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  1. 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:
  2. KingGen v0.13.1 Random World Generation for 7 Days to Die This is the official webpage of KingGen, a tool to generate beautiful maps for 7 Days to Die. Downloads: Windows - 64 bit Linux - 64 bit Usage: Download KingGen. Run it. Choose your preferences and click “Generate world”. KingGen will create a folder containing the world. You have to copy it into 7 Days to Die’s worlds folder, usually: “%appdata%\Roaming\7 Days to Die\GeneratedWorlds” Why KingGen? The generated worlds are beautiful, with natural landscapes and large cities. The generation is faster than vanilla, even on old machines. Biomes are randomly placed, no repetitiveness. Deserts and snow never touch. KingGen is purely noise based, no stamps are used. This means that no two lakes look the same, nor two mountains. Advanced customization supported. Links Detailed user guide Video tutorials Change log Submit your heightmaps Translate KingGen into your language Feedback Follow development Donations Mods KingGen is supported by a few mods. If you are a mod owner and want to make KG and your mods compatible, please reach out for customized help. Mods that currently support KingGen: Compo Pack Darkness Falls War of The Walkers Ravenhearst Screenshots: Editor 4K 8K 16K An 8K heightmap Performance: KingGen is incredibly performant. It is several times faster than vanilla generation thanks to its parallelized algorithm that takes advantage of all your cpu cores. This table summarizes KingGen’s performance on a laptop. You can expect even better results on a gaming pc. Size of world Execution time Ram usage 4K 30 sec 500 MB 8K 2 mins 1.5 GB 12K 5 mins 3 GB 16K 10 mins 6 GB Donations: Help the development of this mod with a small paypal donation
  3. FEATURES Play 7 Days to Die as a balanced post apocalyptic zombie vanquishing Sorcerer. Through training and discovery, you'll learn how to deport the undead straight back to hell by casting elemental spells of Fire, Ice and Lightning. • Vanilla game 100% untouched, add-only policy! • Balanced around vanilla gameplay, you must train to gain and sustain your power! • Unique animations, art, effects and sounds for spells and items • New Spells: Craft, Master and Upgrade 5 Spells per element! • New Enemies: Touched, Fallen (Champion), Awakened (Boss), Ancient (Raid) • New Attributes: Sorcery, Fire, Ice, Lightning • New Resource: Spirit (mana required to perform all Sorcery) • New Dual Skill Tree and Perks: Arcane, Fire, Ice, Lightning • New Crafting: Armor, Weapons, Mods, Spells, Potions, Scrolls, Stations, Blocks, Resources • New Armor Sets: Arcane, Fire, Ice, Lightning • New Masteries: Alchemy, Runesmithing, Spirit, Essence, Arcane, Fire, Ice, Lightning • Play-style: Sorcerer (Spellcaster) • Play-style: Alchemist (Potions, Bombs) • Play-style: Archer Mage (Spell Arrows) • Play-style: Gun Mage (Spell Ammo) • Play-style: Melee Mage (Spell Weapons) • Weapon Abilities: Primary, Secondary, Passive and Charge abilities • Rune Mods: Harness the power of Runes to augment your weapons, armor and gear! • Alchemy: Craft Potions, Elixirs and Bombs • Sexy Loot: Item Sets, Armor, Weapons, Mods, Spells, Potions, Scrolls and more! CLASS SET RUNE RUNE MODS! • Added: Spell Knight (Class Runes) • Added: Spell Gunner (Class Runes) • Added: Spell Archer (Class Runes) • Added: Enchanter (Class Runes) • Added: Ritualist (Class Runes) • Added: Scholar (Class Runes) • Added: Silence Rune (stops Fallen + Ally Healing) • Added: New Mastery (Scholar) • Added: Fire Spellcast FX (player arm) • Added: Alchemy Mastery 5/5 now Boosts Ally Potion Potency • Added: Rune Mastery 5/5 now Boosts Ally Rune Effectiveness • Added: Lightning FX+Spells (Shock, Electrocute) • Changed: Rune Mastery now unlocks Runes and Transmutations in this order - 1: Common, 2: Transmutations (convert), 3: Rare (Silver), 4: Legendary (Gold), 5: Transcendent (Orange) • Changed: Class Runes Drop Rate increased even more! SORCERY UPDATED - STAVES 8/27 (v0.96) Major Feature: New Staff Weapon and Mastery for each Element! (Build charges with Primary Attack while Burning, Chilling, Shocking foes. Expend Charges with Secondary Attack to release magical AoE mayhem! Staff Charges carry over to Spells.) Major Feature: Sorcery Difficulty Changer Mods (instructions in #🔑download) Rebalanced: Complete balance pass of Sorcery, influenced by #📊roundtable-vote Added: Fire Staff Weapon, Mastery, Quest and Nova Spell Added: Ice Staff Weapon , Mastery, Quest and Nova Spell Added: Arcane Chest + Quest (large craftable storage) Added: Mending Potion (mends sprained, broken bones) Added: Legendary Scroll: Energy Regen (Stamina + Spirit Regen) Changed: Chance for Fallen + Wisps to spawn in Desert Changed: Increased mod slots for Sorcerer Armor (+1 per tier) Changed: Hot/Cold resists tied to Fire/Ice Sorcery instead of Weapon Changed: Reduced Spirit Costs for Spells (5,10,20) Changed: Spirit now regens while spell charging Changed: Class Rune drop rate increased on Fallen Changed: Elixir drop rate increased on Fallen Changed: Fire Spellcast Blazing Speed doubled Changed: Spell Turret Spirit Burden removed, repair costs increased Changed: Scrapping + smelting Sorcery Items is drastically faster Changed: Removed unusable Intro Lightning Elixir and Scroll (re-adding in v1.0 Lightning) Changed: Removed Ritual Shards. Ritual Stone recipes changed. Changes & Fixes: Visit the Discord #Changelog ‼️New game is required‼️ YOU AGREE TO THE FULL TERMS OF USE AND DISCLAIMER HEREIN BY DOWNLOADING AND USING THE SORCERY MOD: DOWNLOAD SORCERY Sorcery is finally back for A19! You can expect bi-weekly/monthly updates from here out. Download: Sorcery-master.zip (latest version) Unzip: Sorcery-master.zip Drag-n-Drop: The two folders (Sorcery + Deep Pockets), found within the unzipped (Sorcery-master\Mods) folder, directly into your Mods folder (\7 Days To Die\Mods). Create the Mods folder here if it doesn't already exist. Verify Mod Path: (\7 Days To Die\Mods\Sorcery) + (\7 Days To Die\Mods\Deep Pockets) Deport The Undead back to Hell: You're ready to play as a post-apocalyptic harbinger of the elements... may your training commence! MOD LAUNCHER If you already have the latest version of the Mod Launcher, simply run it and install Sorcery there. Otherwise, follow these steps to get started: PLAY WITH DARKNESS FALLS Follow the instructions below (spoiler) to play Sorcery + Darkness Falls together: CREDIT TFP for creating and improving this ridiculously awesome game, while also providing the ability to making this type of modding available. 👑Supporters Supporters make ongoing development possible! Without your help, it would not be possible to put in the immense amount of time and effort required to design and create the plethora of unique assets that make Sorcery.
  4. I am confused about 7 days to die. When I play the game it feels like a survival game at times, but once you get items, and other things it feels like first person shooter, or Skyrim RPG. What is 7 days to die at its core? I want to say its a survival game because they got the creepy mood down, but so many things shift when you play it for long amount of hours. So what kind of game is 7 days to die? I just want to stop being so confused when the game gets updated, and I play it for long amounts of times.
  5. So I had an problem where after placing and removing a block the docks collapsed, killing me. Is there a list of POIs where this is an issue?
  6. ABOUT Overhauled User Interface Improved Journal User Interface with thematic topic header images Vehicles have custom UI, showing speedometer, encumbrance and more Map window now supports 40 custom POI icons to choose from Advanced Sorting and Searching feature in inventory and storage Optional Undead Legacy UI parameters in Options -> Video -> User Interface -> Undead Legacy Overhauled Encumbrance system where all items and blocks have certain weight, inventory limited by carry weight, slot limit 300 Overhauled attributes and perks Perks no longer unlock new schematics, nor they level up crafting tiers Introduction of Action Skills, that level based on what you do Introduction of Research System New lockpicking minigame Overhauled crafting system and crafting progression Overhauled material progression Hundreds of new items, blocks, recipes, vehicles etc Fully scrapping vehicles will make them respawn based on new block respawn timer setting (More blocks will be added to use this feature later) Player crafted electrical lights support for full RGB customization More immersive world interaction, water sources require jars to interact, fuel barrels and pumps require fuel cans Pick up all wild plants and player crafted ones with action key A lot of slightly damaged vehicles found in the world can now be fully repaired More info about the mod can be found on my website (including screenshots): http://ul.subquake.com/ TERMS OF USE https://community.7daystodie.com/topic/4085-subquakes-undead-legacy/?do=findComment&comment=54613 LINKS DOWNLOAD DISCORD DONATIONS AND SUPPORT
  7. Vehicle Madness Version 3 Beta 1.1 Guppycur's awesome original concept for Vehicle Madness way back in A17 returns to 7 Days to Die in A19, Guppy handed over the reigns of the project to me to rework and develop further the visions we have for vehicles in the game. This is a ongoing project and I am glad to say that ActiniumTiger and Marcus have actively joined the 'pit crew' and have already done some great work with the mod as well as bringing along some good ideas into the mix that we are looking to implement in the next versions. Features currently 26 vehicles ( all with overhauled unity vehicle physics and updated to linear colorspace). Revamped the vehicle harvesting system ( Balancing feedback required ) . Updated the custom vehicles build system. A brand new custom vehicle spawner , so no more double or triple spawned vehicles and vehicle piles. ( Custom code was written by HaidrGna and adapted it for Vehicle Madness with his kind permission) Added more vehicles to the craftable options for now. About Vehicle Madness For those that have not played the mod before ..... This mod will NOT let you build the 'custom vehicles' in the vanilla style...however you can still build vanilla vehicles in the usual way as all vanilla parts are still available in world. You will come across a variety of vehicles in the world, from firetrucks to humvee's to police cars to sedans and a few old rusted vehicles. You can only HOPE they are running. if not, you'll be forced to loot them to find salvageable parts, such as: Transmission (and damaged version) Engine (and damaged version) Seats (and damaged versions) Carburetor (and damaged version) Battery (and damaged version) Alternator (and damaged version) Chassis (and damaged version) Body parts (doors, hood, trunk and Fender and bumper) Full Vehicle Madness Style Wheels Wheel Rims We have adopted a system where 2x Damaged Parts go towards making 1 good working part along with other smaller items in the recipes. Tires that you find on the ground? They can be picked up! But, they are NOT WHEELS. You must find a wheel rim , these can be obtained by salvaging the vehicles in the world (you may be lucky and get full wheels and a wheel rim during salvage), or you can make a fully functional wheel by adding tire and wheel rim and using the air compressor tool in the Auto-Workbench. To make the Auto-workbench you need to first be able to craft 'normal workbenches' as you will need one to build the full Auto-workbench along with a compressor an ratchet set (lootable in world) ......you can then, after learning how, assemble the various vehicle parts into the various assemblies to build your custom vehicle. Car body assembly (requires a fully body kit) Electrical subsystem assembly Car engine assembly Car Body Kit Vehicle Madness wheel set Then Build your chosen custom vehicle from the selection available. ** Vanilla vehicles can be crafted using the existing parts as before on a normal workbench so we have left in vanilla items to maintain vanilla compatibility for other vehicle mods that use vanillla resources, vanilla parts will not fit the custom vehicles system build methods ** You can only use the cool stuff like firetrucks, police car , military car and 5 ton military truck by finding driveable versions! Gas will be at a premium and you will get minimal drops from vehicles, this means you may have to raid gas stations or make your own. ***** We recommend that you use a bigger backpack modlet such as this one as there are many parts to collect. ***** More to come..... New things are planned along the way , such as a new tire fitting station and car lift system . A Dedicated POI for Automotive Repairs We will be adding more vehicles options for your post apocaliptic driving pleasures currently 10 in total to be added in Beta 2 . Looking at a new system to spawn in broken vehicle with no gas that needs fueling to get back to workshop for full repair (early stage development). Changing the engine sounds along the way. Looking to adapt and add my fuel siphon modlet that i developed in A17 for use in Vehicle Madness in A19. Work on localisation updates. Add tracked vehicles into the mix ... and a few novelty vehicles. A few vehicles (Motorcycles and the working Chevy) are missing from the original release and may return or may be replaced with new options. Guppy's fun shopping cart is now a separate thing and can be found here Guppycur's Modlets Acknowledgements : Special thanks to : Guppycur Also thanks to valdifer for the Spanish Translations for Vehicle Madness , feel free to take the current localizations and add more languages. The 'past and present' Contributors to Vehicle Madness development: ActiniumTiger Marcus Guppycur HaidrGna Mumpfy Random Person bdubyah DUST2DEATH and myself Others who have been involved of whom i may have forgotten , and rest of the 'Crew' on Guppy's Modding Discord for the support along the way. Note: You are not allowed to extract and alter the assets in this mod in any way, these assets must not be used in any venture that attempts to make money out of modding VEHICLE MADNESS 3 BETA1.1 DOWNLOAD LINK ***** Please Note : This is an Overhaul mod in modlet form and is required on both Client and Server as with other mods that add new assets. ******* A new game save is required as the mod overhaul adds a lot of new blocks in the game and changes existing ones too !! Changelog Beta 1.1 : 1. Added various new wrecks created by bdubyah for the ultimate salvage variation ( There is only 1 vanilla sedan in chain as required by some POI's and all others are now custom). 2. Tweaked some vehicle speeds and camera positions and some storage on the big vehicles 3. Increased amount of wrecks on roads and in biomes to provide more resources. 4. Experimental block damage changes 5. Added Quad to world spawns and reduced spawns very slightly (feedback on this will be required as catering for server vs single player). 6. Added compressor to EMS and Military loot options , increased probabilities in automotive and rare automotive loot as were too rare before. 7. Removed damaged motorcyle part2 from spawn ( will add more motorcycle variant wrecks at some point) Have fun 🙃 The Vehicle Madness Team !!!
  8. Hello everyone, managed to make my first mod. It adds two explosive blocks. Placeable version of the dynamite and TNT as well as means of connecting explosives together and to electricity. Personally I've been missing explosives like these. The only way to demolish stuff was using the throwable dynamite which actually despawns in a bit. Very annoying. I just started playing 7 Days to die since Alpha 19 so I don't know where the old TNT block went. Anyway, this adds it back in a way, with a few more bells and whistles. Would be a shame to not blow stuff up efficiently in a voxel game with structure stability :D. Would be funny if they added it back in alpha 20. All the details and download are on here https://www.nexusmods.com/7daystodie/mods/1540
  9. A prefab for 7 Days To Die. - Dungeon-style playthrough - Tier 5 quest - 100% vanilla blocks - Mandatory electricity: tool + battery needed to enter the prefab. ==>> WARNING ==>> Electricity is tested extensively in-game in singleplayer mode. Testing of the electricity online / on a server is pending! Version 1.5: implemented electricity, many stability-improvements, slight framerate improvements. A19.5 and 19.6 compatible. Have FUN playing! Download: https://www.nexusmods.com/7daystodie/mods/1526
  10. Hi everyone This will be the post where I will publish my mods for alpha 19, any questions or suggestions or feedback is welcome. GK return to old Farmland A19 This mod adds back the old previous alpha cultivation system, added its scheme and recipe, the scheme is only obtained by looteo. Link: http://www.mediafire.com/file/4kaiuggwx1goiib/GK_Return_to_Old_Farmland_A19.rar/file GK useful tires A19 V1.1 It is a small mod based on the work of Ragsy2145, which gives you the possibility to harvest the vehicleWheels by destroying from the floor, they will give you: 1- vehicleWheels count = 1 prob = 0.14 2-resourceForgedSteel count = 1 prob = 0.12 3-resourceOil count = 1 prob = 0.14 4-resourceScrapPolymers count = 6 prob = 0.75 They only change the values of vehicleWheels for decoCarTirePile and decoCarTireStack which can give you 1 to 2 wheels. V1.2 It gives you the possibility to obtain decoCarTireSmallFlat to make vehicleWheels and adds its recipe (the original recipe remains). <drop event="Destroy" name="decoCarTireSmallFlat" count="1" prob="0.20" tag="salvageHarvest"/> <drop event="Destroy" name="resourceForgedSteel" count="1" prob="0.12" tag="salvageHarvest"/> <drop event="Destroy" name="resourceOil" count="1" prob="0.14" tag="salvageHarvest"/> <drop event="Destroy" name="resourceScrapPolymers" count="6" prob="0.16" tag="salvageHarvest"/> Additional Credits: Ragsy2145 Link V1.1: http://www.mediafire.com/file/v0bx3ts6zxuw5jb/GK_Useful_Tires_A19.rar/file Link V1.2: http://www.mediafire.com/file/zx95oxovl8xm3vq/GK_Useful_Tires_A19%282%29.rar/file GK Texture Vulture Radiated A19 V1.0 - A18.4 This little mod only adds texture to the irradiated vulture, which didn't have it, because?, I don't know, but now it already does. V1.1 - A19 Fixed a bug with the vulture texture. Link V1.0: http://www.mediafire.com/file/vidyffdlbpyhf3j/GK_Texture_Vulture_Radiated.rar/file Link V1.1: http://www.mediafire.com/file/ludy9kasf6d1kyd/GK_Texture_Vulture_Radiated_A19.rar/file GK 2 Mods This mod adds two new itemModifiers 1-modBleeding - Modification of bleeding 2-modFrog - Dive Modification The first adds 50% chance of bleeding to zombies and animals, only installs on bows and crossbows, ideal for hunting lovers. The second adds%? resistance underwater, only installs on helmets, ideal for diving lovers. The scheme of both is only for looteo. Link: http://www.mediafire.com/file/8kayllojkrnehl7/GK_2_Mods_A19.rar/file GK Boxes Back This mod returns the boxes to you by destroying them (secure storage chest and generic box). Link: http://www.mediafire.com/file/3cu9llrv7i0jvt4/GK_Boxes_Back.rar/file GK Storage This mod increases to 90 slots the storage boxes (secure storage chest and generic box) and greenDrawer. Becaused TFP reduced the storage size of the secure storage chest,generic box and greenDrawer left them the same at 72 slots. Link: http://www.mediafire.com/file/c91zcieq5ml1ic9/GK_Storage.rar/file GK Pickup Grass and More This mod allows you to collect dry grass and shrubs in biomes by pressing E. V1.1 - A19-A19.1 forestFlower and treeAzalea are added. Link v1.0: http://www.mediafire.com/file/02a4gd9i4lntwz0/GK_Pickup_Grass_and_More.rar/file Link v1.1: http://www.mediafire.com/file/uj94zfewzdbauzi/GK_Pickup_Grass_and_More_A19.1.rar/file GK Less Grass This mod causes less grass to be generated in forest and snow. If you want much less grass edit. 0.04 in the biomes.xml file to 0.001 Link: http://www.mediafire.com/file/f9v9wc3xq48fgr9/GK_Less_Grass.rar/file GK Walk,Run and Swimming Fast This mod allows the player to walk,run and swimming fast. Link: http://www.mediafire.com/file/rqp30chfoyhe9lv/GK_Walk%2CRun_and_Swimming_Fast.rar/file
  11. I have an 8k height map (16 bit greyscale) of the Washington, DC area. But my Google-fu has failed me! All of my searches for importing a height map in 7DtD take me to stuff about Nitrogen and KingGen. I've already used both of those to generate maps based on that DC height map. I'd like to see what the RWG does with populating the map. Is there a way to import the height map to use with the RWG? (And yes, I know about importing CompoPack and other prefabs into the RWG list...) And if so, how? Thanks!
  12. FreakUK

    FreakUK's Modlets

    Convenient 1-stop listing of my modlets. Unless otherwise stated, assume ALL my mods are client side - which means they need to be installed on both the server AND client, due to custom icon(s)/assets. FRK Armor Mods (A19): Nexus / Google Drive ***Needs to be installed on both the server AND client sides, due to custom icon(s)/assets*** Adds a backpack mod (+15 carry weight), Ultimate Goggles (combine looter goggles, nerd glasses, etc), and sprung boots mod(Upgraded version of impact bracing mod - increasing jump height) ------------------------------------------ FRK Beehive (A19): Nexus / Google Drive ***Needs to be installed on both the server AND client sides, due to custom icon(s)/assets*** Adds a beehive to the game to automatically generate honey! ------------------------------------------ FRK Chicken Coop (A19): Nexus / Google Drive ***Needs to be installed on both the server AND client sides, due to custom icon(s)/assets*** Adds a Chicken Coop to generate eggs and feathers. ------------------------------------------ FRK Craftable Candy (A19): Nexus / Google Drive ***Needs to be installed on both the server AND client sides, due to custom icon(s)/assets*** Kinda does what it says on the tin - Allows crafting of the candies in-game. Ties each of the different types of candy to a perk (at level 1). (Or, get lucky, and find the schematic to unlock them all!) DemolitionsExpert → AtomJunkies FromTheShadows → CovertCats LuckyLooter → EyeKandy SalvageOperations → Hackers Physician → HealthBar LockPicking → JailBreakers Electrocutioner → NerdTats Parkour → Oh@%$*#!zDrops Miner69r → RockBusters Brawler → SkullCrushers BetterBarter → SugarButts All recipes for the candies use Sugar and animal fat, plus 1 more ingredient, which differs for each candy. Sugar can be crafted from candies, or found in loot. Sugar and Candy are crafted in the Chemistry station. ------------------------------------------ FRK_Dev_Drugs (A19): Nexus / Google Drive ***Needs to be installed on both the server AND client sides, due to custom icon(s)/assets*** Adds six new drugs to the dev section of the creative menu: Dev: Amnesia! - Works like the dev respec potion, except it also clears all vanilla schematics! Dev: Hurt Me! - Apply numerous physical debuffs. Sprained limbs, bleeds, concussion, etc. Dev: Ipecac! - Give yourself Dysentary, and reduce your food and water by 50-60% Dev: Ouchie! - Give yourself an abration. Dev: Slice! - Give yourself a laceration (and associated infection/bleed chance). Dev: 'tis but a scratch! - Break your arm and leg. Obviously, these are of no use for a normal playthrough - they're strictly for testing mods. I needed a couple of them for a personal project, so thought I'd release them incase they're of use to another modder. ------------------------------------------ FRK_Schematics (A18/19): Nexus / Google Drive ***Needs to be installed on both the server AND client sides, due to custom icon(s)/assets*** Adds a workstation where you can craft most mod schematics, and some item and weapon schematics. Work station is gated behind Advanced Engineering Rank 3, but the schematic CAN be found in the wild! ------------------------------------------ FRK_Ammo_Crafting (A19): Nexus / Google Drive ***Needs to be installed on both the server AND client sides, due to custom icon(s)/assets*** Changes Ammunition crafting to require specific sized casings and tips. One thing that has always bugged me about this game, is that ammo crafting is dumbed down TOO much - all casings are the same, all tips are the same size... So I made a mod to fix it lol. Adds Steel ammo for all 3 calibers. (9mm, 7.62mm, .44) Bullet tips now have to be crafted for each caliber. (9mm, 7.62mm, .44) Bullet casings now have to be crafted for each caliber. (9mm, 7.62mm, .44) All bullets require primers Shotgun Ammo now altered. All components require individual crafting (cases, primers, shot/slug). Primers are crafted at a Chemistry station, Tips and Casings in the forge, as before. Crafting of primers requires Demolition expert rank 1. Crafting costs for tips and casings adjusted slightly.
  13. INTRO & CREDIT: You've seen it before: copper and zinc together to make brass! What I've done here is extended support for ore-laden sub-biomes by adding copper and zinc metal boulders and vein generation to the random world generator. You can smelt these materials together to make brass directly in the forge. Additionally, I added automated mining excavators (inspiration and permission from stallionsden's modlet) that will automatically produce a variety of raw ores, stones, and even asphalt, gravel, bones, soil, and glass -- but the cost to make them is steep. After retrieving raw ores, you can use the new rock crusher machine to crush them up for you into usable resources. Finally, lots of effort has been made to add copper and zinc as salvageable metals throughout the game from appliances to metal piping as well as automotive pieces and chain-link fences. This mod gives you plenty of options for finding new ways to get brass for all your munitions needs, not to mention all the other ores at a reasonable pace. Credit to @Del_Stryker for putting together some copper and zinc boulder models. DOWNLOAD & INSTALL: Alpha 18.0: MeanCloud__Mining_v1.01.zip (version 1.01, 2019-10-28) Alpha 18.1-18.4: MeanCloud__Mining_v1.04.zip (version 1.04, 2020-03-21) Alpha 19: MeanCloud__Mining_v1.05.zip (version 1.05, 2021-07-20) Download and extract this modlet to your 7 Days to Die /Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). Once extracted, move the files in the mod's /Prefabs folder to your 7 Days to Die /Data/Prefabs folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Data\Prefabs ('Prefabs' will already exist; if you can't find it, you're in the wrong place). USING THIS MOD: To get started mining, I highly recommend you create a new random world. If you try to install this mod in an existing game, the new copper and zinc ores and veins will not be generated. You will still find copper and zinc while salvaging and scavenging, but you will not find it while mining unless you create a new random world (see notes further down in this post). Once you've found some copper or zinc to mine (or have otherwise looted some), take it to the forge and you'll find that it now accepts the additional metals which can be smelted down into scrap brass or forged directly into bullet casings. Note that you still need the relevant perk to craft bullet casings and the crucible to pour brass back out of the forge as normal. This modlet also adds excavators, which are automated mining machines that will drill into the ground and resurface with materials every so often. While they are expensive to make, they will surely make up for their cost in the materials they mine up. Most of the mined ore must be processed by a rock crusher, which this mod also adds. The rock crusher is a new workbench (it's built from an old industrial clothes washing machine) that uses ore blocks and sand to crush the usable materials out of the ore. Excavators will go through various stages as they mine through the ground: Have fun mining! WANT MORE? Try my Regenerating Boulders modlet that lets ore boulders regenerate. There's a subversion of that mod that works for these copper & zinc ore boulders:! NOTE FOR MULTIPLAYER: The current version of Alpha 19 does not push localization data to users. If you are playing multiplayer (either hosting or via dedicated server), each player will need to install the mining mod themselves to get the proper descriptions of items, blocks, UI labels, etc. that this mod changes. NOTE ABOUT WORLD GENERATION: This modlet adds ore generation in the form of sub-biomes for copper and zinc metal boulders and ore veins. If you do not generate a new world, these boulders and veins will be absent (but you can still definitely acquire copper and vein materials by salvaging and scavenging during normal gameplay). I would recommend that you start a new game if you intend to use this mod. NOTE ABOUT THE FORGE CHANGES: If you are adding this modlet to an existing game, please be aware that your existing forges will have all contents erased except for fuel and anything that was queued. This is because this modlet is adding extra input materials (copper and zinc) and the 7 Days to Die game engine does not gracefully handle this kind of change. Make sure you're okay with all players losing forge contents the first time this mod is installed into an existing game world. NOTE ABOUT MODLET COMPATIBILITY: This modlet is not compatible with stallionsden's mining truck and rain collector modlet. This mod intentionally uses some of the same block names and lootcontainer IDs to discourage players from attempting to use both mods at once. Additionally, this modlet is not compatible with the S420's SimpleUI-ForgeInput modlet that changes forges to have three inputs. This modlet already includes forges with three inputs anyway, but S420's overwrites what resources are accepted by the forge, causing errors to be logged to the console since this modlet requires copper and zinc to be accepted by the forge. Neither is this modlet compatible with many modlets that reskin the forge at all. ERRORS ON STARTUP? If you fail to install the prefabs correctly, 7 Days to Die will log errors in the console window. You need to install the prefabs to the correct location, even if you aren't generating a new world or are playing on a dedicated server. TESTERS: This is one of my bigger mods -- looking for people to test and provide details of any bugs or issues, or simply want to give feedback on their experiences with the mod such as game balance. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more. All of my modlets for 7 Days to Die.
  14. MAGOLIS COMPO PACK So welcome to the CompoPack. Together with Wolfbain5 and the guidance of Magolis wishes both Wolfbain5 and i have churned thru every prefab and finally have a release for you guys to play with. Compo Pack has its own Discord server Found - HERE Once you join, agree to the rules then a verification PM will be sent for you to follow, simply follow the steps and you will be in 🙂 . - Feel free to join. On the Compo Pack Discord channel you can - Submit new prefabs to be added to the compo Pack, - Report any errors or problems you may find - Discuss any thoughts and ideas - As well as general talk ******WORKS IN A19.5***** ***IMPORTANT INFO*** This will require a new world to be generated, not just a new save game because several prefabs have changed size which can cause severe errors in existing world when they are reset by questing. For multiplayer the mod will need to be installed on all player clients. We did a comprehensive cleaning. Every prefab has been gone through for texture stream reduction and zombie spawn site clean up in an attempt to lower lag. All quest locations should now work. Every prefab that has a quest has been gone through and updated to ensure they can be completed. Vanilla locations not included. Minor questpath walkthroughs have been gone through to insure entry into the buildings. a Major questpath walkthrough is in the works. Many prefabs have had several of their doors unlocked in logical locations. We have also gone through each prefab to fix paint, we may be missing a few spots, if so, please report. A loot reduction has been done in many gamebreakingly over populated loot pois. COMPOPACK 47 CHANGELOG Tasks that will be ongoing - Replaced many blocks to their correct block for texture saving. IE: if it was painted concrete and the block under the paint was actually wood it got replaced with concrete (This will still continue into CP47 if we find more) - Zombie amounts in prefabs were fixed to a more standardised level and per more vanilla amounts in alot of over populated pois. (Mine included lol) - Loot rebalance will be ongoing each and every iteration of the compo pack. - quests, pathing and zombie interactions. Ie: active, passive and attack tags. DOWNLOAD THE METHOD YOU PLAY HERE: KINGGEN CP47 Download contains: * Prefabs (edited to work with Kinggen) * CPPrefablist (Contains vanilla and cp prefab list.) [Latest List is 13.1] * For Map Generator assistance and or Map Generator DL - NITROGEN CP47 Download contains: * Prefabs. * Example Map. * Nitrogen Files. * Cp47 comes with its own nitrogen prefablist. Simply use the one supplied here in the download. NOT the Nitrogen one. NITROGEN HOW TO INSTALL WITH PICTURES STEPS) RWG MODLET CP47: Download contains: * Modlet. KINGGEN INSTALL INSTRUCTIONS: 1. Download Kinggen - 2. Download Cp 47 prefablist and prefabs via the download. 3. Add prefabs to game prefab folder ( if on server PREFABS WILL BE BOTH CLIENT SIDE AND SERVER SIDE) 4. place CPPrefablist in a place you will remember (needed for next steps) 5. In Kinggen advanced setting direct the custom list to the cp prefablist select your settings and generate your map and play... NITROGEN INSTALL INSTRUCTIONS: 1. Copy all FILES from the COMPOPACK's Prefabs-folder into your Gamefolder.../Data/Prefabs/. IMPORTANT: Please copy just the files from the folder !!! DO NOT COPY AND PASTE THE WHOLE PREFAB-FOLDER ITSELF (else it will not work) !!! 2. **If using the example Maps provided** Copy 4k version from the folder eperimentalmap from this download to the 7d-saves-folder (C:\Users\<USERNAME>\AppData\Roaming\7DaysToDie\GeneratedWorlds) alternative: generate a own world with Nitrogen versin 0.501 and copy it to the 7d-saves-folder (C:\Users\<USERNAME>\AppData\Roaming\7DaysToDie\GeneratedWorlds) 3. Move all 3 .txt files into the resource folder of nitrogen 4. Customise your world with the many options available 5. Start a new Game and choose the world experimentalmap4k (alternative the name of your own generated world) - then you will have plenty of new buildings everywhere. MODLET INSTALLATION INSTRUCTIONS: 1. If you dont have a Mods folder already, Make a Mods folder in game directory If you havent already 2. Simply then open the COMPOPACK A19 CP47 (RWG MODLET) folder and Drag the COMPOPACK A19 CP46 folder inside original folder into Mods folder (steam/steamapps/common/7 days to die/Mods) 3 .Run game and enjoy Server Instructions: 1. Same as above for client, but in server folder. Prefabs will also need to be on client side as well as server side. CP 47 Proudly brought to you by: MAGOLI - A legend whom kept everyone entertained with his updating of the Compo Pack for all of us to enjoy WOLFBAIN5 - Loot, Nitrogen and Zombie Removal service as well as Quest fixer and assisted in updating prefabs. Handled Nitrogen side of things STALLIONSDEN- Prefab repairer, Painter, And Rotater of wrong rotated blocks and OFC annoying Wolfbain5 with my huge amount of zs and mass amount of volumes for him to sort (Your welcome Wolfbain5 haha) Handled Modlet side of things. Plus all the many Great and amazing prefabbers out there whom have contributed to the CP over the years and all those whom will be adding more in the future. Prefabs Removed from CP47 to be fixed and re added when ready: * The Slums (By_Pikero) * Cyberdyne * ResidentEvilMansion (by_Magoli) DISCORD CHANNELS PREFAB SUBMISSIONS HERE Please refer to original thread for any info in the O.P for now. comments welcome here to, Original thread can be found here for cp45 dl and info:
  15. Haidrgna

    Gnamod

    GNAMOD DOWNLOAD HERE Join Gnamod's Discord 1. Basics 1.1 Introduction Gnamod has been developed since A14 by Haidr’Gna, hereafter referred to as mod-author. It all began as a set of tweaks for personal use and grew bigger during A15 into a full overhaul. The name is derived from the mod-author’s nickname and has no special meaning and is not an acronym for anything either. Gnamod grew from just one overhaul into a group of mods that all share the same base of alterations to the game. This mod is now referred to as Gnamod Core and is the foundation for nearly all Gnamod versions since A17. The only exception is UI, which is known as Gnamod CoreUI and forms the foundation for all UI modifications for Gnamod but is also available as a stand-alone release. Gnamod is aimed at any player that finds the vanilla game lacking and is seeking more of a challenge in all aspects of the game. It brings back the survival aspect and offers a slower pacing than the vanilla game. The aim is a challenging but also fair gameplay experience where you will have to fight and be smart to earn your place in the world. The zombies are far more relentless, looting a lot more challenging and the world is more interesting. Gnamod is a complete overhaul of the game, which means every aspect of it is altered in some way or will be in future versions of the mod. Gnamod is also continually being worked on and new content is being added. Since A17 introduced xpath there no longer is a need to redo work when a new alpha is released. This means Gnamod will continue to grow along with the game. DOWNLOAD HERE 1.2. Manual Installation A. Navigate to the game's base folder: (~\Steam\steamapps\common\7 Days to Die). B. Extract the contents of the zip file(s) directly into the game’s base folder. C. Make sure the entire contents of each zip you install goes into the base folder. D. Start the game, if you done it correctly a you will see the Gnamod logo in the main menu. 1.3. ModLauncher Installation. A. Download the ModLauncher from sphereii at: https://7daystodie.com/forums/showth...-7-Days-to-Die B. Install the ModLauncher following the instructions. C. Find the tab for Gnamod, open it, select a version and use Install Game Copy. D. Use Pre-Sync to download the mod and then Play Mod to start. 2. License and Use 2.1 Terms of Use This section applies to all mods released by the mod-author under the name of Gnamod. Any such mod will always start its name with Gnamod, such as Gnamod Core, Gnamod Horde Mode etc. Assets found in the Gnamod.unity3d contain the work of The Fun Pimps, myself, work from other authors listed under Included Work and used Unity packages, therefore it is NOT allowed to re-use this in any way without permission from the mod-author and/or the original author(s) of the content. Gnamod is free to play by whoever owns 7 Days to Die. This includes running it on a private or rented server and hosting a game for friends. Users of Gnamod are also free to tailor their experience to their needs by altering the XML files. When hosting a server or game with such altered contents, it is required to notify users that an altered version of Gnamod is being used. Users are free to borrow ideas that are unique to Gnamod in their own locally used mods or hosted games for friends. When using ideas unique to Gnamod in a mod that will be released to the public you are required to ask for permission from the mod-author. It is good practice to credit the mod-author and reference Gnamod in the mod’s documentation and advertisement in this case. Users are NOT allowed to take the code from this mod to add to another mod in any way without asking the mod-author explicit permission for it. This applies for taking (parts of) the code, XML or assets as well as altered versions of these. Gnamod is intended to use as is and not to be broken down or redistributed in altered form. This includes adding any part of Gnamod into any kind of overhaul mod or mod collection pack. Due to the nature of Gnamod, the Core mod will likely not be compatible with any kind of modlet and the CoreUI mod will likely not be compatible with any modlet that alters the UI in any way. It is up to modlet authors to facilitate compatibility with Gnamod if they so incline. Bugs and issues that occur because of the use of other mods will not be resolved by the mod-author. It is of course allowed to design modlets that enhance Gnamod. Such modlets should be named in such a way they always load after the Gnamod Core mod. The Fun Pimps are ultimately the true owners of this mod as it only works with their game and is only possible because they support the modding community of their game. 3. Mod Overview 3.1. Mod Structure Gnamod is build around two Core mods, Gnamod Core and Gnamod CoreUI. Core is the main mod that houses nearly all changes required to overhaul the vanilla game. CoreUI is the same for all the UI changes required for Gnamod. By this design the other versions are just modlets designed to specifically alter or activate certain stuff within Gnamod and thus are dependent on the Core mod to function. Want more Gnamod, find other players or know what is cooking: Join the Discord Channel! DOWNLOAD OLDER VERSIONS
  16. >>> Click Here to Download <<< >>> Alternative download link <<< CC_Left4Dead version 0.9 A collection of locales from Left 4 Dead, remade as 7DtD POIs. by 'Crater Creator' Last tested in A19.6 b8 There are two zombie games that, by a wide margin, I've played more than others. One is 7 Days to Die, and the other is Left 4 Dead 2. Like The Walking Dead and other series, Left 4 Dead has become a beloved classic of modern zombie fiction in its own right. This made it an easy choice to use as a source of locations to adapt to 7 Days to Die. For the 1.0 release, I'm focusing on locations from Death Toll, my favorite Left 4 Dead 2 campaign. The POIs currently included in this release are: DTTower (non-questable) A small, three story observation tower seen in Death Toll's train yard. This was my testbed for assessing the feasibility of the project. DTCabin (Tier 1) A secluded forest cabin at the outskirts of Riverside. DTChurch (Tier 2) Riverside's local church and adjacent cemetery. The L4D Survivors used it as a safe room after defeating 'church guy' and the horde he called with the church's bell. DTQuikBuy (Tier 1) A convenience store, just across the street from the church in Riverside. DT_Downtown (Tier 5) An extra large conglomerate of Riverside's downtown buildings, reassembled into a creative yet familiar dungeon crawl. All POIs are configured to work in RWG, and all except DTTower support quests. They use all vanilla game assets and should work with other mods. They're meant to closely match the originals in terms of aesthetics, with changes to pathing, loot balance, and other gameplay as needed to create entertaining 'dungeon crawls' through these POIs. This collection may expand as time allows. Not all memorable/distinctive locations would work well as standalone 7DtD POIs, but others are viable, both from Death Toll and other campaigns. To install, simply move the CC_Left4Dead folder into your 7 Days to Die installation's Mods folder. Lastly, I love feedback! Put it right here.
  17. V19.8.2.5c 6.2.2021 Alpha 19.6 Stable Branch New Save Game Required When installing mod for first time! Do not use a save game from any vanilla game, older version of mod or another mod. A19 Stable Download: Download Here V19.8.3.4 9.4.2021 Alpha 19.6 Experimental Branch New Save Game Required When installing mod for first time! Do not use a save game from any vanilla game, older version of mod or another mod. A19 Experimental Download: Download Here If you are interested in renting a server with my mod, I would suggest using BlueFang Solutions. They offer good rates with excellent customer service. The servers they use have DDOS Protection and are reliable. You have full control over your server uptime, restarts, settings, etc. They do even support mods. Which can be done through FTP access or through their customer support system. They have direct contact with me in case of any issues so that we can work together to provide you with reliable server! So if you are interested in starting a server, please use this link below: Using this link will help support me with a portion of all sales will be credited to me. The money will help me in real life pay bills and rent. As requested before from some, here is a PayPal Donation Button, any donations is greatly Appreciated but is not required to play my mod. Survival: Farming - Grow Wheat, Apple, Strawberry, Cocoa, Carrot, Cucumber, Leek, Lettuce, Melon, Onion, Pepper, Tomato and Blackberry Crops Schematics - New schematics to find to learn how to craft new recipes Buffs - New and modified buffs Fishing - Craft your own Fishing Rod and catch some fish in any water body Ores - Tungsten, Copper, and Zinc Ores HUD - Featuring SMX UI Mod Biomes - Updated biomes and new resource pile prefabs as well as Random Crate POI to find in the wild Health Items - New items such as the Trauma First Aid Kits, Bandages, Vitamins, Leg Booster Shots and more Food Items - New food items such as Meat Pies, Bread, Pies, plus more. Animals either have Raw White Meat or Raw Red Meat Drink Items - New drink items such as Mossy Brew, Green Tea, Apple Juice, plus more Prefabs - Several new prefabs that you can explore Traders - Modified trader locations that feature 2 new traders, one specializing in schematics and the other quests and reward papers Class Stores - Featuring 2 regular traders and the 2 new traders with all the class vending machines for buying goods Enemies: Boss Zombies - Several boss zombies made from Creature Pack - Zombies modlet. All with special loot Crawler Zombies - More Standard Crawling Zombies Zombie Hordes - All Screamer, Sleeper and Blood Moon Zombie Hordes now feature new zombies Bandits - NPC's that will attack you on site. Will also attack zombies, survivors and wildlife. Mainly found in wasteland and burnt biomes (From Creature Pack - Humans) Survivors - NPC's that will only attack you if you attack first. Will attack zombies, bandits and wildlife (From Creature Pack - Humans) Loot and Perks: Loot - Many new items found in loot, zombies, loot containers as well as traders Skills and Perks - Several new skills to learn with a revamped skill menu from the SMX UI Modlet Classes - Several classes that you can learn in game through quests. Each has exclusive recipes and items. All classes can be obtained 8 New Treasure Quests - 15 Total In Game 101+ New Challenge Quests - 115+ Total In Game Reward Cards - These cards can reward you with either experience points, skill points or even provide a buff for double/triple xp. Can be obtained at traders or in special loot crates Traders - New specialized traders in modded trader locations (These locations are obvious when you see them as they have a different look than vanilla trader locations) Items and Blocks: Armor - Full sets of Kevlar, Silver and Tungsten Armor Clothing - New Cold and Warm Weather clothing Blocks - Tungsten Blocks, More shape variations for concrete/rebar blocks Flares - Spawns Specialized Loot Crates. These are found in special loot crates Tools - Full sets of Scrap Iron Tools, Tungsten Tools and Diamond Tipped Tools. Also Steel and Tungsten Augers/Chainsaws Guns - FAMAS, Desert Eagle, Baretta Shotgun, M25 Sniper Rifle, and Remington 8 Melee Weapons - Tungsten Club, Steel and Tungsten Machetes, Gold Tipped Knives and Machetes + Swords and Maces Ammo Types - Hollow Point and NATO Bullets Workstations: Armor Smithing Station - For crafting advanced armor such as kevlar, tungsten and silver Blueprint Station - For crafting schematic loot crates that you place and will spawn random schematics Gun Smithing Station - For crafting all vanilla and mod guns Mortar and Pestle - For crafting seed recipes and more Oil Production Block - A workstation that produces oil over time Tungsten Forge - Has regular forge recipes as well as the capability of smelting tungsten. Works better than regular forge Tool Workbench - For crafting advanced tools Builders Workbench - For crafting rebar, iron frames and tungsten frames Screamer Block - Light this up to attract screamers really fast Coffee Maker - For crafting hot beverages Microwave - For crafting soups Player Oven - For crafting campfire recipes plus several other exclusive recipes Food Processing Table - For crafting/prepping food recipes Brewery Station - For crafting alcoholic beverages Fabrication Station - For crafting decorative type blocks Ammo Workbench - For crafting ammo Mechanic Bench - For crafting advanced vehicles Included Modlets: Creature Pack - Animals Creature Pack - Humans Creature Pack - Zombies CCTV NerdScurvy Doors + Windows NerdScurvy Toybox SMX Hud SMX Lib SMX Menu SMX UI ZTENSITY UBBI and Patches
  18. Hi, i have edited the vehicles.xml file and anything over 25 or 30 the vehicle doesn't get faster. I have searched internet for help but can't find anything about speed limit? Or do i have to change torque or something?
  19. Tested with A19.6 White River - Tools of Citizenship - A19.6 * Also now supports Darkness Falls through the use of a compatibility modlet. Now with Multiple Languages Localization/Support: English, German, French, Iitalian, Japanese, Korean, Polish, Portuguese, Russian, Turkish, Simplified Chinese, Traditional Chinese, Spanish The White River settlements are looking for new citizens to contribute and are willing to give extra tools and equipment that they've collected. They are offering to provide to a select few survivors access to higher quality tools, weapons, armor, and equipment in exchange for volunteering to complete various tasks for the settlement. There is a limited supply and these items are only available to those who gain citizenry with White River settlements. In addition to the reward, the player is sometimes also offered a small stack of wet concrete blocks, from the last of the Trader's community inventory to assist in re-establishing a homestead. ---- This modlet collection extends the new player White River citizenship quest line to provide a handful of quests to obtain improved tools, weapons, and armor. Each item has a small back-story and explanation in an attempt to blend with the vanilla game and Trader. This gives new players a chance to obtain better equipment through a method other than randomness or traditional progression. The rewards this Modlet pack provides were carefully considered against Vanilla gameplay. In most cases, the named items only provide a small improvement over the items they were created from. Due to the multi-tier design of this modlet collection, it provides equipment for beginners all the way up through the elite. **This modlet pack is XML XPath ONLY and only needs to be installed on the server or player hosting the game! Other players do not need to install this modlet pack locally.** The modlet collection provides multi-tier quest lines, first requiring the player to craft a +Declaration of Citizenship. This allows them to begin a quest to volunteer to help lay to rest 10 old residents now turned zombie. This earns the player a +White River Citizenship Card which they can then use to select which quest they would like to pursue. The player's citizenship card is returned to them after they complete the settlement's quest. If it is lost for any reason, the player can craft a new +Declaration of Citizenship to start the process over of becoming a White River citizen. The +White River Citizenship Card can also be used to pursue two higher-level citizenship cards through killing of 100 Zombies or 1000 Zombies, respectively. These higher tiers of citizenship allows for the pursuit of Veteran and Elite level equipment. -- Citizenship is offered in three-tiers: - Tier 1 : Kill 10 Zombies. This is the Basic level of citizenship. Reward: +White River Citizenship Card - Tier 2 : Kill 100 Zombies. This is the Veteran level of citizenship. Reward: +White River Veteran Citizenship Card - Tier 3 : Kill 1000 Zombies. This is the Elite level of citizenship. Reward: +White River Elite Citizenship Card Once the player obtains their citizenship card, they can use this to craft quest-starter items for the equipment quests below. Some of the quests below offer a veteran version which rewards a sealed crate containing better quality, more items, and greater quantity of each multi-quantity item. Some offer an even higher level set of rewards for elite citizens. However, after a "Veteran" or "Elite" quest is complete, only a basic citizenship card is returned. The player must successfully complete the Tier 2 or 3 citizenship quest again in order to pursue another Veteran/Elite equipment quest. QUEST LISTING: VEHICLES: - Spirit of Vengeance - Take on a demon Juggernaut and obtain a super-fast vehicle. A player using this vehicle is a sure-sign of their elite status. Big thanks to Snufkin's Server-Side Zombies & Snufkins's Server-Side Vehicles for a big part of the base code for the vehicle and zombie. Tested for compatibility with Snufkin's mods, so you can run both at the same time if you want! - Amelia's Gyrocopter - Discover the truth of what happened to Amelia Earhart. Fight a Wendigo to reclaim her long-lost schematics explaining how to build a three-seater souped-up Gyrocopter. Guaranteed to get you and your friends across the map with speed and ease. TOOLS: - Black Bart's Flaming Dig Tools - Uncover the long-buried stash from the most famous stagecoach robber in the western U.S., providing a steel Pickaxe & Shovel with flaming mods and better stats than Vanilla. Stamina trait sure to keep you digging and digging and digging. - Bunyan's FireAxe - Help the Trader stock up on potable water in exchange for a Paul Bunyan-branded FireAxe. - Dundee's Hunting Knife - Help the Trader collect bone shivs in exchange for Dundee's famous Hunting Knife with slightly better stats than Vanilla. - Jason's Machete - Obtain a replica of Jason's famous machete in exchange for helping the settlement. Big thanks to Wyldwitchykat for this addition! - Rick Danger's Auger - Obtain two higher tier Augers, the latter of which will turn even the largest mountain to butter, but will expend a LOT of gasoline and degrade your Auger quick. - Taza's Axe - The famed Taza's Axe, already awesome. WEAPONS: - Bambi's Killer Compound Bow - Earn the famed deer killer, "Bambi's Killer Compound Bow" or "Forest Prince Compound Bow" with slightly better stats than Vanilla. - Bear Grylls's Claws -"Why fight bare fisted when you can fight bear fisted." Thanks, SteamM0nkey for this idea. - Callinicus's Greek Fire - Find the book randomly in the world and learn to craft greek fire arrows. Shoot one zombie with a greek fire arrow, and the fire spreads to other entities that it touches. - Daryl's Crossbow - Obtain a replica copy of the same crossbow Daryl from the Walking Dead used: The Zombiekiller Crossbow. - Deschain's Revolver - Collect the eight Dark Tower series books and craft nineteen doors to have one of Roland Deschain's legendary revolvers bestowed upon you. Has custom bullets that are expensive to craft, but super powerful. - Leon's Modded SMG - Help Leon finish his DIY gun project, resulting in a 9mm SMG weapon with slightly better stats than Vanilla. - Pavlichenko's Rifle - Locate and assemble a branded Marksman rifle from the famed marksman, Pavlichenko. ARMOR: - Kuva's Red Armor - Discover the secret ingredient in Kuva's Legendary Red Armor. This armor is rumored to be lightweight and stealthy, with resistances to heat & cold, and an extra mod slot per piece. The basic quest is EASY, but the Veteran quest is HARD. RESOURCES: - Brass For Lead - Help the community restock its Lead supply and in exchange receive some brass. - Everdeen's Arrows & Bolts - The settlement is trying to put together a feast. Help feed everyone in exchange for named arrows or bolts guaranteed to fly true. - Gupta's Bandages - Can't craft first aid bandages? Trade Aloe Leaves & Cotton for a few highly-sought-after Gupta's First Aid Bandages & a First Aid Kit. - QwikCrete - Learn the secret to making quick-drying concrete blocks! - Elite Random - Obtain a sealed crate from four veteran cards that gives you a single random elite quest starter. Obtain a veteran card back at the start of your elite quest. If you complete the Elite quest, you obtain an Elite citizen's card! - Remington's Steel Ammo - A spin off of Khaine's Steel Ammo mod that turns his mod into a questable achievement. Cheap-to-make bullets that degrade your weapons faster. Also, now with an auto turret that takes steel 762 rounds. - Molino Bulletproof Glass - Exchange regular bulletproof glass blocks with the Trader and they will teach you how to create clear Molino-branded bulletproof glass. Thanks to arramus & Fuzzy Pug for the idea & quest code. Nearly all quests are designed to be repeatable in case of loss of equipment or to try your luck at a higher quality reward. Black Bart's dig tools are unique and the quest is designed NOT to be repeatable! UPCOMING QUESTS: Dwarven Bellows - Faster Smelting, Faster Crafting, Bundled Forged Items Steel Spikes - Double the durability of Iron Spikes Basilone's M60 Brienne's Heavy Armor ACKNOWLEDGEMENTS - Wyldwitchyka :: For the addition of the Jason's machete quest modlet - morggin :: For the name and lore behind Black Bart, for the Bambi Terminator Crossbow, and for the idea of an Elite level set of quests - RichardPaul :: For the poem used in the Black Bart quest line. - Aeyvi-Daro :: For quest text and testing assistance on all quests. - mr.devolver :: Big thanks for the help fixing the GoTo Trader, improving the quest integration with the trader, and helping seek out a path to add the quests to the Trader dialog! - arramus & Fuzzy Pug :: Fuzzy Pug requested a new quest be added that grants clear bulletproof glass. arramus was kind enough to do the heavy lifting to create the quest, I rebranded the naming of it but mostly kept the quest and code intact as was provided. - sechsterversuch & Zeeeni :: BIG thanks to these two for providing a full German language translation for every quest, and for testing the translations afterwards! CURRENT DOWNLOAD A19.6_1.0 - White River - Tools of Citizenship A19.6_1.0 - BUGFIX RELEASE (Elimination of Infinite SkillPoint Exploit) * Please be aware anytime you update mods, you run the risk of your level and skill points being reset. You are strongly recommended on live games to take a backup of your save game data to protect your progress in case you need to rollback. Optional Download for Users of DARKNESS FALLS: Tools of Citizenship A19.4_1.0 Darkness Falls Compatibility Modlet * If you wish to install White River - Tools of Citizenship quest pack into your Darkness Falls game, this compatibility modlet is REQUIRED. Please note that you will see two WRN in your console log. This is expected and not a problem. Old Downloads A19.4_1.0 - White River - Tools of Citizenship A19.4_1.0 A19.2_1.0b - White River - Tools of Citizenship A19.2_1.0b A19.1_1.1a - White River - Tools of Citizenship A19.1_1.1a A19_1.0 - White River - Tools of Citizenship A19_1.0 A18.3_1.7d - White River - Tools of Citizenship A18.3_1.7d A18.3_1.6c - White River - Tools of Citizenship A18.3_1.6c A17.1 & A17.2 - White River - Tools of Citizenship 1.5a
  20. ErrorNull Zombies (enZombies): This mod adds a lot more zombie variations to the game, using the UMA archetype method showcased by the Snukfin's Server Side Z(S)ombies mod and Snufkin's Custom Server Side Zombies - PLUS mod. This mod only needs to be installed on the server, as it will be automatically downloaded to the clients. These zombies are meant to be your average walkers and crawlers to complement the existing vanilla ones. Stronger and boss-level zombies are on the works. Each enZombie also has their own feral, radiated, and crawler versions. 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 as sleepers inside the POIs, though unfortunately there's no easy way to spawn them as sleepers based on biome. So you see a wider range of enZombies appear inside the POIs. 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: I removed and redid most of the vanilla zombie groups in entitygroups.xml, created a few of my own, and redid a number of the main spawners in gamestages.xml. For this reason, I don't expect this mod to work well with any mods that also make changes to these two XML files. The only mods I do officially support are in the Add-Ons section below. If you are getting errors or strange glitches while using non-supported mods with enZombies, I'll be glad to take a glance when I get the chance, but making sure other mods work with enZombies is not my current focus. If I see enough demand, I might spend the time to modify a non-supported mod to work with enZombies and thus will be included as an official Add-On mod below. Usage: You may use my mod as it is presented, or you are also welcome to disregard my spawning customization and just pull my zombies (from archetypes.xml and entityclasses.xml) and merge them into your own mod. But, I'd appreciate if you credit me in that case like mentioning my mod or the link on your website, discord or forum post. I love making these custom zombies and plan to continue for a long while, but it does take lots of time and effort. Download and Install: Download the zip file below. Unzip or extract the contents of zip file into the 7 Days to Die "Mods" folder. Version 1.9 - 👉 Download Link (google drive) 👈 Add-Ons: These are optional mods created for enZombies that are officially supported. The main enZombies mod must still be installed in order for these Add-Ons to work. Download the zip file for the add-on you want and extract the contents to your 7 Days to Die "Mods" folder. 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 mods like the Snufkin zombies as well. In my view though, the relative ease in creating and modifying these zombies far outweigh the quirks: Credits: Thanks to @Snufkin for starting it all with your "Snukfin's Server Side Z(S)ombies" mod, and thanks to @arramus for keeping it going with the "Snufkin's Custom Server Side Zombies - PLUS" mod. I studied these mods for weeks to figure out how it worked and gave me inspiration to contribute as well. enZombie Screenshots: Mentioned Mods: Snukfin's Server Side Z(S)ombies Snufkin's Custom Server Side Zombies - PLUS
  21. VALMARS A19 I Proudly bring you the mods of a legend, a master in his time and a pioneer of 7 Days to Die modding. Many of which alot of mods have come from thru out the 7 Days universe. DOWNLOAD INSTRUCTIONS: *** INDIVIDUAL MODLET DOWNLOAD AVAILABLE *** - Listed under each modlet INSTALLATION INSTRUCTIONS: *** DOWNLOAD, UNZIP AND PUT INTO MODS FOLDER *** GITHUB DOWNLOAD ALL 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. OLD THREAD **** DUE TO THE OLD FORUMS BEING REMOVED, I HAVE LOST ALL THE LINKS TO THE ORIGINAL THREADS OF VALMARS UNFORTUNATELY. ****
  22. Hello Okami on the air!😸 I am glad to present to your attention some of my mods, which are included in one big modification that I have been developing (and editing) since 17A - "The Fall of Babylon". I decided that it would be right to divide the mod into the categories it touches. "Traders", "Food", "Decorations", etc. As new mechanics and parts of the mod that do not require bundles with the "FOB core" are being finalized, I think I will post it here. TRADERS GROUP. - Guns and Tools sold with mods Nexus Mods GitHub -Armor and Cloth sells sold with mods Nexus Mods GitHub LOOT GROUP. - Old style loot (Simple mode || Hard mode) Nexus Mods GitHub - (SM) || GitHub - (HM) WORLD GROUP. - Broken Vending Machines are Lootable Nexus Mods GitHub - Water Filters Nexus Mods GitHub I look forward to your comments, suggestions and bug reports here or on the Nexus. Best regards, Okami!😼 Permissions and Сredits
  23. theredwolf13_First Aid Bandage Splint Double the potency of the vanilla first aid bandage with a twist. The twist being your leg. >_> Also counts as a splint. theredwolf13_Trader Limits Opening hours too mainstream? Trader wont buy your 34th pistol? Simply want to give Joel a reason to be a grumpy snake oil peddler? How's zero sleep sound!? Ya douchebaguette. >_< *Traders open 24/7 *All vending machines will buy your goods *Traders restock daily theredwolf13_Falling Trees Simple little thing to stop the tree falling animation. Nothing fancy but may help if you play 7dtd on a toaster. Mmmm jam. Or just hate trees having a final revenge attempt. Should work on all trees, even new/modded ones. theredwolf13_First Aid Bandage Find it odd that first aid bandages are only made with plain cloth when you have all these bandages waiting to be smeared with that sweet, sweet aloe? Now you have choices! Smear away! Thank you very much sphereii, Guppycur, Valmar, stallionsden, Ragsy2145, scwanobi and really, everybody in the mod forums. It is a lovely community. I am sure I could go on with names of all the lovely people. Download
  24. Google Drive mirror of latest version (currently 8.0.0) Adds invulnerable bulletproof glass and stainless steel and more specialized blocks Adds new materials; invulnerable glass and invulnerable steel (could used bedrock but i had some poor exp with it earlier) Adds new glass blocks all invulnerable; cube, plate, ramp, pillar50 Adds new steel blocks all invulnerable; cube, half, plate, ramp, stairs, stairs with railings, pyramid, pillar, pillar cap, pillar50, bars, ladder, log spike (trap) Adds new special blocks all invulnerable; garage door 5x3x1, garage door 3x2x2, steel door, vault door, vault hatch, steel hatch, drawbridge (all working without electricity) All will downgrade to itself in endless loop (nothing happens except visual change in case some damage) All can be repaired, with special nailgun or special stone axe and when having main cube (repair only needed for flawless visuals, otherwise unnecessary) All can be upgraded to visually equal but regular versions, with special nailgun or special stone axe and when having main cube (in case misplacements or change of mind) Adds better versions of admin tools and more Adds special nailgun; ranged upgrade & destroy tool Adds special nails for above special nailgun but it can be used with regular nailgun Special nailgun primary action destroys all blocks with one shot (except log spike, it requires 3 shots bcz of matryoshka-like design) Special nailgun secondary action upgrades invulnerable blocks to vulnerable top tier blocks like bulletproof glass and stainless steel Adds special stone axe Adds special paint tool Adds special machete Adds special steel knuckles Adds special pistol and smg (modified versions of admin tools, smg is not digger anymore because we have special nailgun) Adds special 9mm armor piercing bullets for above special guns but it can be used with any 9mm gun Adds special magnum revolver Adds special ak47 Adds special hunting rifle Adds special double barrel shotgun Adds special turret The turret has very very low hit chance especially from distance, to compensate this it consumes nothing, neither power nor ammo Only when works when you are close to it (luckily interfering blocks does not decrease working range) and only one of them can be active at a time You can place one behind the door or wall, so it can help defending when you are unable to shoot zombies from your position etc Adds special .44 magnum bullet Adds special 7.62 mm bullet Adds special shotgun slug Adds special buffs; mega jump & super speed Adds special cowbot boots having above special buffs When special boots on, jumping drains stamina but running regens it (the flash-like) Adds special dress shoes having only super speed buff (with very little jump buff) Adds special mining helmet; flashlight on it Adds special tank top; gives good resistance Adds special shades; gives perception, makes treasures easier to find Adds special cigar; gives strength, gives bartering bonus All tools and items above are invulnerable and undegradable Adds special trader, forge, workbench and bicycle Adds special trader, copy of Jen; you can buy, sell and take jobs but she also has key differences explained below Sold items are different, she has tons of apparel, armor, tools, guns, ammo, medicine, seed, raw food, resources, vehicle parts, decorations, missions-quests, books and recipes-schematics She is invulnerable like any other trader but in case misplacements, there is a way to remove her, explained in XML files; blocks.xml and entityclasses.xml She is craftable but you need quite amount of organic resources. she sells these resources so, after crafting first you can craft the rest easier You can easily create your own trading post with this trader and help of invulnerable blocks, if you are admin this is going to help you a lot Adds special forge and workbench Functionality is exactly same as regular versions, I plan to add features like faster crafting or crafting more items at once etc For now the real difference is how you craft these two in early game, they only require basic mats (stone, clay, iron, wood) but lots of them of course They are unlocked by default, this means you can have your forge and workbench as soon as you farm enough materials Adds special bicycle If you don't want your map's forest biome to turn into desert, wasteland or burnt forest, then stop using gas and use this bike It is fast and durable, it is a mountain bike, climb mountains, jump from them, you can do better than Trials Rising in this game It has huge storage capacity (90 slot) because it has all extra baskets and bags (not visually but you got the idea) Adds special beer includes useful buffs at once Adds water Adds food Adds stamina regen Adds stun resistance Adds cold resistance Adds heat resistance Adds disease resistance Adds infection resistance Adds experience boost Cures dysentery Cures infection Makes digestion more efficient Stops bleeding As a side effect healing with this gives %66 less exp Makes you feel dizzy As a side effect dizzines from beer lasts %33 longer Now dizziness time doubled but strength of visual effect reduced Extinguishes if you are on fire Adds speed boost Adds bartering boost Adds brawling boost Adds new recipes to make every item above craftable Craft two main resources at forge (these are required to craft others) Craft special beer at campfire or chemistry station Craft all other blocks, tools, weapons, ammo and apparel at workstation Crafting is not mandatory, all can be retrieved from creative menu as before Edit/note: I didn't mean learnable recipes here, I set all new recipes from this mod unlocked by default (but they can be changed easily to make learnable) How to find in game Crafting Creative menu What other This mod is server sided, if you prefer multiplayer your clients don't need to download, mod will be pushed to them automatically when they are trying to connect your server. 4.0.0 version and later is compatible with A19 Upgrading invulnerable block = getting regular destructible block Magenta = new = added with latest version Changelog v8.0.0 Added special melee weapons - Candy club - Sledgehammer - Steel spear - Stun baton Added special ranged weapons - Compound bow - Iron crossbow - Pump shotgun - Auto shotgun - Tactical AR - M60 - Marksman rifle - Sniper rifle Added special ammo - Steel arrow AP (and its bundle) - Steel crossbow bolt AP (and its bundle) v7.3.1 Increased invulnerable storage box stack to 30k like other invulnerable blocks v7.3.0 Added invulnerable storage box Fixed special forge and workbench being destructible (now both are invulnerable) Created optional/lightweight/nostorage edition of mod due to compatibility issues with Undead Legacy. (Download from here) v7.2.5 Added special handgun desert vulture Added special torch Added special food hunter stew Added special food farmer stew Torch power attack effects implemented Fixed knuckles power attack harvesting options Knuckles block damage and range increased Changed craft times (to bring some immersion) Changed the ammo types special weapons can use (now you can use regular ammo with special weapons) Exhanged swing sound of machete heavy and light attack as well as knuckles Added elemental (explosion) resistance to helmet, tanktop, boots and shoes Improved some passive and triggered effects (minor edit of some buffs like adding radiation resistance to special apparel) Removed removeallnegativebuffs effect from special foods, instead added extra health bonus and matched its duration with stamina bonus Changed Invulnerable blocks upgrade items (to make them vulnerable) to forged invulnerable materials (previously those were invulnerable blocks themselves) Changed Invulnerable blocks repair items to forged invulnerable materials (previously those were invulnerable blocks themselves) Other minor fixes v7.0.0 Added special bicycle Added special turret Fixed wrong icons for special ammo bundles, now bundles show corresponding ammo's icon. Other minor improvements. v6.0.0 Fixed special forge and special workbench (XUi was missing). Added missing invulnerable steel door recipe. Added special steel knuckles. Added special rocket shoes and changed special rocket boots. Also there are other minor changes; * special mining helmet's light changed, * bartering bonus of special beer adjusted, * special smg's recipe changed, * standardised code/text in items.xml, * fixed special machete stacking issue, * improved special shades (added attribute bonuses and loot game stage bonus), * improved special cigar (added attribute bonuses, improved barter sell bonus), * removed negative earth damage multiplier of special stone axe (for faster digging at early game). v5.0.0 Fixed recipe of special trader. Fixed/added recipe for special machete. Improved text/code of special drink beer, created new buff for it. Added special forge and workbench. Added invulnerable steel door (simplistic alternative to vault door). v4.0.0 Fixed invisible icons of invulnerable steel bars. Fixed wrong model of .44 Magnum handgun. Added Special Machete (to farm animal fat, leather etc). Added Special Trader (Copy of Jen with different items; you can buy, sell and take jobs like any other trader, you can place her anywhere and also place as much as you want). v3.1.1 Standardises code between A18.4 and A19 to apply future updates easily on both version. Removes all harvesting and dropping chances from invulnerable blocks. Adds new invulnerable steel hatch (looking more simple than vault hatch, added upon requested). v3.0.1 Bugfix; CustomIcon parameters changed to fix invisible icons in A19 version. v3.0.0 Gun parts name in recipes changed for A19 compatibility. Before v3.0.0 ... special_things_by_hsngrms-700.zip special_things_by_hsngrms-400.zip special_things_by_hsngrms-500.zip special_things_by_hsngrms-600.zip
  25. been playing for 60 + hours for now, and since yesterday, I cannot move or interact with anything unless press left control. it just sticks to the ground, and stop doing anything. only thing I can do is moving sights. restarted game and computer but still happening. Im not using cheat mode either. I found few people reporting this few years back, but didnt get any solution for this matter. can't even fight zombies so i have to restart the game everytime this happens which occurs in about 15~20 mins. does anyone happen to know what to do with this matter?
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