2 players with a seat mod - Required on Client and Server on MP gaming Additional Credits :ActiniumTiger for Textures Windsurfer Modlet A19 Information Here A vehicle thats gone with the wind - Required on Client and Server on MP gaming -- A20 update in progress Additional Credits :ActiniumTiger for Textures Chaos Motorcycle Modlet A20 Information here Adds a custom Motorcycle to the game that may look familiar - Required on Client and Server on MP gaming Additional Credits : Chaos aka Random Person Hind Helicopter Modlet A20 Information here Ragsy and Tiger add a big "flying tank" to the game - Required on Client and Server on MP gaming Additional Credits : ActiniumTiger Hang Glider Modlet A20 Information here Adds a handy 'Hang Glider ' for getting down from those tall buildings - Required on Client and Server on MP gaming Additional Credits : Guppycur Bathtub Boat Modlet Version 3 A20 Information here Adds a craftable apocaliptic style bathtub boat for a bit of fun for two via a seat mod - Required on Client and Server on MP gaming The TFP Raft Modlet A20 Information here Adds a craftable working Raft for all your sailing needs 2 seats plus 2 mod seats - Required on Client and Server on MP gaming Additional Credits : DUST2DEATH Working Boats Modlet Version 6 A20 New thread here Adds a Flat bottomed boat and a small Dingy to the game - Required on Client and Server on MP gaming Additional Credits : Guppycur Vanilla Motorcycle Tune Up Version 3 A20 Infomation here a few changes to the Motorcycle that adds more lean on corners and stops that pop up wobbly effect .. Speed increased too Inspired by DUST2DEATH's Roadhog from back in A16 Server Side Mod Find Bicycles in Dumpsters A20 Information Here Compatibilty : A20 9 million bicycles in Beijing and not one findable in game really ? Server Side Mod Find Bicycles Parts Dumpsters A20 Information Here Compatibilty : A20 Requested as alternative to the finding whole bicycles modlet , now you can find the various bicycle parts in the dumpsters and the possibility you can find a schematics for the bicycle - Server Side Mod Take Out The Trash Version 4 A20 Information Here Keep your local zombie infested neighbourhood clean without destroying it completely , only destroy the trash bags and not the bins and trash cans or tilt trucks - Server Side Mod Additional Credits : KhaineGB Find Vehicle Parts In Airdrops A20 Information Here Adds probabilities of finding vehicle parts in Airdops - Server Side mod Better Gyro Handling A20 Information Here Compatibilty : A17.4, A18.4, A19 Numerous tweaks to the Gyro vehicle settings to improve take offs and landing and general maneuverability - Server Side Mod . Ladder control modlets Information Here Compatibilty : A17.4, A18.4, A19 A20 Ever thought hey how can zombies climb ladders ? Two versions - Server Side Mod A big big thanks to REV6:7-8 for encouraging me to post these in my own thread to get my modding journey underway and for his continuing support ... Rev's mods can be found here REV6-7-8-s-REALITY-CHECK Also thank you to those that have helped or are helping support my modding endeavours via the Modding Discord HaidrGna, Guppycur, DUST2DEATH, Xyth, sphereii, bdubyah, Tin, Telric and Khaine Thanks to the great community here on the forums here for the feedback and support. Enjoy Ragsy !! RETIRED MODLETS IN A20 RELEASE Classic Style Zombies V3 A19 Information Here Compatibilty : A18 A19 Mod retired in A20 A modlet that will send you back the classic style zombies. Note: In A18 the modlet stops 'Rage Zombies' .... AI is dumbed down and will walk into spikes more , making too much noise means hordes will form on your location. Additional Credits : REV6-7-8, Spider,Tete1805, Khaine, Xyth,HaidrGna, HAL9000 Re Plant wild crops and plants A19 Info Here Compatibilty : A17.4, A18.4, A19 Mod retired in A20 Allows replanting of all wild plants and even POI plants Pickup_HDHQPlants A19 Information Here Compatibilty : A17.4, A18.4, A19 Mod retired in A20 Two modlet 'patch versions' for the old A16 Style press <E> to pick up HDHQ Plants used in DUST2DEATH's HDHQ Plants Modlets Remove RH Stats Bar A19 Information Here Compatibilty : A17.4, A18.4 A19.6 Mod Retired in A20 A modlet to fully hide the stats bar on the bottom right hand side of your screen hud display Additional Credits : Numberz Brighter Vehicle Headlights V2 A19 Information Here Compatibilty : A17.4, A18.4, A19 Mod is now Retired in A20 Version 2 adds manux custom vehicles modlet and Guppycurs Vehicle Madness support, Along with normal vanilla vehicles . Additional Credits : bdubyah Vehicle First Person View V3 A19 Information Here Compatibilty : A17.4, A18.4, A19 Mod retired in A20 as vehicle camera improved A first person experience for vanilla vehicles (Except Gyrocopter) Compatibilty : A17.4, A18.4, A19
  18. Overview This mod adds item degradation to guns, melee weapons, tools and armor. Each time an item is repaired it will degrade by one level. Mod slots will also downgrade accordingly, any mods that no longer have space will be added to the players backpack or dropped on the ground if the inventory is full. Showcase Video DOWNLOAD Installation Notes Note: This mod needs to be installed on both client and server for multiplayer. EAC MUST BE OFF! Support Discord Server If you need help with a mod, you can join our discord server: https://discord.gg/7ZreyEqZYM Modder Info Modder's can also use this mod to add item degradation to their own mods, as follows. The degradation amount can be controlled by this property. <property name="RepairDegradeAmount" value="1"/> It is also possible to set the minimum degrade amount for items with this cvar. <triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="minDegradeAmount" operation="set" value="4">
  19. Hello, I'm trying to change the output of normal scrapping (nothing relating to forges which I found here but that doesn't really help me a lot) but I'm getting more confused by the second. I want skillbooks to scrap into an item called "book" (don't worry about icons, ill fix that later) which are then supposed to be scrappable into paper. what my current code does, is letting me scrap any skillbook into a "book" item but those don't have any scrap option anymore. if I change the material of the book item to paper, than skillbooks aren't scrappable anymore, my books are scrappable into paper, but for some reason paper scraps into books. i need help. my brain hurts. my current files : recipes.xml : <configs> <append xpath="/recipes"> <recipe name="resourceBook" count="1" tooltip="ttScrapMetalBrass" always_unlocked="true" tags="salvageScrap"> <wildcard_forge_category /> </recipe> </append> </configs> items.xml: <configs> <append xpath="/items"> <item name="resourceBook"> <property name="CustomIcon" value="meleeWpnClubT1BaseballBat"/> <property name="HoldType" value="45"/> <property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/> <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/> <property name="Material" value="Mbook"/> <property name="Stacknumber" value="10"/> <!-- STK resource --> <property name="FuelValue" value="50"/> <property name="Weight" value="50"/> <property name="EconomicValue" value="50"/> <property name="EconomicBundleSize" value="1"/> <property name="Group" value="Resources,Chemicals,CFChemicals"/> <property name="CraftingIngredientTime" value=".5"/> </item> </append> <setattribute xpath="/items/item[@name='schematicMaster']/property[@name='Material']" name="value">Mbook</setattribute> <setattribute xpath="/items/item[@name='schematicMaster']/property[@name='Weight']" name="value">100</setattribute> </configs> materials.xml: <configs> <append xpath="/materials"> <material id="Mbook"> <property name="damage_category" value="cloth"/> <property name="surface_category" value="cloth"/> <property name="forge_category" value="book"/> <property name="Hardness" type="float" value="1"/> <property name="stepsound" value="wood"/> <property name="stability_glue" value="20"/> <property name="Mass" type="int" value="1"/> <property name="MaxDamage" value="1"/> <property name="Experience" value="2"/> </material> </append> </configs>
  20. Working Water Vehicles for 7 Days to Die Note: The Assets in these Modlets are purchased (unless otherwise stated) and therefore you are not allowed to extract and alter them in any way. The assets can be used in other mod overhauls that are purely 'non profit'. These assets must not be used in any venture that attempts to make money out of modding. If you use the xml code i came up with do the right thing and credit me for the float code. After discovering and making a vehicle float on water uncontrollably sometime ago in A17 I kept on going back to it inbetween other work I was doing and eventually made controllable versions of various in game vehicles both the pimps ones and some custom models by Guppycur and DUST2DEATH purely as proof of concept. Guppycur then kindly bought and rigged some custom boat models especially for this endeavour and we chose the flat bottomed boat version as the most suitable for the start of the water vehicles project way back in A17. A big thanks to Guppy for his time and his efforts with me in the early days getting the models rigged so i could apply my float xml code on the models. Still an ongoing work in progress but usable as an XML Only modlet (no SDX or DMT) so far. The Modlet does not change water blocks at all, so its going to be just add the xml modlet and off you go /float. ******* THESE MODLETS HAVE CUSTOM ASSETS AND MUST BE INSTALLED ON BOTH CLIENT AND THE SERVER TO USE THE MODS IN MULTIPLAYER ******* Boating Modlet Version 6 for A20 Boating Modlet Version5 for A19 Note : The Modlet works for A19 and may still work on A18 Also on >>--7 Days Mod Launcher by Sphereii --<< Additional Credits : 7 Days to Die Forum community for wanting water based vehicles. TFP for the great game we love The 'Crew' on Guppy's Discord for their support HaidrGna for the support when things sank along the way. Spanish Translation by orlydb Happy Boating Ragsy and Guppycur !!
  21. This mod contains a collection of zilox's vehicle mods, the pack has the following vehicles. DOWNLOAD AH-64 Apache Helicopter The Apache Helicopter controls are the same as the gyrocopter, except W will lift you upward instead of forward like a helicopter would.The 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 the right mouse button while you have the helicopter missile ammo in your inventory. Alternatively you can use the number keys to fire each weapon individually, numbers 1 and 2 are used for the helicopter. The controls settings can also be changed in the settings menu under the vehicles section. Solar Powered Helicopter The solar powered helicopter is very agile and has a high top speed. It does not require any gas as it is powered by solar panels on the back of the helicopter.The solar helicopter is crafted with a solar bank and solar cell. It can be unlocked by grease monkey level 5 or by finding the schematics for it. You can also find the parts bundle for completing tier 4 or tier 5 quests. It has the same storage capacity as the gyrocopter. the controls have a bit of a learning curve, it fly's like the gyrocopter except Shift and C are used to control the forward momentum. Cessna 172 Skyhawk Plane The Cessna 172 Skyhawk 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. Military APC The military APC can fire rockets from a mounted turret and also protect you from outside damage.The military APC can be unlocked by grease monkey level 5 or by schematics. Rockets can be fired from the mounted turret by pressing the right mouse button, the fire button can be configured in the controls settings under the vehicle section.You must have the APC rocket ammo in your inventory to be able to fire from the turret. The turret can be enabled and disabled by pressing left CTRL and the number 1 key at the same time, this can also be configured in the settings.There are 3 types of ammo that can be switched out with vehicle mods. Rocket Frags which deal little to no block damage, Rocket HEs which deal a small amount of block damage, and Rocket Nukes which deal an enormous amount of block and entity damage. The default ammo type is the Rocket Frag.Upon entering the APC you will receive a buff that will protect you from damage and critical hits from outside damage. The APC can still take damage from enemies. Tigr Jeep The Tigr Jeep can be unlocked by grease monkey level 5 or by finding the schematics in loot or at the traders.It has a mounted machine gun turret which can be fired while driving the vehicle by pressing the Q key, the fire button can be configured in the controls settings under the vehicle section.The turret fires 762mm ammo which must be in the players inventory while firing the turret. The turret can be enabled and disabled by pressing left CTRL and the number 1 key at the same time, this can also be configured in the settings.The vehicle also does more damage to blocks in the world to make it easier to drive through rough terrain. In the wasteland it gains an extra damage buff to metal and stone.There are 4 new vehicle mods to change the functionality of the turret. A burst fire mod which enables burst firing of the turret. A full auto mod which allows for a fully automatic turret, but uses a lot of ammo. An Incendiary ammo mod which enables fire damage for the turret. A shock ammo mod which enables shock damage for the turret. Jeep Gladiator The jeep gladiator can be dyed with all the colours. It has 4 seats as standard which can be expanded to 6 seats with the expanded vehicle seating mod.It can be unlocked with grease monkey perk 4, or by finding the schematics to craft it. Offroad Buggy The offroad buggy is a fun vehicle that can overcome obstacles in its path. It also has a custom horn. The off-roading buggy can be unlocked with grease monkey perk 4, or by finding the schematics to craft it. Credits Special thanks to Closer_ex for the vehicle weapon system and Laydor for his Quartz UI mod. Installation Notes Note: This mod needs to be installed on both client and server for multiplayer. EAC MUST BE OFF! Support Discord Server If you need help with a mod, you can join our discord server: https://discord.gg/7ZreyEqZYM
  22. ZLoot_Increase :: Sets the Zombie Lootbags so they stick around for 30 minutes. This ensures even on a bloodmoon, your Zombie Lootbags will still be around on the ground at the end of the night. This also increases the chances of a Zombie Lootbag dropping. Please see the chart below: All Normal Zombies (zombieTemplate): 9% (2% vanilla) Feral Zombies: 11% (3% vanilla) Radiated Zombies: 13% (3% vanilla) Current Version https://github.com/XelaNull/7DTD-ZombieLootbag_Increase/archive/refs/tags/7DTD-ZombieLoogbag_Increase_A20_1.0a.zip Old Version https://github.com/XelaNull/7DTD-ZombieLootbag_Increase/archive/A19_1.0.zip https://github.com/XelaNull/7DTD-ZombieLootbag_Increase/archive/A18.3_1.3.zip
  23. Zilox

    Lootstage UI

    A small C# mod that adds the players lootstage to the UI. IMPORTANT NOTE: This mod needs to be installed on both client and server for multiplayer. This is a C# mod so EAC must be OFF. If you need help with a mod, you can join our discord server: https://discord.gg/7ZreyEqZYM DOWNLOAD
  24. 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?
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