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  1. They mostly come out at night... (V2.50.1) This is a mod I originally created to fix a few "issues" myself, my wife and some friends felt the game had. Turns out I really enjoy modding so I've expanded on it quite a bit. The intent is to drag out the early game, so it will take you longer than usual to get to Iron and Steel. I've also tried to inject a little realism by locking away quite a few recipes behind perks, since most normal folks wouldn't know how to do/make those things. Also, I started playing in Alpha 8, so I wanted to try and bring back a few things from that era. Hub city, sharp rocks and sticks are pretty good examples, and I want to try and incorporate more features from that era of gameplay. I will also be trying to add in new zombies/enemies to make the "end game" more difficult. Features. 8 Classes to choose from, with 6 quests each! 96 slot backpack! 12 slot crafting queue! Custom UI! Food/Water bars next to the hotbar. Increased zombie spawn/respawn rate! Night time is now dangerous. The ferals come out to play... Zombie Behemoth (male and female) added! Scrap Iron Tools added. Iron requires level 15. Titanium added! Can be found as trophies, underground and above ground. Used to make tools, weapons and blocks. Forge Ahead & Leather Tanning books are back! (can also be purchased as perks) Wrench is now a perk and a schematic, but crafted and repaired with Iron. All common books added as perks, so you have the choice of finding the book or spending points. Action skills are back! Skill books added for all 100 level skills. Generic skill point book added so you have ways to get skill points. Skill notes! Find a recipe you already have? Scrap it into a skill note and craft that into something more useful. Extra crops! Grow apple, orange banana and coconut trees, plus wheat, carrots and tomatos! More food! Way too much to list, but bread is now an option. So are sunday roast dinners. YUM! Animal Coops and Snares from Valmod added. Clay bowls are back, and used for more than just pretty plants! Craftable Small Engines and Lead Batteries! Several new guns! Like the P225 Pistol, AR-15 Automatic Rifle, Winchester Rifle and Combat Shotgun. Gun crafting! Gun parts are back and require the rare, find-only Lathe to be crafted. Arrows can now use cloth fragments instead of feathers. Sticks and Sharp Stones have also made a return! Tree sap is now a thing! Try left-clicking on non-dead trees with jars or bowls... Sterile Bandage! New healing item to fill the void between normal Bandages and First Aid Bandages. Working sinks and ovens! Both types craftable, so pick whichever matches your kitchen. 5 new workstations. The Advanced Forge (required to smelt steel, but no fuel needed!), the Mortar and Pestle and two workbenches! There is also the rare, loot-only, Lathe! Stone hammer added. Counts as a construction tool. Used only for repairing and upgrading. Lockpicks added! Now you can lockpick all safes and most doors. Steel crossbow added that takes steel, exploding and titanium bolts. Both crossbows can be scoped. Combat axe added. There's also a titanium version. Trader's are no longer protected! Take care of your local business! Guards added to the trader, with a Guard Captain NPC! Talk to them to buy quest starters, which can earn you skill notes! (Single player only due to server bugs) Larger player-crafted storage (kitchen cabinets, lockable!). Time REMOVED from under the compass and on the map. Added to the trader window (under restock time). Junction box added for invisible wires. Unlocked via electricity perk. Bomber zombies added! These buggers are designed to tear your base to bits. You have been warned! 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner). Writing Desk, Ink and Quill available! Used together, these halve the cost of creating skill books and class papers. Grass spawns reduced for better performance/easier to see things. Traders now have more basic materials for building. Localization HEAVILY edited to show where items are crafted, including if they can be made in multiple workstations (one will have a reduced resource cost) and what tools may be needed. Compo pack added! Hornet from A15 and earlier is back, with it's original sounds and model! Keep an eye out for them in forest biomes. Trader Caitlin has arrived! She has her own POI, her own voice, lives in the wasteland and carries the most powerful items.
  2. Haidrgna

    Gnamod

    GNAMOD DOWNLOAD HERE 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
  3. NEWS I am currently working on version 2.0 of Undead Legacy for A18, it's currently being tested by my backers in early-access. Meanwhile consider checking out the A16.4 version if you haven't already to get a sence what to expect. TERMS OF USE Link to these Terms of use: https://community.7daystodie.com/topic/4085-overhaul-undead-legacy/?do=findComment&comment=54613 Terms: Mod Author - Subquake, the developer and author of Undead Legacy. Usage: You are allowed to use Undead Legacy with or without any kind of modifications to its source material. All modifications and/or derivative works of Undead Legacy are restricted to private use only if not stated otherwise with written consent from Mod Author. Your rights to use, reuse, distribute, duplicate, copy and modify Undead Legacy is limited to private use only if not stated otherwise with written consent from Mod Author. Mod Author is not responsible for any damage, that may be inflicted during an incorrect or correct installation of Undead Legacy. All artwork related files (any format of images or video files) for Undead Legacy posted, shared or distributed by Mod Author in any form (digital or physical) belong to Mod Author unless stated otherwise by Mod Author and duplicating/copying these files is limited to private use only unless stated otherwise by a written consent by Mod Author. If you have a written consent (digital or physical) from Mod Author to do one or more of the following: use, reuse, distribute, duplicate, copy or modify Undead Legacy outside of private use only, you are obligated to give appropriate credit to Mod Author, provide a link to the original source of Undead Legacy and these Terms of use, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the Mod Author endorses you or your use. MAIN FEATURES (FOR A16.4) Unique user interface inspired by post-apocalyptic fallout like games. 770+ new items/blocks: workstations, tools, consumables, weapons, ammo, parts, junk, armor etc. 47 Collectible perks (By finding rare magazines). 5 new workstations: Smithing Table, Ammunitions Table, Carpenters Bench, Engineering Table, Dye & Paint Table Crafting list replaced by a crafting grid (see screenshots below) Player crafted working ovens and wall ovens. Blacksmith perk with 12 levels, that unlocks most metal related recipes. Looting list rebalanced from top to bottom. The longer you will play and the higher your level will be, the less likely you'll find fresh food, because no one is making sure that the food stored in those fridges without electricity stay fresh. Food itself doesn't perish or rot once obtained. Rebalanced scrap values for many items and blocks. Most electrical items can be scraped into multiple components by Examining them. More challenging and improved crafting recipes. Stacks values changed for majority of items/blocks, more info here All Container slots rebalanced. Support for EAC - mod doesn't change core assets of the game. Support for both single player and dedicated servers. Increased backpack version available with 80 slot backpack! Increased minibike storage up to 80 slots from vanilla 15 slots! SCREENSHOTS (A16.4) DOWNLOAD FOR A16.4 & LINKS Official website - Official Undead Legacy website/wiki Bigger Backpack - Undead Legacy for A16.4 with 80 slot backpack (EasyAntiCheat must be turned off) Standard Backpack - Undead Legacy for A16.4 with 32 slot vanilla backpack (EasyAntiCheat Friendly) Install Guide - A quick guide how to manually install the mod. FEEDBACK & SUPPORT Thanks to all the wonderful people, that are current and former patrons as well as people, who contributed through PayPal or otherwise, I can't express enough how much I value your support, it means a lot to me! If you like the mod consider supporting its development through PayPal, becoming a patron on Patreon or at the very least leave a comment with your experiences here on the forums or on the mods Discord channel, thank you!
  4. Grey's Prophecy is a flavoring of the default game. The goal of the mod is to add fun stuff, and some humor, while keeping close to the vanilla formula. Some of the bigger changes that you will encounter are: Gore Mod included 10 slot toolbelt - Courtesy of Khaine (DF creator) A custom storage box that you can set the label of, and pick up like a workstation Food poisoning has been reworked. Cooked food will no longer cause food poisoning, canned goods can, Microwaved foods have a reduced chance. Perk System overhaul to a more class based system, including 2 that don’t require adding points to the parent attribute Class types Warrior Hunter Gunslinger Blacksmith Engineer Rogue General Talents Jack of All Trades Empath Separate repair kits/items are back Iron tools are repaired with Forged Iron again Vanilla repair kits are still used for repairing vehicles Each kit has 2 recipes; One with the vanilla repair kit, and one with raw materials Bigger backpack 96 slots Bigger stack sizes for most items New zombie types As of writing this post there are 4 new zombie types, 2 of which you will find look fairly familiar Craftable weapon, tool, and gun parts, so you don’t have to rely on looting/buying them 2 new book sets The Wizard’s Toolkit Savage’s Books of Nonsense 6 new vehicles (2 by GanTheGrey, and 4 by Intruder) Intruder’s A-Team Van! Intruder’s Kolun Intruder’s George Jones Express Intruder’s Axel Semi Truck that seats 6 and has 108 slots! The General Lee! New weapons, tools, and items, some that give nods to our favorite streamers The Uncle Sam Hammer Shugg’s Spikey Club Gan’s Epic Rod Fong’s Staff of Pain Radiomantic Knuckles PB’s Spartan Pickaxe Framer’s Coffee Broadsword New item modifiers Ice Weapon Shock Arrows Thorns Shock Armor There's more that we are planning on adding, and are just starting out on our modding journey! We hope you enjoy playing it as much as we have enjoyed working on it! You can get the mod using the mod launcher: http://7d2dmodlauncher.org/, or by downloading the files from the repository here: https://gitlab.com/ganthegrey/greys_prophecy Terms of use: The majority of the modifications are using the game’s built in models, materials, icons, etc… Have been found as free assets in the Unity store, or have been created by me. As such these are available for use. The following is a list of the Unity assets used that are available to use: https://assetstore.unity.com/packages/3d/props/interior/crafting-table-160161 https://assetstore.unity.com/packages/2d/textures-materials/ice-materials-133660 https://assetstore.unity.com/packages/3d/props/weapons/fantasy-staff-lite-54999 https://assetstore.unity.com/packages/3d/props/weapons/staff-of-pain-48820 https://assetstore.unity.com/packages/3d/props/interior/plates-bowls-mugs-pack-146682 https://assetstore.unity.com/packages/3d/props/interior/ygs-mugs-96665 https://assetstore.unity.com/packages/3d/props/interior/free-alchemy-and-magic-pack-142991 https://assetstore.unity.com/packages/3d/props/tools/tools-pack-1-20510 https://assetstore.unity.com/packages/3d/vehicles/land/post-apocalyptic-truck-with-armor-45422 https://assetstore.unity.com/packages/vfx/particles/fire-explosions/flames-of-the-phoenix-46176 https://assetstore.unity.com/packages/3d/environments/fantasy/blacksmith-s-forge-17785 The General Lee model was purchased and is not available for use or redistribution! If you like the model, and want it for your project, you can find it here: https://assetstore.unity.com/packages/3d/vehicles/land/hd-car-american-muscle-01-101297 Special Thanks: The Discord modding community for help with issues and ideas UncleSamIAm, Shugg, NoxAegis, DragonHeadGaming, LoriannTucker, PayneStoneback, biggytoe, and Bluejoy for QA Intruder for their vehicles Sphereii for the random zombie walk patch code Khaine for the 10 slot toolbelt Moong and oignonchaud for the GoreMod War3zuk for custom map using the compo pack vanilla pois, and the 8 spot crafting queue And of course TFP for creating this game in the first place!
  5. Love the cooking and farming aspect, wish there was a bit more. Was looking at my stash this evening and canned pears don't have a recipe. Maybe turn it into peaches and it make peach cobbler with a bit of a sugar rush sprint but there be a slight crash effect where you slow down a bit more then normal. Another cooking idea "toasted acorn boiled acorns" can have them partnered with water in the cooking fire to remove the tannins like irl. Fish or fishing? Pole fishing could add a danger element or trap fishing Nn and gg
  6. Dear DEV's, please hear me out. Leveling/point system: Please bring back the leveling system that used to exist in 7D2D. The current point system is very boring and takes the fun out of the game. It would be great to level up Archery by........using a bow, or level up jumping height by......simply jumping more often. So basically if you want to master something, just do it more often (Just like real life!!!) Skyrim used this method and it was a very fun and successful game. This will eliminate the need for points. New Learning system: For learning, books aren't required, simply allow the person to locate lets say a shotgun, have an option to disassemble the item which in turn destroy it but allows the person to learn how to make it. Bye Bye books. Both these changes will breathe life back into the game BIG TIME!!! Thank you
  7. I recently came across a comment on a video showing off your vulture missiles when you try to escape the horde, that sums up my feelings exactly about the direction you are taking the game. I am posting it here, so that maybe you will take a look at what you are doing before you ruin the game. Johan Magnusson 5 hours ago i see many different ideas of how to avoid the zombies. how to "exploit" it so the zombies cannot do something or such. here is my issue with it. sitting on a bike inside a cage, or a POI just to avoid grounded zombies, so it spawns vultures instead, sure you found a way to not get wrecked... but IS THAT WHAT THE GAME SHOULD BE ABOUT??? ive loved this game, but its going out of its way to ignore some kind of anchor to reality... soon you will have ghost zombie snakes that can enter everywhere and insta kill you every 7th day, why? because players have found various ways to exploit the different bull@%$*#! that the fun pimps try to implement in order to stop players from staying alive on the 7th day... focus on NPC raiders, let people be able to dig a hole to the underground to avoid zombies. let them build on the top of a mountain to stay safe, let them have zombie fall damage = dead if such be. all this does is give players the option of survival, how do YOU want to play it? 1. instead of forcing players to build a killing/defending base, that 100% will be destroyed after the horde night is over, and then having to spend time to rebuild/repair it... REAL options to survive a possible zombie world would be. Base that is defensible. Base that is unnoticeable. (underground, high ground etc). traps that kills zombies, such as actual traps, using the environment fall damage death etc. Outrun them in vehicles (motorcycle should be able to outrun everything, 4x4 should be able to run through anything, and gyro-copter should be able to fly away from anything). this would give players the option on how to spend their 7th day. instead you get... 1, defend a base that zombies have 1000 IQ to attack, and await your death. either rinse and repeat this process and spend your days repairing/rebuilding. 2. try and find exploits to avoid being attacked, some ideas have been like "build a cage, under ground, sit on a bike in order to spawn more vultures so they do not dig as well as others... this option is basically riding out the storm in the most ridiculous ways... 3. go out and die, then go sit on the toilet while time simply has to pass so you can log in at 04:00 again... WOW FUN GAME! 4. or the similar option on a multiplayer server, Log out and hope someone else rides out the night... WOW! FUN GAME.... The Fun Pimps seems to be placing their focus on making the 7th day into a bull@%$*#! day... why not focus on things that happens in-between instead? or have the 7th days be different, of course in the beginning its easier, but then it becomes harder, have raiders attack, have a radioactive storm incoming, so that you might not be able to survive in your base location, the night might be "easy" but you cannot stay in your base... there are so much things that can be implemented for random 7days trouble instead of "now you die day and its no way to avoid this, and if you do find a way, we will erase that way in a later update"... I myself would enjoy building bases and role-playing, you build a base that cannot be accessed by zombies, so its safe, but it needs upkeep, and it can be raided by raiders, but they only come now and then... and in normal days you can be raided while not home, so if you have security you will be alerted on whats attack you, do you need to get back? or can you ignore them. this would make use for traps and multiple sections. and human NPC raiders would option for either doors to enter, or if you are door-less (using gyro-copter to get in and out) they will try and get through on the weakest spot or lowest spot. there is so much stuff that could be done. and more focus on building, decorating, stuff that is interact-able (forge/workbench etc). if you have electricity, you should be able to install ovens, gas ovens, grills, refrigerators, coffee machines, soda machines. and have decay on fresh items unless stored in a working fridge, or cooler etc. would be easy to have a fridge work on electrical. but if you do not have electricity the option to put in snow as "fuel" that would keep a fridge working for X amount of hours just like using forges etc. having item get zero decay if they are stored in specific storage's. ammo rusts unless in ammo box, a way to clean rusted ammo. SO MUCH stuff they can do... and yet all the focus on is getting you dead on the 7th... i liked previous alphas when you used the wrench to take down different objects that you could decorate with. instead of just building things from scratch ( i cannot build a tv in real life, FEW can... but i could get a tv from a abandoned house and install it)... someone mentioned a bus that could work as a base, with crafting and storage. that would be awesome, but a simple add-on to the 4x4 with a manual turret for 2players, you mount a turret on there and drive, and your friend works it shooting at zombies running after you. and YET.... all it is about is to make zombies more acrobatic then the best gymnastics in the world, to climb walls, walk on narrow paths, better IQ then anyone to find and hunt the player, specific spawn depending on player is on foot or in a vehicle... all in order to get that player dead on the 7th... Add events on days that are not horde nights, raiders, survivors, hell, add the option to find NPC survivors to guard your base, requirement is a bed for them and food upkeep. add the option that they can be farming for you (the most boring crap that there is) you build a farm with different things, and you apply a worker to farm it, so every day you get x amount of veggies. and remember, unless you got a good storage to add the zero decay, they will be ruined in x amount of time). Ive seen on other mods, (and i am not sure if it was in a previous alpha) where you chop the trees down and it becomes smaller, and you can stop chopping so it can grow big again. also growing trees should have options to grow them in different sizes, the world has small trees, medium trees, and large trees, and no matter what you plant as a player, it always grows into a supersize tree... That's where his post ends, but damn if he didn't nail exactly what I am feeling. Edit: Just to bring some balance back to my game, this is what I did to nerf the OP vultures.... I just got done dialing the birds back in my game now too, so I wont have to rage here. And I think it's fair. limit of 5 max, made it so they can't just stone stop the 4x4 or motorcycle, and they are just barely slower than those two at top speed. so if you slow down at all, or turn around, or have to make a sharp turn, they are right on you. Since you cant go at full speed all the time unless you are on a main road, that's as good a compromise as I am looking for. (or am able to edit at my skill level which is none). Also since the bicycle and minibike are much slower, but also much earlier game, shouldn't be a balance problem, since you wont be fighting a horde that you would have to bail out on (i would hope) and if you try it, you are still going to get rekt. I never was looking to just run around all night anyway. Just want a plan B so I can regroup if needed before I rejoin the fight.
  8. I'm relatively new to modding 7dtd as I've only edited the xml files to add new recipes and change some buffs among other things. With the drop of A19 swimming seems to take forever to do especially over any sort of large body of water. I know I can edit the Materials xml and change the swim speed of water as a whole but an interesting idea would be to add an item or an equipment mod that increase your swim speed (like flippers mod attached to some boots). This also goes into the realm of possibly making a foot equipment that can walk over spikes and barbed wire without (or less) decrease in speed. Is something like this possible with just editing the xml files? If so are there any avid modders out there know how this could be done? I'm also looking to learn more about modding 7days so if there are any tutorials that go over things like this I'd love to hear any suggestions. Thanks!
  9. Okay many will not agree and that is fine some may like the challenge Keep the world has gone to .... dense populations just made for a nice source of food for the dead primitive areas of the world maybe be lacking in tech but can develop skills needed to hold off the horde nights. Primitive area no buildings, cars or anything Add on to survival skills with gathering and hunting. Have a decay rate of quality on food to spoiling but less demand on food consumption. Players can build structures same as before cap it at early age concrete Strip everything from current 7d2d but the lands and primitive start to the game Have forest, desert and snow as default but let there be a choice of optional biomes that exists in the current game. Use Earth as a template. Have this game as a stand-alone / new title not a mod to current game that is stripped down then a build up of the Primitive Z unless you feel this is better as an add on of the current game. Consider allowing me to test and be exclusive for content creation until agreed up date of an alpha release for the idea Again this is a primitive only build and survival stand-alone (preferred) thought towards this game and I have more ideas to throw at it to be included Thanks! JD
  10. I don't know if its just me, but the current inventory system is not very realistic. I wish the devs change the inventory system for a weight based one (like in skyrim), because for example if i pick up 2 plants 1 peaces of paper and a book/scematic than i in real life I ain't slowd down by those. But i want to hear others opinion in this topic.
  11. V7.0.7 r4.4.2020 Alpha 18.4 Stable Branch New Save Game Required When installing mod for first time! Do not use a save game from a V6.X, Vanilla game or another mod. A18 Stable Download: Download Here V7.1.0 r5.16.2020 Alpha 18.4 Experimental Branch New Save Game Required When installing mod for first time! Do not use a save game from a V6.X, Vanilla game or another mod. A18 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 (Kinda Buggy in current Version) 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. Also a class trader location that has unique vending machines to buy from Enemies: UMA Mini-Bosses - Mechanic Joe, Doctor Anne, Builder Bob, Housewife Marianne, Investigator Henry, Thug Billy, Librarian Sarah, and Accountant Zoe. All with special loot UMA Bosses - Brawler Boss, Stansa Boss, Spider Liz Boss, Fat Denise Boss, Tall Ben Boss, Tall Nuff Boss, Venus Boss, Blobber Boss and Arkham Boss. All with special loot Crawler Zombies - More Standard Crawling Zombies UMA Snow Zombies - 2 Snow Zombies based on A11 Zombies Zombie Hordes - All Screamer, Sleeper and Blood Moon Zombie Hordes now feature new zombies UMA Spider Zombies - Spawns as a horde every so often as well as in some spawn groups Bandits - NPC's that will attack you on site. Will also attack zombies, survivors and wildlife Survivors - NPC's that won't attack you. Will attack zombies, bandits and wildlife Loot and Perks: Loot - Many new items found in loot, zombies, loot containers as well as traders Skills and Perks - Several new dkills to learn 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 3 New Chain Quests - 4 Total In Game (Not in V6.0) 101 New Challenge Quests - 115+ Total In Game Traders - New specialized traders in all trader locations Items and Blocks: Armor - Full sets of Kevlar, Silver and Tungsten Armor Clothing - Several New Cold and Warm Weather clothing Blocks - Tungsten Blocks, More shape variations for concrete/rebar blocks Doors - Steel, Tungsten and House Doors (Not in V6.0) Flares - Spawns Specialized Crates Tools - Tungsten Pickaxe, Fireaxe, and Shovel, Diamond Tipped Pickaxe, Fireaxe and Shovel 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 - Craft advanced armor Torch (Station) - (Not in V6.0) Blueprint Station - Craft schematic loot crates that you place and will spawn random schematics Gun Smithing Station - Craft guns Mortar and Pestle - Craft seed recipes and more Oil Production Block - place-able Block 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 Mods: Creature Pack - Animals Creature Pack - Fantasy Creature Pack - Humans Creature Pack - Mechs Creature Pack - Zombies CCTV NerdScurvy Toybox SMX Hud SMX Menu SMX UI SMX UI BBM War3zuk HD Guns & Ammo
  12. A question does anyone have any idea how I can change another horn sound vehicles? Eg with the 4x4 truck or so the horn is different than the normal one. A heartfelt thank you
  13. Up to this point Zombie AI has always been run off of one central system. Whether you are in a house looting or at your base on blood-moon the zombie AI always acts the same. The problem with one central AI is that it can be easily exploited. When you know the rules it is easy to find a way to bend/break them. And one of the two major ends of the zombie encounters suffers. Either the zombies swarm you base in Alpha 16 like hungry but dumb locusts (very good) and Swiss cheese up every POI in game (bad), or in Alpha 18 they path perfectly through POI's that they are familiar with (which is good) and are engineering geniuses on horde night with buildings they have never seen (ridiculous) To fix this problem why don't we have TWO MAIN AI systems? The first would be for horde nights, screamer and wandering hordes where MOST of the zombies would act like the Alpha 16 AI. And second one is for scavenging and looting through POI's. Use the Alpha 18 model. It makes sense that they can navigate through building they are familiar with. Did you notice I said that MOST zombies for horde nights would run off of the base Alpha 16 AI. To add further chaos, fear. and fun to horde nights so that you cannot easily cheese them give them a bit of variety. You would vary the AI for the type of zombie involved: Give the structural engineering genius Alpha 18 pathing to the Engineer Zombies. It makes sense that they can see what blocks are weakest. Have the Biker Zombie enter a Rage so that he picks any random block within a radius to beat on when he can't immediately path to you. For the Military Zombies have them path in a line and all attack the same block to cut through your walls, then have them path through you base to search for you. Put screamers in horde night and have their cries rally the normal zombies to them and or change their behavior. With just a few AI differences it makes it difficult to properly predict what the horde will do, and thus defending your base is much more fun and interesting. Most of the tools for this are or have been present in previous versions to accomplish this without too much issue. And I believe the game experience would be greatly enhanced.
  14. Im currently trying to do a small gameplay overhaul for 7 days to die simmilar to Romero-ish but a bit more leaning towards Resident Evil. in this overhaul i want zombies to be able to tank an infinite amount of gun and melee damage and the only way to kill them is to get a critical headshot. The Reason i want to do this specific overhaul is because i want zombies to not give a @%$*#! about any kind of damage unless it completely destroys their head or another body part because it seams odd to me that a zombie would die from getting shot in the leg. In other words: this overhaul is supposed to be a complete gorefest with exploding heads and limbs all over the place. To make this overhaul fun to play i need a reliable way to call upon critical hits without making it a 100% chance on every headshot because i do want every weapon to require its own amount of headshots to finish off a zombie. I could propably archieve this by adding a buff to the zombie once he gets hit by you. So if you use a pistol and you do a headshot it would apply the "HeadDamage5" buff if the zombie gets the same buff again it will result in the "HeadDamage4" Buff ones it reaches "HeadDamage1" the buff will apply a 100% critical hit chance for headshots if you use an AK it could apply the "HeadDamage3" Buff on the first hit so it would require less headshots. but that doesnt work for shotguns because all the pellets will hit at the same time so i need some command to tell the game that only if say 6 pellets of buckshot hit the head you will get a guaranteed critical. i would eventually have to just work with headshot multipliers like Romero-ish does but i really want to use the critical hits because it would just be awesome if every single point blank shot with a shotgun would explode the zombies head but if i leave it at the current random chance it means that even 1 pellet at 20 meters distance hitting the head could result in a critical wich would look odd and be slightly unbalanced in this new overhaul. The 44 Magnum, Sniper and Hunting Rifle will most likely get 100% chances on headshots out of the box but their range and arm/leg damage will vary. if it really turns out to work how I imagine it I could also implement stun and stumble effects into this system so for example if a zombie reaches "LeftLegDamage3" it could result in him falling over. Explosives and Fire would be Excluded from this system but i would propably rebalance them to be more powerfull and Rare/Expansive. And pls dont just say keep the random criticals and stuns because RNG just isnt fun. Also all the values above are just examples i dont know yet if the pistol should require 6 headshots while the Ak needs 3 im figuring that out later. If anyone has a solution for the shotgun problem i described pls post it below.
  15. Dear 7 Days to Die I have been a supporter since Alpha and have written down some of my suggestion to make the game even greater. One of your game uniqueness is that it’s a crafting survival game, own it! - Make it rewarding to craft like traps that gives you xp upon zombie kill. - Craft molds to gun parts and thereby make it possible to craft guns again (Repair lowers item-lvl). - Craft vehicles with placeable blocks to modify it (it becomes slower the heavier it is). Make it less like rust like giving it a storyline / a characteristic like fallout where you can choose how your character will be: Angelic, neutral or pure evil?. - It can be NPC POI like an NPC stronghold (Where you can kill, steal, employ etc. from NPC’s) - Or make it possible to craft a portal where you can join together with other players from different servers/singleplayer worlds or go in alone to a new world with dungeon, puzzles, storyline, timetravel (Going back into mediaval zombie world or zombie infected spaceship) where you have to protect, survive or clear zombies or survive in a small area (island?) with limited ressources (like the previous small world). - Make random encounters like convoy or train with NPC’s. (Might be hard) For crafting I recommend adding a hotkey for shaping blocks and add shape in menu together with scrap, place in hotbar, use etc. Add some sort of shader for looks and reduce performance usage from high buildings by adding height rendering so only a few building floors are rendered at a time. (Not sure whether this already exists) Add peaceful worlds (Could be community build worlds like a medieval world) for new players that want to learn how the crafting system/game works, role playing players, players who just wants to build or pure pvp world (You already got the game for it) I have made sure to suggest most things that should be an easy change and whether it’s useful to you or not is entirely up to you. I hope you continue with your awesome work and wish you the best: 7d2d fan.
  16. Hosting a 24/7 War3zuk AIO server with 16 slots. Set on Warrior difficulty, PVP/PVE. Everything else is set to default. Hit me up on discord if you’re interested. https://discord.gg/JYEeru
  17. Donations: Paypal Donations to keep things moving For Alpha 18.4 Experimental Early Release. This 7 Days to Die Mod is a work in progress towards a more logical, scientific, deeper, scary and adapting version of the base game. The goal of this mod is to expand on the base game to allow the player adapt to a changing, dynamic world. Through the use of research you will unlock new techniques, items, blocks, powers and knowledge. NOTE: This is a work in progress. I have a very long list of thing to implement and I am adding them as I have time and knowledge of how to make them. At the moment the game is in an early testing state to see how the systems I have built work so far. I will be altering this to be an DMT mod eventually. There will also be changes to the progression system, skills and quests all which could break save games. I will endeavor to only release world or character breaking updates as more major updates so that one knows and will not break their games. On the 7 days to die mod launcher. Visit The Repository for more detailed information! https://gitlab.com/adredengaming/a-dred-end-a18-mod Questions Concerns Comments I have a discord: Here There has also been information on my YouTube Channel: Here Features: New Progression system so don't think of this much like vanilla. The more YOU do the more you get rewarded. NOT the more zombies you kill the better you now how to make a gyrocopter. Learn by crafting. I have added a little something so that the player can get better at crafting things. This is the most experimental part of the mod and needs tuning and constructive feedback. Learn by doing. The more you do something the better you will get at it. No need to spend your point(You wont get any ) Learn SCIENCE! by doing. The more you try to research thing the better you will get at that kind of research. So It should get easier to get more science done. [to do] Keep adding in more Bio modifications the player can use to upgrade themselves. Both items and the the skills More Localization for the files More Icons as time permits Research system: Through the use of research you will unlock new techniques, items, blocks, powers and knowledge. NOTE: This is a work in progress. I have a very long list of things to implement, and I am adding them as I get time to make them. Create a research desk and start crafting experiments. These will get you research notes and the notes will allow you to create schematics for the things you need to build. NOTE: I need to tune this feature. the number for each item are very arbitrary and not tuned to fit each schematic. Some recipes are in the advanced research desk - like the Molotov on a stick Planned: Find items in the world are new and will allow you unlock new ideas and schematics that can lead to new abilities, blocks and items. Reduced gameyness: There are some things in the game that feel like they are only in there to make certain reward cycles work. I aim to reduce this to give the game a greater feeling of immersion. Pick up the lights in POIS Find bicycles in peoples garages An Ending: Not 100 % Implemented in alpha 18 : One quest that should be an end condition of the game. Go out and destroy the infected cloning facility. It wont stop all the zombies of the world but it will (eventually) greatly reduce the number in your county. ATM you need to have the provided map installed to find the facility. Deep in the wastelands is the cloning facility. Still working on polishing this feature, I also need a little bit of DMT magic to finish this. New Weapons: Many Planned The mod was going to be a melee mod and thus has new weapons and there are many planned in updates. Thagomizer a new club based on the tail of a stegosaurus. Should be a one shot on easy zombies with a hard swing. Spears - There is a stick that can be sharpened and there is also an Iron spear that is craftable to give even more range and damage. Removed the vanilla spears as they would be pretty heavy and worse to craft then a flat piece of steel War pick, War axe and War hammer Most tools also have a version where there is a handle that can be altered with different tool or weapon mods to make various combinations Melee signs: It should be the case that all sings in the game can be weapons. All you need to do is break them free from there bonds and start smashing Brazmocks archery mod is in there for testing purposes. Mining laser is creative mod only Zombie Changes: I giveth and taketh Better Eyesight - Better hide at night Reduced melee range - The zombies Headshots - Zombies have soft heads so best to kill them with a head shot. body shots - Why do they need organs, so you can smack them, put holes in them break them to a point. The torso is tough Increased spawning numbers - There will be more zombies. Random getter up - The zombies will take 1 second to 10 seconds to get back up. No hurt sound, no death sound - don't forget, Double tap. Corpses - For special items you will use to adapt to the world This mod also includes zombies from the creature pack and so there are new zombies Lots of new zombies. There is a new faction of zombie called the controlled that some one is controlling. Often times they are seen with helmets and other armour and some have weapons grafted to them. They also have a few special building, with more to come. Noise makers: These are little distractors that can be thrown to attract zombies (Currently not working in a18) Lights: Most of the lights in the game have been added to craft New top tier Block Zombzyme block is a very resilient block created from various household chemicals and the arm bones of zombies. It will take some research and experimentation to figure out how to do this SPIKES from alpha 16.4 I have brought back the ability to craft the spikes from alpha 16. I have also expanded it with the ability to craft quicker crappier versions of the spikes too. Just incase you are in a pinch for time. New Large Doors (Thanks Dbat) Some large castle doors and portcullises Quadra V-Tech is in the game too. Likely for now mostly a creative menu Other Modders I would like to thank are: DBat, Ironblade, Brazmock/Azmo, GuppyCurr, Khaine, Keledon, Haidr Gna, Sphereii, Stopmy NZ, Xyth, Darkstar Dragon, DanCap0, DeathtoDust, Mumphy, Manux. Really most of the modders on the guppy server
  18. We run a a PVP/PVE modded server, so try a server different from the others! become a Jedi, become the wealthiest survivor or be a hunter in the PVP area! Your base is always saved and stores you buy! We just want to have fun, that's the TIPSY way! https://www.tipsycity7days.com/ WHAT MODES WE HAVE: * Over 20 Vehicles! *Lightsabers (RARE) *Laser guns, swords and more *Working TV (3 channels) *Working Radio (10 songs/2hrs) *Come and gamble slot machines (win money or lose it) * Over 10 new zombies * Own a store in TIPSY ALWAYS *Buy land or building and become Mr Monopoly! *Hot Air Balloon * Over 40 new furniture *Kill area for PVP (Enter at your own risk!). — Server Information — Server name: Tipsy City/PVEPVP/200% exp/Wiped 5/20Server ip: 199.15.254.234
  19. CLASSIC Style HARDCORE continues to develop the original idea laid down in the early Alphas of 7DtD. But there are many changes associated with improvement in favor of modernity. I introduce innovations, but i try to be careful with the original material and the atmosphere from Initial 7DtD. This is going in the direction of hardcore survival. The mod is large. I think, in the first week of survival - it is impossible to see even a third of all the features of the mod. The entry threshold is very high, but this is the price for deep gameplay - this is unavoidable. The principles of survival here significantly different from modern vanilla! This is about Survival. Do Reasonable Things or Die. Since A13 * The mod is intended for experienced 7DtD players * Designed for SP. (читать на Русском языке) ----------------------------------------------------------------------------------------------- Reasons why you should (or not) try this mod: - if You have long time playing 7DtD and number your favorite alpha less than 13 - then be sure to try this mod, but don't take it as copying. Everything must move forward. Think of it as "extended oldschool". - if You like enjoy the views and journey - you should not to overlook this mod. - if You like to build - perhaps you would be interested. I love to build, but basically this is what it was before, with some complications and adding new way. Not a lot of new blocks. In the crafting and construction basically i tried to have this work - give you feeling that you have created by their labor, their hands - that feeling which completely disappeared with the introduction of the continuous upgrade, "somewoods" and the removal of the crafting grid. - if You like mining - Yes. Harvest is changed, a new ore, the arrangement of the layers, there are some visual surprises under the ground. - if you want to play with friends in multiplayer - the current technical problems with delays on the client do not allow me to declare support for multiplayer, and it - not taken into account. Maybe it will be later... - if you like sell and buy, money! diamonds!! gold!!!.... - this mod is not about that. I cut the entire economic system. - "for fun and win" - no.... it is not hasty mod, based on feelings and atmosphere. You don't conquer one here, but can try to survive, circumstances will always be stronger than you. By the way, it wasn't that difficult, just turn on the brain....but the experience certainly - required. - if You are looking for Hardcore - Yes, but get ready for a strategic Hardcore, a huge number of zombies can not always be destroyed by rushing into the crowd. Zombies are killed easily, but you have limited opportunities. Let's just say: here - "hardcore" is that it is necessary to consider your strategically actions and receive the consequences. Will always leave a chance for you, but - it does not forgive stupid mistakes and imprudence. - perks, level dependencies, trading - is progressively removed from the game because they bring confusion into balance and force the player to do nonsense. This not rpg mod. - if you don't understand why you unable boil eggs - here you have freedom, the difficulties do not come from you. - if you do not want to cook your own food from rotten meat, yellow water and gasoline, and do not like narcotic - then you are welcome. DOWNLOADS for: ************************* for A13,A14,A15,A16 *************************** links are hidden ******************************** for A17 ********************************** not available for a17 ******************************** for A18 ********************************** Test Version Only (watch the last video below to understand the readiness) Some necessary things can't be done because of the limitations of the itself A18. I can't consider the current state of the mod to be any good for posting to the wide public. But... if you were familiar with the CSH mod earlier, and promise not to make hasty conclusions about the quality based on an unfinished build, then you can request a Test version through my PM ******************************** for A19 ********************************** WIP ---------------------- For install: ----------------------------- 1 - Replace folder 7 Days To Die. (in Steam folder) 2 - Turn on the brain and switch your behavior to Survival. 3 - Generate a new world, start new game. Known issues: - maybe not suit for MP (PvP) These are two Great Tools with which to create content for this mod now: Thanks Pillle for his Prefab Editor! Thanks DerPopo for his UABE! The mod was created using the Utility: UABE (and a great Help DerPopo), Hal's Prefab Editor (Thanks HAL9000), Prefab-Editor(Alpha) (Thanks Pille), SDX Tools (Thanks SDX Team)! Thanks, Credits and some features: see post here I am very thankful to knowledgeable People who share their knowledge! Respect for The Fun Pimps! The idea of creating this game was amazing.
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