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SphereII's Mods


sphereii

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The mods contained in this repo have been made available for anyone to use with 7 Days To Die.

 

They are pre-built, but also come with all sln and project files to build yourself.

 

All Mods here are freely available to re-use, re-implemented, or disassembled and re-used in your own mods.

 

You are welcome to use individual snippets as needed 

 

Overview

The mods contained within are meant to be used by modders and players. Some mods are more complex than others, such as 0-SCore.

 

The primary hosting https://github.com/SphereII/SphereII.Mods

 

Individual Downloadable Zip files can be found here: https://github.com/SphereII/SphereII.Mods/releases/

 

Download Everything: https://github.com/SphereII/SphereII.Mods/archive/refs/heads/master.zip


0-SCore
This is the main mod. This mod is primarily aimed at modders who want to extend their own mod without coding in the features themselves. However, players can also use it freely.


It contains Harmony patches, C# classes, and XML examples. It is not EAC-Safe.

 

    Note: Adding 0-SCore to an existing save game may corrupt it. Only use it on a new save game.

 

The main configuration of the features is documented under Config/Blocks.xml.

 

Change list: https://github.com/SphereII/SphereII.Mods/blob/master/Mods/0-SCore/ReadMe.md

 

This mod provides the back end support for the following features:
 

    Note: These features are designed to be enabled and disabled through other mods, by updating the Config/blocks.xml.
        - For Example: Sphere A Round World.

    - Back End Features: ( https://github.com/SphereII/SphereII.Mods/tree/master/Mods/0-SCore/Features )
        - Fire Mod
        - Custom Challenges
        - Expanded Farming / Water / Pipe Systems
        - Food Spoilage
        - Advanced Lock Picking
        - Remote Crafting / Repair
        - Disable Weapon / Camera Sway
    
    - Buffs ( https://github.com/SphereII/SphereII.Mods/tree/master/Mods/0-SCore/Scripts/Buffs )
        - New Requirements
    - MinEvents
        - New Trigger Actions
    - Dialogs ( https://github.com/SphereII/SphereII.Mods/tree/master/Mods/0-SCore/Scripts/Dialogs )
        - New Actions
        - New requirements
    - Enhanced Signs
        - Enter a URL in a sign, and have it displayed.
    - Extensive Cave Systems
    - NPC Core Support
        - New EAI Tasks / Targets
        - New UAI Actions
    - New Entities ( https://github.com/SphereII/SphereII.Mods/tree/master/Mods/0-SCore/Scripts/Entities )
        - NPC Entities
        - Birds / Fish
    - Teleportation Portals
    - Quests ( https://github.com/SphereII/SphereII.Mods/tree/master/Mods/0-SCore/Scripts/Quests )
        - New Objectives
        - New Actions
        - New Rewards


        

Bloom's Family Farming

This mod turns on features from the 0-SCore mod to enable more farming features, and provides examples. This enables crops requiring water, and allows for enhanced water pipes to allow you to run water from a water source to pipes.
    Requires: 0-SCore

 

SphereII A Better Life

Adds in fish / plants into the natural water ways of the world.
    Requires: 0-SCore

 

SphereII Dedicated Tweaks
Theoretical mod to help reduce memory consumption on dedicated servers. It has no impact on single-player.

 

SphereII Legacy Distant Terrain
Re-implements pre-Alpha 18 distant terrain, which may improve performance for lower end PCs. It also disables the Splat Map, which allows players to play down terrain blocks and not have them auto-switch to the current biome's terrain.

 

SphereII Peace Of Mind
This mod replaces a few items in the game that may be a trigger event, such as ropes and nooses. Stay healthy.

 

SphereII Take And Replace
Allows certain blocks to be picked up, such as removing boards from a window.

 

SphereII Disable Sway
Disables weapon and camera bobbing to help those who suffer from motion sickness

 

SphereII Large Parties
Expands the max size of Parties to 100, instead of 8.

 

SphereII A Round World
A small modlet that activates features of the 0-SCore for a lightly modded experience.

 

Edited by sphereii (see edit history)
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  • 2 weeks later...

Hi sphereii.  I downloaded your music boxes mod and noticed I couldn't craft the players.   So I wrote a recipes.xml and it is working now.  I of course just made up the recipes but they seem sensible to me.  Anyway thought I would post it to save you some coding if you want to use it. 

 

<Configs>

	<append xpath="/recipes">

	<recipe name="Carousel" count="1" craft_time="10" craft_area="workbench">
			<ingredient name="resourceWood" count="5"/>
			<ingredient name="resourceForgedIron" count="1"/>
			<ingredient name="resourceElectricParts" count="2"/>
			<ingredient name="resourceMechanicalParts" count="2"/>
	</recipe>

	<recipe name="VideoPlayer" count="1" craft_time="10" craft_area="workbench">
			<ingredient name="resourceScrapPolymers" count="10"/>
			<ingredient name="resourceForgedIron" count="1"/>
			<ingredient name="resourceElectricParts" count="2"/>
			<ingredient name="resourceMechanicalParts" count="2"/>
	</recipe>

	<recipe name="VideoPlayerTV" count="1" craft_time="10" craft_area="workbench">
			<ingredient name="resourceScrapPolymers" count="15"/>
			<ingredient name="resourceForgedIron" count="1"/>
			<ingredient name="resourceElectricParts" count="2"/>
			<ingredient name="resourceMechanicalParts" count="2"/>
	</recipe>

	</append>


</Configs>

 

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  • 2 weeks later...
21 hours ago, SnowBee said:

I am also curious if Winterween will get an A21 update at some time?

Yes, it is planned, and we are committing to bringing it forward

16 hours ago, Baggins said:

Hello. Can I remove/disable teleport related stuff from 0-Score mod? I searched but didn't really find an answer.

 

Which teleport features were you looking to disable? The portals? NPC teleports?

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  • 2 weeks later...

Mods have been updated to Alpha 21.1.  Due to changes in trader protection and inventory changes, you must upgrade for it to work well.

 

Trader Protection problem symptoms will come in the form that all trader quests will be buried supplies.

 

inventory problem symptoms comes from an GetItemCount() change.

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7 hours ago, sphereii said:

Mods have been updated to Alpha 21.1.  Due to changes in trader protection and inventory changes, you must upgrade for it to work well.

 

Trader Protection problem symptoms will come in the form that all trader quests will be buried supplies.

 

inventory problem symptoms comes from an GetItemCount() change.

 

I assume this does not include Winterween?

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11 hours ago, sphereii said:

Mods have been updated to Alpha 21.1.  Due to changes in trader protection and inventory changes, you must upgrade for it to work well.

 

Trader Protection problem symptoms will come in the form that all trader quests will be buried supplies.

 

inventory problem symptoms comes from an GetItemCount() change.

Thanks for the update, a few days ago I switched to the experimental and had the traders unprotected, not through SCore through the config of each trader and all I was getting was supply quests. Was driving me insane, could not figure out what was causing it. I have them unprotected through the new update in SCore everything seems good now! Thank you! 

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For a Better life is that supposed to dynamically spawn the fish in bodies of water in existing areas we have been before, only new unexplored areas or does it require a new world gen?

 

Update: I see various aquatic creatures now spawning in rivers and lakes.

Edited by Reytag (see edit history)
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3 hours ago, Reytag said:

For a Better life is that supposed to dynamically spawn the fish in bodies of water in existing areas we have been before, only new unexplored areas or does it require a new world gen?

 

Update: I see various aquatic creatures now spawning in rivers and lakes.

 

Better Life places birds nest and other things under water that act as spawners for the fish. I would imagine entering a new area would be required for those to be placed.

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10 hours ago, dujinyuan said:

yeah...my score Version is "21.1.12.1115"....and in the game when i want to upgrade the blocks...nothing happen but the red line...Oh ...the game Version is A21.1 b324...

20230813150658.png

 

The full logs would help, but it does tell me that you are using a mismatched game version and score version. Either game is 21.0 and score is 21.1.x.x, or flipped. Check further up in the logs where its loading the mods. Maybe you have two copies of score.

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  • 5 months later...

Sorry, for not having much clue on how to utilize S-Core. I want to add one block pass through and anti-nerd poling in my game. I opened the blocks.xml which only had some entries about related to the Fire Mod mod that I have installed. I tried to copy and paste the player feature configs from a Darkness Falls modded game I have, but that didn't seem to work. Also want to turn off trader protection.

Edited by ShiftRed (see edit history)
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Darkness falls uses a lot of different custom code for some of those features so that won't work.

 

I just checked the score blocks file and it definitely has the options.

 

 

 

...do a search for "antinerdpole"

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