TaurusBully Posted November 3, 2019 Share Posted November 3, 2019 vals mods are an option available to be installed turnkey on BlueFangs Servers, https://www.bluefangsolutions.com/shop/7-days-to-die/ will this still be the case, not sure if val let them know or what the deal was, Link to comment Share on other sites More sharing options...
stallionsden Posted November 3, 2019 Author Share Posted November 3, 2019 vals mods are an option available to be installed turnkey on BlueFangs Servers, https://www.bluefangsolutions.com/shop/7-days-to-die/ will this still be the case, not sure if val let them know or what the deal was, They haven't been updated since a16 lol. So doubt they will work Link to comment Share on other sites More sharing options...
War3zuk Posted November 3, 2019 Share Posted November 3, 2019 Not wanting to be a Pain lol But when you have a spare bit of time, Can you make the Oven & Both sinks Pick up able with a land claim down Thanks.. I ONLY ask as id prefer NOT to edit your work on Valmars stuff Link to comment Share on other sites More sharing options...
stallionsden Posted November 3, 2019 Author Share Posted November 3, 2019 Not wanting to be a Pain lol But when you have a spare bit of time, Can you make the Oven & Both sinks Pick up able with a land claim down Thanks.. I ONLY ask as id prefer NOT to edit your work on Valmars stuff no worries. do i just add the line canpickup true or is there another code for picking an item up when a land claim is down as I am unaware of it Link to comment Share on other sites More sharing options...
War3zuk Posted November 3, 2019 Share Posted November 3, 2019 Never Tried haha Id just learn as I go with something New I just dont want to have an edited version of your work as im running your work on my server & for that reason id prefer it unedited from your originals <property name="CanPickup" value="true"/> Doesnt work when used directly on your items.... & its defo something ive never messed with.... Quick test I can only get the Oven to work.. Simply using the code doesnt work.. If its to much Hastle it doesnt matter, its not massively important I was just thinking about it as I built 1 yesterday & got a tiny bit of lag & it placed in the wrong place & I naturally went to pick it back up & noticed I couldnt... Link to comment Share on other sites More sharing options...
JaxTeller718 Posted November 3, 2019 Share Posted November 3, 2019 no worries. do i just add the line canpickup true or is there another code for picking an item up when a land claim is down as I am unaware of it Search TakeDelay in the xml for blocks. that enables the countdown timer for LCB Did it for you because Im that much of a sweetie lol <property name="TakeDelay" value="15"/> but i dont think this will work on the sink. it only works on workstations i believe Link to comment Share on other sites More sharing options...
stallionsden Posted November 3, 2019 Author Share Posted November 3, 2019 Search TakeDelay in the xml for blocks. that enables the countdown timer for LCB Did it for you because Im that much of a sweetie lol <property name="TakeDelay" value="15"/> but i dont think this will work on the sink. it only works on workstations i believe Thank you Jaxs your a life saver and will test it out Link to comment Share on other sites More sharing options...
War3zuk Posted November 4, 2019 Share Posted November 4, 2019 <drop event="Destroy" name="workingCabinetSink" count="1" /> <drop event="Fall" name="woodDebris" count="1" prob="1.0" stick_chance=".75" /> <drop event="Destroy" name="workingGranitSink" count="1" /> <drop event="Fall" name="woodDebris" count="1" prob="1.0" stick_chance=".75" /> Added this to the bottom 2 so you just get it back when destroyed same as the Oven... Seems easiest way lol Link to comment Share on other sites More sharing options...
josefdarks Posted November 4, 2019 Share Posted November 4, 2019 your mod it has everything except gas mask in the middle in a zombie apocalypse the game vanilla there is only two masks monotonous the iron helmet bandit with a crest materials suit dangerous I like it your table dye mod el suit black chemical if you are creating new clothes and armor create gas masks varieties for example gas mask m17.. gas mask m40 new weapon m60 and we don't have a simple gas mask black m17 especial ops marine i like your mod and everything new and the new icons they are amazing hope that some moder put gas mask and not the masks vanilla with a crest ridiculous and un tactical Not being able to wear a helmet military or helmet swat Link to comment Share on other sites More sharing options...
stallionsden Posted November 4, 2019 Author Share Posted November 4, 2019 your mod it has everything except gas mask in the middle in a zombie apocalypse the game vanilla there is only two masks monotonous the iron helmet bandit with a crest materials suit dangerous I like it your table dye mod el suit black chemical if you are creating new clothes and armor create gas masks varieties for example gas mask m17.. gas mask m40 new weapon m60 and we don't have a simple gas mask black m17 especial ops marine i like your mod and everything new and the new icons they are amazing hope that some moder put gas mask and not the masks vanilla with a crest ridiculous and un tactical Not being able to wear a helmet military or helmet swat Will put it on my list Thank you trying tho to keep Vals mods as original as possible Link to comment Share on other sites More sharing options...
josefdarks Posted November 5, 2019 Share Posted November 5, 2019 Will put it on my list Thank you trying tho to keep Vals mods as original as possible thanks to you for these mods renewed:smile-new: Link to comment Share on other sites More sharing options...
stallionsden Posted November 5, 2019 Author Share Posted November 5, 2019 thanks to you for these mods renewed:smile-new: No worries glad to bring them to A18. More to come. Link to comment Share on other sites More sharing options...
Aximil Posted November 5, 2019 Share Posted November 5, 2019 How hard would it be to get the HUD to always show temperature and hunger and thirst like Valmod? Link to comment Share on other sites More sharing options...
stallionsden Posted November 5, 2019 Author Share Posted November 5, 2019 How hard would it be to get the HUD to always show temperature and hunger and thirst like Valmod? There are many modlets out there that Do that. Valmod is coming just doing the small mods first Link to comment Share on other sites More sharing options...
xyth Posted November 5, 2019 Share Posted November 5, 2019 Thanks for bringing these classics back Link to comment Share on other sites More sharing options...
stallionsden Posted November 5, 2019 Author Share Posted November 5, 2019 Thanks for bringing these classics back Thanks xyth :-) Link to comment Share on other sites More sharing options...
omegarte Posted November 5, 2019 Share Posted November 5, 2019 How much of a pain will it be to make these compatible with 18.1 once that goes stable? Link to comment Share on other sites More sharing options...
stallionsden Posted November 5, 2019 Author Share Posted November 5, 2019 How much of a pain will it be to make these compatible with 18.1 once that goes stable? Do they not work in 18.1. Idk I am on stable not updating experimentals. And would depend on what has changed etc. Link to comment Share on other sites More sharing options...
stallionsden Posted November 6, 2019 Author Share Posted November 6, 2019 VALMARS ANIMAL FARM (FORMERLY KNOWN AS PIG FARM) * Added Vals Pig Farm to A18 * Also added - - Stags - Boars - Snakes - Chickens - Rabbits - GraceBoars - Vultures - Mountain Lions - Coyotes - Bears - Wolves - DireWolves [unfortunately i couldnt get - zombieBears to work] Link to comment Share on other sites More sharing options...
stallionsden Posted November 6, 2019 Author Share Posted November 6, 2019 VALMARS ZOMBIE DISPLAY Not 100% certain this was definately Valmars Mod but it was in a link on the Pig Farm page. This adds a stand still version of each Zombie. You can put them in your base in a glass show case and they will just do their idle animations. These zombie displays work like a plant So they go thru stages one minute they are one zombie the next they are another. Will release another version that sets them as only themselves. Link to comment Share on other sites More sharing options...
CrypticGirl Posted November 6, 2019 Share Posted November 6, 2019 For the pig farm, is there a reason why all the hostile animal blocks and recipes are commented out? Are they working? And for the zombie display, what exactly are the "LeurreAnimal" recipes for? I tried a random one, but it was just an invisible thing when I placed it, and I had to destroy the block under it to get rid of it. Link to comment Share on other sites More sharing options...
CUFreeze Posted November 6, 2019 Share Posted November 6, 2019 Sorry to be such a noob but are there installation instructions anywhere? Link to comment Share on other sites More sharing options...
stallionsden Posted November 6, 2019 Author Share Posted November 6, 2019 For the pig farm, is there a reason why all the hostile animal blocks and recipes are commented out? Are they working? And for the zombie display, what exactly are the "LeurreAnimal" recipes for? I tried a random one, but it was just an invisible thing when I placed it, and I had to destroy the block under it to get rid of it. Re download the new version. As I couldn't work out how to get the wild animals working but now they do except for the radiated vulture and the zombie bear. If possible could you post the names of the ones doing this please. The leurreanimal is 5 animals that were Inc in the mod they pretty much do the same as the animal farm. - - - Updated - - - Sorry to be such a noob but are there installation instructions anywhere? Just simply put the modlet into the mods folder in your 7dtd game. So common/7dtd/Mods. If you don't have a Mods folder in your game directory simply create a new folder and name it then run the game :-) Link to comment Share on other sites More sharing options...
CrypticGirl Posted November 6, 2019 Share Posted November 6, 2019 Okay, I tried them all again. Here's what happens. LeurreAnimal1: Looks like a stag in your hand, but looks like a vulture when you place it. Vulture sinks into the ground upon placement, but block is still invisible and you can't pass through it. Destroying the block beneath it is the only way to get rid of it. LeurreAnimal2: Just an invisible block. Destroy it by destroying the block beneath it. LeurreAnimal3: Looks like a boar, seems to work fine. LeurreAnimal4: Looks like a pig. It seems to work at first when you place it, but becomes invisible when you turn your back. Block is still occupied until you break the block beneath it and destroy it via fall damage. LeurreAnimal5: Looks like a vulture in your hand. When you place it, the vulture sinks into the ground. Block space is still occupied until you destroy the block beneath it. Pig Trough: Same as LuerreAnimal 4, but the pig reappeared briefly when I walked against it and destroyed the block beneath it. Stag Trough: Seems to work, though its face and neck look glossy. Rabbit Trough: Works at first, but becomes invisible when you turn your back. Destroying the block beneath it gets rid of it. Chicken Trough: Chicken falls through the world upon placement. Destroy the block beneath to get rid of it. Snake Trough: Seems to work, though snake doesn't animate. Now for the zombie things. LeurreZombie1: Looks like a Wight when you hold it in your hand, but placing it seems to spawn a different zombie each time. LeurreZombie2: Looks like a Zombie Boe, seems to work. LeurreZombie3: Zombie football player, seems to work. LeurreZombie4: Big Momma, seems to work. LeurreZombie5: Zombie Joe, seems to work. LeurreZombie6: Zombie Moe, seems to work. LeurreZombie7: Zombie Arlene, seems to work. LeurreZombie8: Lab Zombie, seems to work. LeurreZombie9: Screamer, seems to work. LeurreZombie10: Zombie Darlene, seems to work. LeurreZombie11: Zombie Marlene, seems to work. LeurreZombie12: Zombie Yo, seems to work. LeurreZombie13: Zombie Steve, seems to work. LeurreZombie14: Also a Zombie Steve. Possibly meant to be the crawler? LeurreZombie15: Businessman, seems to work. LeurreZombie16: Lumberjack, seems to work. LeurreZombie17: Spider Zombie, seems to work. He stands in the same idle pose as the other zombies rather than his unique stance on all fours. It's how I figured that Zombie14 might have meant to be the crawler... LeurreZombie18: Burn Victim, seems to work. LeurreZombie19: Zombie Nurse, seems to work. LeurreZombie20: Disturbed Tourist, seems to work. LeurreZombie21: Zombie cop, seems to work. LeurreZombie22: Hazmat zombie, seems to work. LeurreZombie23: Utility Worker Zombie, seems to work. LeurreZombie24: Fallen Soldier, seems to work. LeurreZombie25: Demolisher Zombie, seems to work. LeurreZombie26: Skateboarder zombie, seems to work. LeurreZombie27: Cheerleader zombie, seems to work. LeurreZombie28: Zombie cowboy, seems to work. LeurreZombie29: Biker zombie, seems to work. LeurreZombie30: Farmer zombie, seems to work. LeurreZombie31: Stripper Zombie, seems to work. I think there's also the possibility of these zombie blocks disappearing/going invisible when you leave the area, or perhaps it only happens when you log out. I've only had it happen with the Zombie1 block, but I haven't tested it on any of the others. Anyway, I hope this helps... Link to comment Share on other sites More sharing options...
stallionsden Posted November 6, 2019 Author Share Posted November 6, 2019 Okay, I tried them all again. Here's what happens. LeurreAnimal1: Looks like a stag in your hand, but looks like a vulture when you place it. Vulture sinks into the ground upon placement, but block is still invisible and you can't pass through it. Destroying the block beneath it is the only way to get rid of it. LeurreAnimal2: Just an invisible block. Destroy it by destroying the block beneath it. LeurreAnimal3: Looks like a boar, seems to work fine. LeurreAnimal4: Looks like a pig. It seems to work at first when you place it, but becomes invisible when you turn your back. Block is still occupied until you break the block beneath it and destroy it via fall damage. LeurreAnimal5: Looks like a vulture in your hand. When you place it, the vulture sinks into the ground. Block space is still occupied until you destroy the block beneath it. Pig Trough: Same as LuerreAnimal 4, but the pig reappeared briefly when I walked against it and destroyed the block beneath it. Stag Trough: Seems to work, though its face and neck look glossy. Rabbit Trough: Works at first, but becomes invisible when you turn your back. Destroying the block beneath it gets rid of it. Chicken Trough: Chicken falls through the world upon placement. Destroy the block beneath to get rid of it. Snake Trough: Seems to work, though snake doesn't animate. Now for the zombie things. LeurreZombie1: Looks like a Wight when you hold it in your hand, but placing it seems to spawn a different zombie each time. LeurreZombie2: Looks like a Zombie Boe, seems to work. LeurreZombie3: Zombie football player, seems to work. LeurreZombie4: Big Momma, seems to work. LeurreZombie5: Zombie Joe, seems to work. LeurreZombie6: Zombie Moe, seems to work. LeurreZombie7: Zombie Arlene, seems to work. LeurreZombie8: Lab Zombie, seems to work. LeurreZombie9: Screamer, seems to work. LeurreZombie10: Zombie Darlene, seems to work. LeurreZombie11: Zombie Marlene, seems to work. LeurreZombie12: Zombie Yo, seems to work. LeurreZombie13: Zombie Steve, seems to work. LeurreZombie14: Also a Zombie Steve. Possibly meant to be the crawler? LeurreZombie15: Businessman, seems to work. LeurreZombie16: Lumberjack, seems to work. LeurreZombie17: Spider Zombie, seems to work. He stands in the same idle pose as the other zombies rather than his unique stance on all fours. It's how I figured that Zombie14 might have meant to be the crawler... LeurreZombie18: Burn Victim, seems to work. LeurreZombie19: Zombie Nurse, seems to work. LeurreZombie20: Disturbed Tourist, seems to work. LeurreZombie21: Zombie cop, seems to work. LeurreZombie22: Hazmat zombie, seems to work. LeurreZombie23: Utility Worker Zombie, seems to work. LeurreZombie24: Fallen Soldier, seems to work. LeurreZombie25: Demolisher Zombie, seems to work. LeurreZombie26: Skateboarder zombie, seems to work. LeurreZombie27: Cheerleader zombie, seems to work. LeurreZombie28: Zombie cowboy, seems to work. LeurreZombie29: Biker zombie, seems to work. LeurreZombie30: Farmer zombie, seems to work. LeurreZombie31: Stripper Zombie, seems to work. I think there's also the possibility of these zombie blocks disappearing/going invisible when you leave the area, or perhaps it only happens when you log out. I've only had it happen with the Zombie1 block, but I haven't tested it on any of the others. Anyway, I hope this helps... Ok the leurre ones grow into different zombies they go thru stages like a plant. So if one is invisible just wait for next stage. As seen in the block.xmls in the plant growth rates etc . Probably should have mentioned this bit in the description lol. The animals that fall thru the world is it all surfaces player/natural or just certain types. Link to comment Share on other sites More sharing options...
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