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MeanCloud's Modlets Collection


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If you have feedback or problems with any of my modlets, try to post them in their specific topic (most of these modlets link to their own topic).



Major Mods
Name Description Compatibility Version Link
Cannabis Adds usable cannabis to the game. Who says you can't enjoy the end of the world? A18, A19 1.01, 1.02 topic
Fishing Adds active and automatic fishing and new cooking recipes. A18, A19 1.04, 1.05 topic
Mining Adds copper and zinc (including ore generation, salvaging, and looting) and mining machines. A18, A19 1.04, 1.05 topic



Minor Mods

Name Description Compatibility Version Link
Acid Allows you to realistically craft acid from grain alcohol. See 'references.txt' for nerd notes. A19 1.00 download
Barbed Wire Returns the missing or removed barbed wire sheet from A17. A18-A19 1.01 download
Don't Use Up Water Prevents empty jars from depleting water sources that the player placed with a bucket. A18-A19 1.01 download
Enemy Health Bar Adds a visible health bar to enemies to the top of the screen under the compass. A19 1.00 download
Enemy Reach Shortener

Reduces enemy's reach to a more reasonable distance. Credit to @JaxTeller718 for concept: this is a copy of his but with an

even shorter reach, fixes to falloff damage, and is forward-compatible with new and custom enemies.

A18, A19 1.01, 1.02 A18, A19
Entity Titles Adds missing names for entities.  (Helpful when using the Enemy Health Bar modlet) A19 1.00 download
Med Stack Sizes

Updates all of the medical supplies (consumables and ingredients) to stack to +5 more than they used to (stacks of 5 are now stacks of 10;

stacks of 10 are now stacks of 15.

A18-A19 1.02 download
Regenerating Boulders Boulders (even ore boulders) will regenerate after they have been mined. A18, A19 1.03, 1.05 topic

Adds craftable and lootable tiered solar components to power your electronics.  Credit to @Drconfused for various concepts

and his 1x1 3D asset he generously permitted me to use.

A19 1.00 download


















Download and extract modlets 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 if the mod contains a /Prefabs folder, then 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).


Some mods require (or strongly recommend) you to start a new game.



PayPal Donation if you enjoyed my work and want to encourage me to do more.



Edited by psouza4
Added Acid, Entity Titles, and Solar mods (see edit history)
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1 hour ago, AndrewT said:

Does the health bar mod work with zombies from other mods as well?

It shows health for all targetable entities, including other players, turrets, etc.

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8 hours ago, TresusChrist said:

@psouza4 Do you know if any of your mods are compatible with DF? I'd love to put some of them on my dedicated server, figured i'd ask and see! :D

Darkness Falls is a game overhaul, not a simple mod.  And while I wouldn't ordinarily make efforts to make my mod compatible with conflicting mods, I certainly don't have the resources to do that for an entire overhaul.  You'll need to speak with the author of Darkness Falls and see if he's willing to merge assets and localizations, but it may be more complicated than that.  Only he'd know.

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