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JaxTeller718 Presents The Vanilla Project (A20)


JaxTeller718

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7-Days-To-Die-Logo.thumb.png.3b634aef1f777438b800d357acf53827.png

 

JaxTeller718

 

Presents

 

The Vanilla Project

 

 

Current Version: 1.8

 

I am proud to present my latest venture The Vanilla Project. This modlet brings back old changes and removals from previous Alphas. The purpose of this mod is to compliment A20 and its new features by incorporating older features and items. This will not dramatically alter or change the new alpha experience rather it will present the alpha as it would be if removals had not occurred. Consider this a companion DLC.

 

 

What this does and what is included

 

V1.0

-Brings back a 1 point stamina hit to all canned foods eaten raw

-Brings back stamina hit to eating raw eggs

-Brings back dysentery risk to eating raw eggs

-Brings back stamina hit to eating corn meal

-Brings back hubcaps

-Brings back air filters

-Adds hubcaps, air filters and cooking pots to the respective mine recipes

-Brings back moldy bread and its recipes

-Brings back blunderbuss ammo and its recipes (Now called Primitive Ammo)

-Replaces ammo for Pipe Guns with individual ammo (Primitive 9mm Ammo, Primitive Shotgun Shells, Primitive 7.62 Ammo)

-Brings back primitive ammo bundles

-Restores Iron Fragments

-Restores Ore Traces in Surface Boulders

-Adds Animal Hide back to animals

-Adds recipe for Animal Hide to Leather. 1 Animal Hide = 5 Leather. Animal Harvests are as close to vanilla as possible

-Adds old menu screen

 

 

v1.1

-Added Primitive ammo to twitch integration and loot

-Added Bear Meat and associated recipes (grilled, boiled, charred and stew)

-Added Chicken Meat and associated recipes (grilled and charred)

-Added Pork Meat and associated recipes (grilled, boiled and charred)

-Added Rabbit Meat and associated recipes (grilled, boiled, charred and stew)

-Added Venison Meat and associated recipes (grilled, boiled, charred and stew)

-Replaced raw meat in animals with proper meats

-Reduced Harvests on Animal Meat

-Reduced meat needed in recipes from 5 to 2

-Added Wood Logs to Trees

-Added Wood Planks and recipes

-Replaced Wood with Wood Planks in building recipes

-Added Sticks and recipes

-Replaced Tool and Weapon and Arrow recipes using wood with sticks

-Added Sharp Stone and recipes

-Replaced stone in recipes for arrows and stone tools with sharp stone

-Added Basic UI with Food and Water thanks to Scomar

-Added recipe for cloth made with 2 cotton

-Changed bedroll recipe to require cotton instead of fiber

-Removed Starting Quest

-Added Tallow and recipes made from Animal Fat

-Replaced Animal Fat in candles, flaming arrows and torches with Tallow

-World crops can now be picked up with E like in previous alphas. Planted crops must be punched. Credit to Khaine for inspiration on this.

-Reduced health on trees

-Removed harvest on trees

-Trees give logs on Destroy only

-Dead Tree Bushes Now Give Back Sticks

 


v1.2

-Boiled Water now requires cooking pot

-Added Scrap, Plastic, Reinforced, Steel, Iron, Military Padding Mods

-All small stone harvests and destroys now give destroyed stone (exceptions being ore boulders and boulders)

-All wood harvests and destroys now give wood debris (exceptions being trees)

-Recipes added to turn destroyed stone and wood debris into small stones and wood planks

-Leather harvests and destroys now give leather strips (exception being animals)

-Recipe added to turn leather strips into leather

-Rage removed from normal zombies

-Repairs requiring wood changed to wood planks

-Added Action Skills. For now they offer bonuses as you level but we will expand this to cover as much A16 features as possible. This requires a new game.

 


v1.3

-Fix for Upgrade Blocks Requiring Wood. Now requires planks

 

 

v1.4

-Fixed Nulls on wood items

-Fixed nulls on Zombie Aggro

 

 

v1.5

-Fix for Action Skills Not Showing

-Fixed Stone Axe, Hammer and Nailgun not using Wood Planks for Upgrades

-Removed Buying Action Skills. Purchasing skills would not work with levelling through usage. You still had to buy the skill making LBD useless

 

 

v1.6

-Blood Moons will now last until morning, even from the first one. The zombies that will attack when initial horde is done are normal zombies

-Added back upgrade paths thanks to Gouki's modlet which can be found here

https://community.7daystodie.com/topic/20168-gouki´s-a20a19-modlets/

-Zombie corpses now lootable thanks to Survagers Zombie Loot Modlet which can be found here

https://community.7daystodie.com/topic/20470-lootable-static-zombie-corpses-and-dead-zombies-modlet-a20-a19/ . This may need balancing as it may be op. Mostly junk loot with some special loot mixed in.

-Canned Boiled and Murky Water returns

-ReAdded the Challenge Quests in loot and traders

 
 
 

v1.7

-Removed Clay from Desert terrain

-ReAdded Wood Log Spikes

-ReAdded Blunderbuss

-ReAdded Blunderbuss Ammo

-Fixed Wood Item Repair Issue

-Added Yakovs Wellness Modlet which can be found here https://7daystodiemods.com/yakovs-wellness-system/

-Added Goukis Old Farmland https://7daystodiemods.com/gk-return-to-old-farmland/

-Added Rabbit KaBobs

-Added Stone to Underground mining replacing small stones. Placed in forge 1 piece = 25 Units of Stone

-Added Molds for the forge. Pipe/Bullet Casing/Tips/Jars/Nails/Cement

-Added Spherecore and his underground cave generation system

 

 

v1.8

 

-Updated Hud

-Fixed Localization on Armor Mods

-Added Old Menu Music (Will play after 5 seconds due to Pimps not allowing the logo screen to be edited)

-Added Hornet from Khaines Modlet which can be found here https://community.7daystodie.com/topic/25751-khaines-a20-modlets-bigger-backpacks-lockable-slots-behemoths-random-wandering-hordes-etc/

-Fixed Zombies Not Running

-Updated ModInfo

-Added Wolf and Snake Meat along with charred and grilled recipes

-Rebalanced Zombie Loot. Now there is a chance of 0 loot in a zombie while looting them.

-Added Spheres New Cave System and Updated Spherecore. New maps required for new caves

-Updated Goukis Building

-Updated Spherecore

-Added Opening Logos and BepinEx

-Added Steel Bars and Wood Bars

-Added Window Recipes

-Added Wood Log Spikes and Spikes

-Changed Color and Wording of Iron Hoe

-Removed Wellness

 

This mod will be updated with more removed vanilla features in the future. If there is anything you think that should be returned from older alphas feel free to comment below and all feedback is welcome.

Available on the Launcher

 

Direct Download Link

Edited by JaxTeller718 (see edit history)
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Sticks and Planks are back for the next update. Also re-added the various meats (Rabbit, Venison, Bear etc) and the recipes for each.

 

Going back over the older alphas its quite a list. I wish some were doable like gun parts and all the downgrades and upgrades to blocks (Scrap, reinforced wood etc) but some things just cant make a return unfortunately.

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Healing Bedroll

recipe - cloth (10), cotton (40), sewing kit (2)

item stats - health=300, burntime=100, material=mCloth

conditions - must remain stationary, hands empty (to emulate sleeping)

effect - buffHealHealth (1hp/2sec)

 

I use this in my games. It is just the old A15 heal buff that is in the xml's.

I make the recipe for bedroll harder to make it actually worth "worrying" about...

Up the bedroll stats a bit and assign proper material...

I've never appended the buff conditions to file... (this is what I'm hoping you could whip-up)

 

Its a cheaty item, yes, but by adding a bit of challenge and condition to it, I find it works well.

Besides, with grass, you can just craft dozens of bedrolls then slap them down all over the place.

Edited by bigstep70 (see edit history)
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57 minutes ago, bigstep70 said:

Healing Bedroll

recipe - cloth (10), cotton (40), sewing kit (2)

item stats - health=300, burntime=100, material=mCloth

conditions - must remain stationary, hands empty (to emulate sleeping)

effect - buffHealHealth (1hp/2sec)

 

I use this in my games. It is just the old A15 heal buff that is in the xml's.

I make the recipe for bedroll harder to make it actually worth "worrying" about...

Up the bedroll stats a bit and assign proper material...

I've never appended the buff conditions to file... (this is what I'm hoping you could whip-up)

 

Its a cheaty item, yes, but by adding a bit of challenge and condition to it, I find it works well.

Besides, with grass, you can just craft dozens of bedrolls then slap them down all over the place.

This is interesting and I like it. I don't remember this very well, was this actually in vanilla alphas? i know the line was always in the xmls but I thought it was commented out.

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Mod has been updated to v 1.1

 

 

v1.1

-Added Primitive ammo to twitch integration and loot

-Added Bear Meat and associated recipes (grilled, boiled, charred and stew)

-Added Chicken Meat and associated recipes (grilled and charred)

-Added Pork Meat and associated recipes (grilled, boiled and charred)

-Added Rabbit Meat and associated recipes (grilled, boiled, charred and stew)

-Added Venison Meat and associated recipes (grilled, boiled, charred and stew)

-Replaced raw meat in animals with proper meats

-Reduced Harvests on Animal Meat

-Reduced meat needed in recipes from 5 to 2

-Added Wood Logs to Trees

-Added Wood Planks and recipes

-Replaced Wood with Wood Planks in building recipes

-Added Sticks and recipes

-Replaced Tool and Weapon and Arrow recipes using wood with sticks

-Added Sharp Stone and recipes

-Replaced stone in recipes for arrows and stone tools with sharp stone

-Added Basic UI with Food and Water thanks to Scomar

-Added recipe for cloth made with 2 cotton

-Changed bedroll recipe to require cotton instead of fiber

-Removed Starting Quest

-Added Tallow and recipes made from Animal Fat

-Replaced Animal Fat in candles, flaming arrows and torches with Tallow

-World crops can now be picked up with E like in previous alphas. Planted crops must be punched. Credit to Khaine for inspiration on this.

-Reduced health on trees

-Removed harvest on trees

-Trees give logs on Destroy only

-Dead Tree Bushes Now Give Back Sticks

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Sticks are there. Make sure you have version 1.1

 

You can get sticks from these bushes

 

A20.0_2021-12-13_13-04-27.thumb.jpg.c82cad6e403cf6a73c1da124e368e684.jpg

 

 

Here are the sticks in my backpack and the recipe in the list

 

A20.0_2021-12-13_13-04-17.thumb.jpg.806317999dbc142080b74e462414930c.jpg

2 hours ago, DanyEr12LX said:

Plating and Padding mods! Does anyone remember them? These are from A17

1542758718_2.jpg

 

 

I will add these in for the next update

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i'm getting a lot of "WRN blocks" errors when i hit f1 when it loads.

 

but now i see sticks.   (found out, issue with sticks not showing was my own noob editing attempt at the ui)

is there a way to make the food, drink bar be % or horizontal?

 

(sorry for asking for a lot.. and thank you, your mods are great, i loved it in a19.now a20 im sure same)

 

 

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7 hours ago, Frawst said:

Getting tons of WRN's, still getting the old wood with nothing to use it on for recipes

https://imgur.com/y8XirV4

Those are harmless. What's happening is those lines are looking for names that do not exist so its a warning. This will be fixed in next patch.

 

I'm going to have to go through the entire xml and remove and replace the wood manually. Which is in the plans. Hopefully i will be done with that by next patch.

 

9 hours ago, LastTugBoat243 said:

Do you guys have plans to add more old features to the mod?

Absolutely. Already have some stuff in for the next patch.

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Damn you, you made me nostalgic, how dare you!

This looks like an excellent mod! I will totally give it a try. Just to confirm a few things.

is it sever-side only or needs to be on clients too?
if you put it mid playthrough how many things you think this'll break?
did you bring back the dumb zeds or did you keep they engineering diploma untouched?
Also. *cough* Action skills *cough*

Keep up the good work!

Edited by Shino (see edit history)
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9 minutes ago, Shino said:

Damn you, you made me nostalgic, how dare you!

This looks like an excellent mod! I will totally give it a try. Just to confirm a few things.

is it sever-side only or needs to be on clients too?
if you put it mid playthrough how many things you think this'll break?
did you bring back the dumb zeds or did you keep they engineering diploma untouched?
Also. *cough* Action skills *cough*

Keep up the good work!

I will attempt to dumb down zombies as much as possible through xml. 

 

This should be good to go for server side. there are icons and I am not entirely sure those push through. There is no code or Harmony stuff.

 

I will test adding this in in the middle of a save today and report back to you.

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40 minutes ago, cookie1996 said:

i remember when meat had a "smell" and carrying it would attract zombies. so like as soon as id kill a deer i needed to get that meat in doors and into a chest. oh man i remember wellness too! dying would reduce your max stats and stuff! tough but good times!

I will look into wellness, but i think that may require a dmt mod and i am doing my best to keep this eac safe.

 

Smell I miss dearly. I can raise up the zombies alert settings but its not as good a solution as smell. Others have even tried via dmt and it is a no go :(

 

Update time!!!!

 

 

Updated to 1.2
 
-Boiled Water now requires cooking pot
-Added Scrap, Plastic, Reinforced, Steel, Iron, Military Padding Mods
-All small stone harvests and destroys now give destroyed stone (exceptions being ore boulders and boulders)
-All wood harvests and destroys now give wood debris (exceptions being trees)
-Recipes added to turn destroyed stone and wood debris into small stones and wood planks
-Leather harvests and destroys now give leather strips (exception being animals)
-Recipe added to turn leather strips into leather
-Rage removed from normal zombies
-Repairs requiring wood changed to wood planks
-Added Action Skills. For now they offer bonuses as you level but we will expand this to cover as much A16 features as possible. This requires a new game.
 
Keep in mind this one messes with progression due to action skills so adding and removing this from previous saves will cause a wipe. If this is unacceptable I can remove the Action Skill part or include it as a modlet choice.
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5 minutes ago, JaxTeller718 said:

I will look into wellness, but i think that may require a dmt mod and i am doing my best to keep this eac safe.

 

Smell I miss dearly. I can raise up the zombies alert settings but its not as good a solution as smell. Others have even tried via dmt and it is a no go :(

 

Update time!!!!

 

 

Updated to 1.2
 
-Boiled Water now requires cooking pot
-Added Scrap, Plastic, Reinforced, Steel, Iron, Military Padding Mods
-All small stone harvests and destroys now give destroyed stone (exceptions being ore boulders and boulders)
-All wood harvests and destroys now give wood debris (exceptions being trees)
-Recipes added to turn destroyed stone and wood debris into small stones and wood planks
-Leather harvests and destroys now give leather strips (exception being animals)
-Recipe added to turn leather strips into leather
-Rage removed from normal zombies
-Repairs requiring wood changed to wood planks
-Added Action Skills. For now they offer bonuses as you level but we will expand this to cover as much A16 features as possible. This requires a new game.
 
Keep in mind this one messes with progression due to action skills so adding and removing this from previous saves will cause a wipe. If this is unacceptable I can remove the Action Skill part or include it as a modlet choice.

good idea to keep it from being a dmt mod. thanks for your work friend!

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38 minutes ago, LastTugBoat243 said:

I thinking about some of my favorite additions to the game that do not exist anymore. Maybe you could add the sliding jail doors you could shoot through , log spikes or maybe the ability to loot zombies.

 

Wasn't the ability to loot corpses removed because of the dupe glitch? Like the one where you would loot a corpse and either wait for it to despawn or ask for a friend to come and destroy the corpse with the inventory still opened and would dupe the contents.

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58 minutes ago, Shino said:

Wasn't the ability to loot corpses removed because of the dupe glitch? Like the one where you would loot a corpse and either wait for it to despawn or ask for a friend to come and destroy the corpse with the inventory still opened and would dupe the contents.

This is correct, but i will run a test to see if this is still the case.

1 hour ago, LastTugBoat243 said:

I thinking about some of my favorite additions to the game that do not exist anymore. Maybe you could add the sliding jail doors you could shoot through , log spikes or maybe the ability to loot zombies.

 

The jail doors may be possible but i think they got removed because zombies could not "see" them or something silly like that

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