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Khaine's V1.0 Modlets! (Bigger backpacks, Lockable Slots, Behemoths, Random Wandering Hordes, etc)


KhaineGB

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Well, 7 Days to Die is now in it's release version, so here's another new modlet post!
 

This is all the modlets that will work on V1.0. Basically it's all my A18/A19/A20/A21 ones updated and adjusted as required.
 

Modlets will be seperated into sections. XML only (for folks who want server-only), XML + Assets (needs to be installed on client and server) and C# (needs to be installed on client and server).
 

If anyone wants to buy me a coffee as a thank you, then you can do so on Paypal. This is not required OR expected.
 

Enjoy. :)
 

XML Only Modlets (can be installed on servers with no client download).

 

3 Slot Forge - Adds an extra input slot to the forge and moves the UI around a little so there's no window overlap.
12 Slot Crafting Queue - Increases the crafting queue from 4 slots to 12. Scrap everything!
60 Slot Backpack - Pretty self explanitory.
96 Slot Backpack - Pretty self explanitory.
Always Open Traders - Removed the open/close times from traders so they always remain open.
Dangerous Cities - Increases the amount of zombies in cities and towns, while lowering the amount in the wilderness.
Food and Water Bars - Just the food and water bars from my above backpack mods so users can use larger backpacks if they so wish.
Headshot Only - Zombies take minimal damage from non-headshots for most weapons. Explosives, electric batons and molotovs still work normally, and animals still take full damage.
Headshot Damage Adjust - Increases damage dealt on headshots for Warrior or higher difficulty to help off-set the damage reduction those difficulties have and reward good aim.
HP Bars - Remember the red HP bar that was shown off in A17? This adds that back into the game for folks who liked that idea.

Lockable Vehicle Inventory Slots - Adds the lockable slots feature that the backpack has to vehicle storage. Warning, this may not save or may over-write the inventory saved slots. You have been warned.
Pickup Plants - Allows the player to press the 'E' button (default. May be different for other languages/controllers) to pick up plants. This does NOT grant extra harvest based on perk. You have to punch for that.
Remove POI Names - You know the pop up that shows the POI name and how difficult it is when you approach it? A few folks said they didn't like it, so I removed it (the info is still available in the top right).
Remove POI/Biome Name Tracker - Removes the window in the top right that tracks POI and Biome names with the skulls listed.
Max Animals/Zombies and Claim Blocks - Adds options to the main menu for the player to select max spawned animals/zombies in the world in SP. Also allows the player to have more than 1 claim block via menu option.
Steel Ammo - Adds the steel ammo from A17 for players who enjoyed that option.
Zombie Reach Adjustment - Halves zombie reach so they can't hit you outside of zpear range anymore.
 

XML + Assets Modlets (cannot be server only).

 

Log Spikes - Makes Wood Log and Iron Spikes craftable again.
Return of the Behemoth - Adds the unfinished A16 behemoth and the A17 unfinished radiated behemoth to the game. Random spawns in the wasteland and horde nights.
Return of the Hornet - Adds the cut hornet from A15 (and earlier) back to the game. Spawns as an enemy animal in the forest biome. Does not spawn on horde nights.
Chicken Coops - Adds a chicken coop to the game that works the same way as the Darkness Falls one. Unlocked with Living off the Land 1. Craft, place, wait, loot. Once you've looted it, hold animal feed in your hand (so toolbelt and select it), then right-click on the chicken coop to "feed the chickens" so they can start producing again. See end of file for terms of use with this modlet
 

C# Modlets (cannot be server only, EAC must be off!!!)

15 Slot Toolbelt - Increases the toolbelt to 15 slots.
Custom Main Menu Music - This is more for modders to add in custom music for their overhauls. However, it does include the ORIGINAL music from around Alpha 9 for users who enjoyed that.
Extra Tool And Output Slots - This is mostly for other modders. It increases the maximum amount of tools a workstation can have to 6 (so stops duplicating anything after slot 3) and the maximum output slots to 12 (was 6).
Larger FOV - Increases the max FOV to 150, though anything above 90 is a bit distorted. Might be good for folks with motion sickness.

Screamer Zombie Amount - Changes screamers drastically. They ALWAYS spawn at 100% heat. The cooldown on generating more heat has been lowered from 15 minutes to 5 minutes, and screamers can summon more than 5 zombies. The zombie amount summoned by scream is XML configurable in the blocks.xml included in the modlet.
Vehicle Damage Patch - Increases the amount of damage a zombie takes when you run it over. Amount of damage depends on how heavy the vehicle is and how fast you hit the zombie.
Vehicle Sound Fix - This is more for modders. It fixes that horrible noise when driving custom vehicles.
Wandering Horde Frequency - Folks may know this from JaWoodle's "Anywhere, Anytime" series. It creates random wandering hordes, of a random amount of zombies, a random amount of times per day. How often (in terms of in-game hours) and how many zombies are configurable in the blocks.xml included in the modlet.

IMPORTANT NOTE:  The wandering horde mod is ONLY FOR VANILLA!!! It is not for DF. Also please note this version seems to spawn 3-5 zombies more than the maximum you set, for some reason. I do not know why.
 

Zombie Fall Damage - Removes the cap on the amount of damage zombies take when falling from heights, so drop pits from older alphas are now a semi-valid form of defense.

 

TERMS OF USE.

Modlets are provided as-is. I bear no responsibility if you break your save, your back, your PC, whatever. They've been tested on both of my machines and my wife's and are working as intended when installed correctly. No restrictions on personal use or mod use, just give me a thank you, except for the following modlets.

 

If any modlet above does not have a link for download, that means it is currently not working/not ready. It'll be done when it's done.

Edited by KhaineGB (see edit history)
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@KhaineGB  I noticed the Lockable slots is not in your list but it is in your subject.
 

Is this something that you will be updating?

Maybe its been added in by TFP and no longer needed  but I haven't loaded up the game since release yet because life has been too busy for me.

 

Thanks for all your time and efforts.

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17 minutes ago, LewZephyr said:

@KhaineGB  I noticed the Lockable slots is not in your list but it is in your subject.
 

Is this something that you will be updating?

Maybe its been added in by TFP and no longer needed  but I haven't loaded up the game since release yet because life has been too busy for me.

 

It's now built-in (enabled) in the base game.

 

Although technically only for player inventory, and not for vehicles. I'd love for Khaine to possibly update and re-release the mod to re-enable for vehicles again as well.

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1 hour ago, SteamM0nkey said:

How do the backpack mods expand? do you still have the same number of slots to 'unlock' or did you modify packmule so it unlocks more slots to compensate?

 

IIRC, Pack Mule is tweaked.

 

25 minutes ago, LewZephyr said:

@KhaineGB  I noticed the Lockable slots is not in your list but it is in your subject.
 

Is this something that you will be updating?

Maybe its been added in by TFP and no longer needed  but I haven't loaded up the game since release yet because life has been too busy for me.

 

Thanks for all your time and efforts.


No because it's in vanilla.

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Don't judge me, I've been practically sitting in the back of the forums waiting for these to drop, it's been such a chore without the 3 slot forge and zombie reach mods for me lol.

 

I do have a question though; any chance of the wandering horde mod being updated, or is it now obsolete in some way (and if so, how the heck do I change the frequency and size? Because I do miss my large hordes!)

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13 hours ago, KhaineGB said:

No because it's in vanilla.


The vanilla implementation currently only applies to player inventory and not vehicles—any chance we could get a version to re-enable this functionality for vehicles as well/again?

 

Many thanks—you’re a legend.

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Ok, vehicle slot locking thing added.

And the C# patches are added, which is the 15 slot toolbelt and the wandering horde mod (and some stuff for other modders).

And before anyone asks.

No, SHIFT+1-5 doesn't work anymore for the toolbelt. That's intended because people kept complaining. No, you can't rebind it because I don't want to go digging through InControl and god knows what else to enable that.

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I so need the 15 slot tool belt, I got so used to using it.  I downloaded the 1.0 version.  Slots 1-5 are set to the numbers 1-5.  It used to be slots 10-15 were shift+(number), but it doesn't seem to be working.

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2 hours ago, L1ghtf1fty said:

spacer.png

 

before that in yellow is \
2024-06-27T22:28:35 9.041 WRN [MODS] Failed iterating types in DLL WanderingHordeFrequency.dll


You need to make sure you have the 0-TFP-Harmony folder in your mods folder. The file works.
 

2 hours ago, Ellorra said:

I so need the 15 slot tool belt, I got so used to using it.  I downloaded the 1.0 version.  Slots 1-5 are set to the numbers 1-5.  It used to be slots 10-15 were shift+(number), but it doesn't seem to be working.


I recommend reading my post.

Specifically this.

 

2 hours ago, KhaineGB said:

No, SHIFT+1-5 doesn't work anymore for the toolbelt. That's intended because people kept complaining. No, you can't rebind it because I don't want to go digging through InControl and god knows what else to enable that.

 

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Spoiler

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MissingFieldException: Field not found: DynamicProperties .Block.Properties Due to: Could not find field in class
  at Khaine_AIDirectorWanderingHordeComponent_Patch+Khaine_ChooseNextTime_Patch.Prefix (AIDirectorWanderingHordeComponent __instance, AIWanderingHordeSpawner+SpawnType _spawnType, System.UInt64& ___BanditNextTime, System.UInt64& ___HordeNextTime) [0x0000c] in <eb83ebffe8ea46b587eee6f40a435d78>:0

 

Getting this error with installed Wandering Horde Frequency (new world, installed Dangerous Cities/ Max Animals/Zombies and Claim Blocks alongside it (they seem to work)).

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9 hours ago, KhaineGB said:


You need to make sure you have the 0-TFP-Harmony folder in your mods folder. The file works.
 


I recommend reading my post.

Specifically this.

 

 

Where can I download 0-TFP-Harmony, I can't find it anywhere

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10 hours ago, Exeline said:
  Reveal hidden contents

spacer.png

MissingFieldException: Field not found: DynamicProperties .Block.Properties Due to: Could not find field in class
  at Khaine_AIDirectorWanderingHordeComponent_Patch+Khaine_ChooseNextTime_Patch.Prefix (AIDirectorWanderingHordeComponent __instance, AIWanderingHordeSpawner+SpawnType _spawnType, System.UInt64& ___BanditNextTime, System.UInt64& ___HordeNextTime) [0x0000c] in <eb83ebffe8ea46b587eee6f40a435d78>:0

 

Getting this error with installed Wandering Horde Frequency (new world, installed Dangerous Cities/ Max Animals/Zombies and Claim Blocks alongside it (they seem to work)).

 

4 hours ago, YordanST said:

Where can I download 0-TFP-Harmony, I can't find it anywhere


For the first, you're likely missing the harmony folder. It works fine locally.

For the second, IT IS INCLUDED WITH THE GAME.

Don't just delete the mods folder.

Verify files on steam and it will re-download.

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Khaine,

 

First, I wanted to say thank you for all the work you put into these mods. They're an awesome addition to the game and most of us really appreciate that! Second, Wandering Horde Frequency does not seem to be working from my experience. I'm pretty sure it's generating an error (I'll get that and post it as soon as I get home). Here is my setup:

Mods - 0-TFP-Harmony, Wandering Horde Frequency, 15-slot toolbelt, Health bars mod, Food and water bars, Return of the Behemoth, and one XML edit in my sounds.xml file(just changes trader rekts voice lines to be joels because I don't care for profanity). EAC is off, but I will triple check when I get home.

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I did the full reinstall of game, checked that folder, still getting that error when the game tries to spawn a horde.

Sorry for multiposting, don't know how to edit my first post.

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2 hours ago, Taylorh11 said:

Khaine,

 

First, I wanted to say thank you for all the work you put into these mods. They're an awesome addition to the game and most of us really appreciate that! Second, Wandering Horde Frequency does not seem to be working from my experience. I'm pretty sure it's generating an error (I'll get that and post it as soon as I get home). Here is my setup:

Mods - 0-TFP-Harmony, Wandering Horde Frequency, 15-slot toolbelt, Health bars mod, Food and water bars, Return of the Behemoth, and one XML edit in my sounds.xml file(just changes trader rekts voice lines to be joels because I don't care for profanity). EAC is off, but I will triple check when I get home.

Checked to make my 0-TFP-Harmony mod was in check and it is. Also confirmed EAC is off. Here is the error: 

 

MissingFieldException: Field not found: DynamicProperties .Block.Properties Due to: Could not find field in class
  at Khaine_AIDirectorWanderingHordeComponent_Patch+Khaine_ChooseNextTime_Patch.Prefix (AIDirectorWanderingHordeComponent __instance, AIWanderingHordeSpawner+SpawnType _spawnType, System.UInt64& ___BanditNextTime, System.UInt64& ___HordeNextTime) [0x0000c] in <eb83ebffe8ea46b587eee6f40a435d78>:0 
  at (wrapper dynamic-method) AIDirectorWanderingHordeComponent.DMD<System.Void AIDirectorWanderingHordeComponent:ChooseNextTime(AIWanderingHordeSpawner+SpawnType)>(AIDirectorWanderingHordeComponent,AIWanderingHordeSpawner/SpawnType)
  at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy<System.Void AIDirectorWanderingHordeComponent:ChooseNextTime(AIWanderingHordeSpawner+SpawnType)>(AIDirectorWanderingHordeComponent,AIWanderingHordeSpawner/SpawnType)
  at (wrapper dynamic-method) AIDirectorWanderingHordeComponent.DMD<System.Void AIDirectorWanderingHordeComponent:TickNextTime(System.UInt64&, AIWanderingHordeSpawner+SpawnType)>(AIDirectorWanderingHordeComponent,ulong&,AIWanderingHordeSpawner/SpawnType)
  at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy<System.Void AIDirectorWanderingHordeComponent:TickNextTime(System.UInt64&, AIWanderingHordeSpawner+SpawnType)>(AIDirectorWanderingHordeComponent,ulong&,AIWanderingHordeSpawner/SpawnType)
  at AIDirectorWanderingHordeComponent.Tick (System.Double _dt) [0x00018] in <34a370e167474eb1949fe72b029cec58>:0 
  at AIDirector.ComponentsTick (System.Double _dt) [0x00015] in <34a370e167474eb1949fe72b029cec58>:0 
  at AIDirector.Tick (System.Double dt) [0x00000] in <34a370e167474eb1949fe72b029cec58>:0 
  at World.OnUpdateTick (System.Single _partialTicks, System.ArraySegment`1[T] _activeChunks) [0x00242] in <34a370e167474eb1949fe72b029cec58>:0 
  at GameManager.UpdateTick () [0x00073] in <34a370e167474eb1949fe72b029cec58>:0 
  at GameManager.gmUpdate () [0x0038a] in <34a370e167474eb1949fe72b029cec58>:0 
  at GameManager.Update () [0x00000] in <34a370e167474eb1949fe72b029cec58>:0 

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Can confirm, I have the same log listed in the web console for my server. We had to log off because of some character issues and when we tried logging back into the server it would just hang at the "starting game..." process and would not proceed. When i opened web console that was listed.

 

I have removed the wandering horde mod (server and client side) and seems now to allow us to log into the server.

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On 6/27/2024 at 2:42 PM, KhaineGB said:

Ok, vehicle slot locking thing added.

And the C# patches are added, which is the 15 slot toolbelt and the wandering horde mod (and some stuff for other modders).

And before anyone asks.

No, SHIFT+1-5 doesn't work anymore for the toolbelt. That's intended because people kept complaining. No, you can't rebind it because I don't want to go digging through InControl and god knows what else to enable that.

Such a bummer that people would complain about this function, shame on them for not appreciating such an amazing feature. It will be sorely missed by those like myself that used it in every facet of their playthrough. The shenanigans that went into getting it to work as intended are impressive. 

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