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OrbitalBliss

Home Depot Mod

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Home Depot Mod -- for 7 Days to Die [Alpha 18 Patched]

V1.4 (FINAL Alpha 17 Version) by OrbitalBliss

Thanks to XelaNull for patching it for A18.

 

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Welcome to Home Depot where, if you can't buy it, we can help you build it. This mod adds many (most) decorative items already in the game to either your crafting lists, or to the Traders items (at least as a rare Hidden Stash). It also fixes a couple established recipes and Perk walls (and, yes, 'Fixes' is a subjective term). But I did try to leave most things the way the Devs made them. One of the main purposes of this Mod is to give players meaningful access to assets in the game that otherwise are trapped in Creative Mode. This mod is item-centric and kept completely within the Configs (aka; It’s a Modlet) so you can drop it on your server and it will deliver to everyone, no fuss no muss. Your players don’t have to do anything. And, yes, a few of the things this mod does have been done several times before... but like Home Depot, the Home Depot mod is meant to be one-stop shopping. Besides, I kinda wanted to write my own version of those things from the ground up anyhow as I taught myself how to mod. I hope this fills out your players gaming experiences. Have fun!!

 

 

ADDED TRADER ITEMS

In this section we've added many (if not most) items that exist in game already, but cannot be acquired. These are added to the Traders decorations lists, with Economic Values and Repair Materials added for those items missing them. Also, slightly boosted the number of Decorative items Traders carry.

 

Here’s a list: WallOven, UtilitySink, HungSink, MicrowaveOven, RetroFridge, FridgeStainlessSteel, StoveOld, WashingMachine, TrashCompactor, Mirror, ShowerHead, BathTubEmpty, Toilet01, Toilet02, Toilet03, MedicineCabinet A, MedicineCabinet B, PillCase, Radiator, SchoolDesk, ShoppingBasket, LeatherCouchSofa, BarracksChair, Paintings (x6), CharcoalGrillClosed, CharcoalGrillOpen, GasGrillClosed, GasGrillOpen, BirdBathPlanter, Gurney, HospitalBed, FileCabinetShort, FileCabinetTall, LockersTall A, LockersTall B, LockersTall C, HeatVent, HeatVentIndustrial, LaundryBasket, FancyGarbageCan, Dumpster, WaterCoolerBottle, CoolerOpen, SatelliteDish, SatelliteDishSmall, MetalSlide, SwingSet, StationaryBike, Treadmill, WeightBar, BenchPress, Duffle01, WeaponsBagSmall, WeaponsBagLarge, Purse01, Suitcase, LuggageMedium, LuggageBig, Backpack01, Backpack03, AirConditionVentFan, ConditionVentFanDouble, SignRoadStop, SignRoadStop4way, SignRoadSlow, SignRoadPrivate, SignRoadWork, CommercialBlindsTop, CommercialBlindsBottom

 

 

ADDED RECIPES

In this section we added recipes for the handyman. A number of reasonably simple items (coffee table) and several related items (most of the cabinets) were added a recipes, many of them requiring Tablesaw and some of them requiring Perk levels.

 

Here’s a list: CommercialDoor1, CommercialDoor2, CommercialDoor4, HouseFrontDoor1, HouseFrontDoor2, DoorFrameWhite1, DoorFrameWhite2, DoorFrameMetal1, DoorFrameMetal2, CupboardsRed(x1), CabinetsRed(x1), CupboardsOld(x3),CabinetsOld(x3), WindowTrim(x5), DoorTrim(x2), WoodCrown(x2), DecorativePillar(x2), StoreShelving (x3), PewSegment(x3), GarageDoorHouse, Window02, Shutters1Plate, HardenedChestSecure, BookcaseEmpty, CoffeeTable, tableDynamic, WoodCatwalkWedge, MetalPillarTable, Coffin, RoadRailing(x4), ChainLink(x8), CorrugatedMetalPillars(x6), ConcreteBarrier

 

 

FIXES FOR RECIPES AND PERKS (of course 'fix' is subjective)

We tried to keep this to a minimum, but here we tweaked some existing recipes to (in our opinion) make better sense.

 

Existing recipes that should have required tablesaw: cntCabinetBottom, cntCupboardCabinetRedTopClosed

 

Include Snowberry Seeds Recipe (Locked behind LivingOffTheLand 3), and fixed planted snowberries to grow up into Player harvested Snowberries.

 

Include BloodDrawKit Recipe (Locked behind Physician 3)

 

Require GreaseMonkey Perk to craft vehicles (not just for vehicles parts) Each vehicle tied to its appropriate GreaseMonkey Perk level.

 

Include Vehicles in Trader Hidden Stash (Starting at Barter 3).

 

 

FIX SOME STRANGE UPGRADES, REPAIRS, & ECONOMIC VALUES

A few items already in the game had either screwy economic values, or repair settings. And a few even have goofy upgrades. I think most of these were simply overlooked. We fixed those.

 

Here’s a list: cntWaterCoolerFull, cntBookcaseFull, cntBookcaseEmpty, decoPicnicTable, cntMunitionsBox

 

Added a few more sources for Brass: Destroyed doors with Brass handles give a doorknob, Blass Lamp can be harvested.

 

 

ADD NEW ITEMS & INCLUDED RECIPES

In this section we added new items/blocks, which are mostly variations of existing ones, and usually add some functionality to the Player built version. Also, usually, the Player version is locked behind an appropriate Perk wall, and requires the Trader (non-functioning) version to craft. Most things in this section can be easily found by typing ‘Home’ into your crafting search bar.

 

Craftable Beds that can relocate. -- The bedroll was not the only respawn point, but was the only one allowed to be picked up. This adds player versions of the Mattress, Small Bed, and Large Bed that can also be picked up. Players still can’t have more than one respawn, just allows them to use the other ‘sleeping bags’ the same way if they so choose. Mostly this allows you to redecorate your home without having to destroy and rebuild your beds.

 

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Craftable Ovens that function as Campfires. -- This adds a couple of ovens, microwave, and some BBQ Grills to craft and function just like Campfires. In the future I hope to tie the Electric oven and Microwave to the Electrical grid (can’t find a way so far).

 

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Craftable Sinks and Fountains that function as Murky Water Sources. -- This adds some working plumbing. It also adds a much more difficult crafting item in the ‘Home Filtered Water Cooler’ which requires Purifiers in its recipe and higher Perk levels, but can provide Clean Water.

 

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Craftable Light Sources. -- There's all kinds of lighting in this game… but they gave us a single fixture to work with. This has been fixed, adding almost every electrical light source back into the game. In the future I’d like to fix illumination levels, but this is impossible at the moment.

 

Here’s a list: ceilingLight01, ceilingLight02, ceilingLight02Brass, ceilingLight04, ceilingLight05, ceilingLight05Brass, ceilingLight07, ceilingFanLight, wallLight01, sconce1Light, porchLight01, porchLight04, porchLight04Brass, deskLampLight, tableLampLight, endTableLamp, streetLight01, streetLightClassic, industrialLight01, industrialLight02, industrialLight02Red, signShopOpen, signExitLight, workLightPOI

 

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ADD WIRELESS ELECTRICAL RELAYS & SWITCHES

In this section we added Wireless (or rather Hidden wires) electrical options. A ‘Home Wireless Relay Block’ that can be built into structures (and painted if you wish), a ‘Home Wireless Switch Fusebox’ and ‘Home Wireless Switch Electrical Box’ which add those models back in and use them for wireless electrical Switches, and a ‘Home Electrical Pole Top Relay’ for power poles. Some of this is not perfect, and I'd like to move where the Power Lines come “IN” to some of these, but that looks like it's hard baked into the models. Also we matched the power usage, of the few things that cost zero watts, to the 1W cost of normal relays.

 

 

THE PAINT DEPARTMENT

In this section we've restored access to a couple of textures that were included with the paint brush but hidden (Orange Drywall & Tar Paper). Also, found a few more textures that work decently enough on blocks and included them (Bookcase, Vent, WashingMachine, & Wet Concrete.

 

 

HOW TO INSTALL

Simply download the Home_Depot_v1.0.zip file (or whatever the current release is).

Decompress this directly into your 7 Days to Die install directory.

If you didn't have a "Mods" folder, this will create one.

You should be ready to go.

 

PLEASE ... Always backup your save folder if you are adding mods to pre-existing games.

 

 

WHERE IS IT!?!

DOWNLOAD FROM GITHUB

 

 

PS: If you find any more strange things in the standard stuff (or the mod for that matter) that could be easily addressed in this mod, like for instance the wierd picket fence upgrading that was fixed here, don't hessitate to drop me a line.

Edited by OrbitalBliss (see edit history)

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Thanks. It's definitely a WIP. I've already found a couple more recipes I'll be adding to the basic carpentry in the next installment.

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I've updated to v1.1 of the Home Depot Mod.

Here are the changes.

 

VERSION HISTORY

Added in v1.1:

To Traders: graveStone03, tire, tv, large tv. metalPipe (Corner,Joint,Cap,&Flange), softDucts(Corners,Centered,etc).

 

To Recipes: woodWallStud, woodFloorJoist, woodPillar50, woodCNRRound, woodCNRRoundTop, cntCardboardBox, cntLootChestHero.

 

To Blocks: For woodPillar50, woodCNRRound, and woodCNRRoundTop the reinforced wooden & metalwood versions needed to be created so they could upgrade through those versions.

 

Reduced economic value of Vehicles (so they cost less than 350,000 dukes.)

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I like the idea of signs without posts too... but my mods will always be Server friendly Modlets, which means sticking to xpath editting the configs. To remove the posts would require modding models/meshes, and I'm not going to go down that path.

 

I am about to drop the new version of Home Depot, though. Only a couple additions, but a couple removal because 17.3 finally fixes them.

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It is live now, the 1.2 version of the mod, with adjustments for Alpha17.3.

 

 

Added in v1.2:

 

To Traders: Bicycle (rarely and low level), Lockers (that were missed before), Control Panels.

 

To Recipes: woodQuarter, removed TV and LargeTV recipes (seemed out of place and sold at Traders).

 

Other: No new blocks, but removed some stuff we used to fix that they fixed in 17.3. Also, increased Trader swap number and max number to further accomodate the decorative items. And some general code clean-up for more cross-mod compatibility. Added the Read-Me to the Zip file.

Edited by OrbitalBliss (see edit history)

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is there an easy way to remove wandering traders? for whatever reason they keep bugging on my game. if there's a simple way to edit them out I'd appreciate knowing what to do. Thanks in advance.

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How about craftable solar cells? I find them way too expensive at the trader.

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It's not an error, it's just a Warning. (that's why it's yellow, not red, and says WRN)

 

This is not the only mod that adds vehicles to the trader file (not even the only one of MY mods that does so).

In order for the mod to keep control of added vehicles, so as not to add redundant vehicles, it first attempts to removes any previously added vehicle. If it fails to find any, you get the Yellow Warning... but nothing comes of it, it just continues on applying the rest of the code.

 

But, thanks for reporting it in case it was something that I had missed.

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Thanks,

BTW, I made one of the Filtered Water Coolers, could you explain just how it works? Do I just put in bottled murky water and it makes it clean bottled water or something? Or does it somehow produce bottled water on it's own?

 

 

NVM, I figured it out. You hold an empty jar and LEFT CLICK on it, I was right clicking on it like you do the sinks to get murky water. A little confusing there.

Edited by Zagan (see edit history)

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Added a small Paint Department, as any Home Depot should have.

And made sure it wasn't busted by A17.4

 

 

Added in v1.3:

 

Restored access to a couple of textures that were included with the paint brush but hidden (Orange Drywall & Tar Paper).

Also, found a few textures that work decently enough on blocks and included them (Bookcase, Vent, WashingMachine, & Wet Concrete).

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Do you know the coords for the Navezgane map? I'm driving around & can't find it (I could just be having a moment....)

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Do you know the coords for the Navezgane map? I'm driving around & can't find it (I could just be having a moment....)

 

Are you asking about coords for a Home Depot POI/Prefab??

 

There isn't one.

 

This mod doesn't add anything to maps or world files, it works equally well in Navezgane as it does with a generated world.

 

I created a prefab just for generating screenshots. By request it is there to download on GitHub for those who know how to use/import the prefabs. But, the modlet itself doesn't physically change anything in your world.

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