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JaxTeller718 Presents The Vanilla Project (A20)


JaxTeller718

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8 minutes ago, LastTugBoat243 said:

There is a mod that does the same thing. You could see you could make it compatible with this pack if that's possible. Link to mod --> (https://7daystodiemods.com/gk-old-system-upgrade/) Hey btw is the current file updated to 1.5? I Did a fresh install of alpha 20 with the mod and started a new world in Navesgame with default settings but didn't see the action skill points you had shown in the screenshot.

Is very much a shame that the fun pimps seem to be doing away with a lot of very nice features in the game. Its only gonna get worse it seems.

 

Well that is one awesome find! Il will have a look at it right now. Theres no more points its just LBD now. Ill take a new screenshot of what i see

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20 minutes ago, gpcstargate said:

Good day JaxTeller

 

Will this be added to the Mod Launcher once it is updated for Alpha 20 ??

 

Thank you ... the Old Gamer .. 😌

And Have a Great Weekend

 

I saw this .... " Available on the Launcher " .... But just checked the Launcher and didn't see it.



its under "ravenhearst" just open up that section and it should be 1st choice

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11 hours ago, LastTugBoat243 said:

The action points work! Just wondering if when I do unlock them are they supposed to look locked or is that normal?

Also is the blunderbuss in crafting? I can't seem to find it.

image_2021-12-17_235300.png

The blunderbuss is not, it looks like they  might remove the model so I was afraid to re-enable it. Instead I went with primitive ammo for the pipe weapons, which seem to have replaced them. I can re enable it for now if you like to see it back and we can wing it until its actually removed. I miss that loud sucker :)

 

Yes the locks staying there but being green is normal. As long as it is green it is unlocked just not purchased, which is confusing anyway. That s why I removed the ability to buy them because if you have green locks to level 21 then buy the next one I THINK (do not quote me on that lol) it will unlock the first padlock you don't have open so its a waste of points.

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21 minutes ago, Frawst said:

Didn't the desert biome used only give sand when digging???  

I do believe so yes. Let me look into it

 

NEW UDATE TIME!!!!  This one is a pretty good one I think

 

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

 

 

Edited by JaxTeller718 (see edit history)
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1 hour ago, JaxTeller718 said:

I do believe so yes. Let me look into it

 

NEW UDATE TIME!!!!  This one is a pretty good one I think

 

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

 

 

This looks so cool.

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Hey this update has been awesome so far! I did some quests for Trader Joel and cleared out a building full of the dead. The looting is perfect besides finding uncraftble items like grilled meat or charred meat. If your interested here are some more mods that got some old goodie's.

Jail Door Mod --> https://7daystodiemods.com/craft-jail-door-bars/ Log Spikes --> https://7daystodiemods.com/log-spikes/

 Legcrawlers Are Back --> https://7daystodiemods.com/legcrawlers-are-back/ Also I'm not sure if its intentional but it costs wood (Old Wood Item) to repair wooden club and primitive bow and possibly other wood items. You also get wood from scraping other items made out of wood planks or sticks such as : Planks , Logs , Wood Debris and other wood items. 

I have yet to build a base yet to see the improved upgrade system. It's been great! :)

Edited by LastTugBoat243 (see edit history)
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2 hours ago, LastTugBoat243 said:

Not sure what container your talking about.

 

 

In a16 every loot container weather it be fridge, cupboard, bookshelf, all were lootable but you didn't get loot EVERYTIME like you down now, now they show what is not lootable and you just loot what isn't open.

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20 hours ago, Frawst said:

In a16 every loot container weather it be fridge, cupboard, bookshelf, all were lootable but you didn't get loot EVERYTIME like you down now, now they show what is not lootable and you just loot what isn't open.

Yep we had this in RH where EVEYTHING was lootable nothing was "broken" but the loot was like 0,1 or 0,4 etc. So you have to open everything but some things maym not hve loot. I will port the RH version over to this one.

23 hours ago, LastTugBoat243 said:

Hey this update has been awesome so far! I did some quests for Trader Joel and cleared out a building full of the dead. The looting is perfect besides finding uncraftble items like grilled meat or charred meat. If your interested here are some more mods that got some old goodie's.

Jail Door Mod --> https://7daystodiemods.com/craft-jail-door-bars/ Log Spikes --> https://7daystodiemods.com/log-spikes/

 Legcrawlers Are Back --> https://7daystodiemods.com/legcrawlers-are-back/ Also I'm not sure if its intentional but it costs wood (Old Wood Item) to repair wooden club and primitive bow and possibly other wood items. You also get wood from scraping other items made out of wood planks or sticks such as : Planks , Logs , Wood Debris and other wood items. 

I have yet to build a base yet to see the improved upgrade system. It's been great! :)

Awesome finds! Will adapt them in

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Me and a group of friends have been playing Vanilla Project together and Horde night came around but pretty much all the zombies were walking only a few ferals were running I'm not sure if this is intentional. Because It makes Horde night really easy to survive even if the blood moon zombie spawn rate is at 64. I've already checked to see if I had them set to walk. This issue also occurs with zombies after 22:00.

 

I was melting "Destroyed Stone" in the Forge to make cement but the melt time (1:30 per Destroyed Stone) seems a little slow. Its hard to melt all of it without my boxes filling up with destroyed stone I wasn't sure if the melt time could be reworked? I don't know if you set it to 1:30 because it was too easy or for balancing reasons. I just have two forges running around the clock and they can't keep up with the amount of destroyed stone I get from mining resources like iron, coal or nitrate.

Edited by LastTugBoat243 (see edit history)
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13 hours ago, LastTugBoat243 said:

Me and a group of friends have been playing Vanilla Project together and Horde night came around but pretty much all the zombies were walking only a few ferals were running I'm not sure if this is intentional. Because It makes Horde night really easy to survive even if the blood moon zombie spawn rate is at 64. I've already checked to see if I had them set to walk. This issue also occurs with zombies after 22:00.

 

I was melting "Destroyed Stone" in the Forge to make cement but the melt time (1:30 per Destroyed Stone) seems a little slow. Its hard to melt all of it without my boxes filling up with destroyed stone I wasn't sure if the melt time could be reworked? I don't know if you set it to 1:30 because it was too easy or for balancing reasons. I just have two forges running around the clock and they can't keep up with the amount of destroyed stone I get from mining resources like iron, coal or nitrate.

I havent changed anything in regards to blood moon before the last wave so thats vanilla.

 

I will add in some different groups of zombies for the last wave in accordance with gamestages so you will get more ferals.

 

I have not looked at weights etc for materials. Thank you for pointing it out, as I keep forgetting to do so.

13 hours ago, HeatBlaze said:

 

Would it be possible to get this as a standalone modlet?

Absolutely. Check my A20 Modlets Thread

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I found this awhile ago I don't know if you want to use it ( The top one). But here it is if your interested.

 

This mod is pretty cool (Old A17 Cultivation System) --> https://7daystodiemods.com/gk-return-to-old-farmland/

 

This one is pretty good too (A16 Workbench Combine feature) --> https://7daystodiemods.com/combine-items/

 

It seems that the "Steel Shapes" kind of render the Concrete obsolete. Because by the time I could start making some Concrete I was able to start mass producing steel and the concrete process is a far more tedious task because of the melt time in the forge. Maybe if the steel shapes were not there it would make concrete vastly more important because you would have to make concrete blocks then reinforce them and then you can make them steel. Instead of boom! steel blocks, it gives concrete way more purpose. 

 

Edited by LastTugBoat243 (see edit history)
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