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(V1.0) arramus' modlets


arramus

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Server Side Only Mods

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Here is a list of some smaller quality of life modlets for server side only (only need to be placed in the server or client host Mods folder) to expand or enhance the V1.0 experience.

 

(V1.0) Auto Bots (Automated Mining and Ammunition Making)

https://www.nexusmods.com/7daystodie/mods/5013

This modlet provides automated mining and ammunition making devices that unlock at Workstations Level 50.

Recipe costs require Gas for mining, and other resources in context with Ammo.

 

(V1.0) Backpacker Challenge

https://www.nexusmods.com/7daystodie/mods/4972

This modlet removes Workstations beyond a Backpacker Workstation for a more restrictive and challenging type of game play.

 

(V1.0) Clear Bulletproof Glass

https://www.nexusmods.com/7daystodie/mods/5017

This modlet adds a clear bulletproof glass helper in the forge recipes. It is used exactly the same as a regular bulletproof glass helper and is hooked up to the same skills. It can be repaired with regular broken glass rather than a whole glass block.

 

(V1.0) Dusk Till Dawn Blood Moon

https://www.nexusmods.com/7daystodie/mods/4994

This modlet ensures the horde keeps on coming until 4:00 by increasing the total amount of entities per wave so they don't run out for large parties or other heavily defended bases. It also allows up to 256 zombies at one time, not that it will be needed...

 

(V1.0) Game Menu Options

https://www.nexusmods.com/7daystodie/mods/4996

This modlet provides expanded Game Menu choices for 24 hour cycle, blood moon count, loot respawn time, chunk reset time, and party shared kill range.

These features are already more customizable on a dedicated server,

 

(V1.0) RWG POI Filler
https://www.nexusmods.com/7daystodie/mods/5019

This modlet expands all town type areas by about 15%. This is achieved by slightly increasing the amount of road tiles that are allowed to be placed. It does not change the size or default location of the Cities to maintain performance and dev progression plans.

 

(V1.0) Screamer Beacon

https://www.nexusmods.com/7daystodie/mods/5073

This mod allows players to unlock an I.V. Stand Screamer Beacon at Forge Ahead Level 50 to attract Screamers and their Minions. Placing multiple beacons will attract more screamers.

 

(V1.0) Server Side Weapons

https://www.nexusmods.com/7daystodie/mods/5067

(V1.0) Server Side Weapons provides players with some custom weapons, hat mods, and a loot box ticket system using only in game assets.

The original was shared by Snufkin, and Oakraven and arramus continue to maintain, expand, and enhance where appropriate.

 

(V1.0) Server Side Zombies PLUS

https://www.nexusmods.com/7daystodie/mods/5038

This mod is heavily influenced by Snufkin Zombies, and represents a continuation from over the Alphas. It still retains two of the original Snufkin Zombies along with a variety of weaponized zombies from the Preppocalypse overhaul. Thank you to all members of the community who have assisted over the years. This remains a collaboration effort with Oakraven since the first update became a community project.

 

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Non Server Side Only Mods

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These mods should be added to every players' Mods folder when attempting to join a server or client host that is using them. This is because they require custom assets, or features that do not function appropriately until installed.

 

(V1.0) Old West Migration

https://www.nexusmods.com/7daystodie/mods/4966

This mod only contains default assets, since it is primarily a POI mod. Players will be able to see the POIs, but some features may not be functional such as locks and triggers. As such, it is best to download it when joining a host running it in their Mods folder.

Edited by arramus
Updating with Screamer Beacon (see edit history)
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  • arramus changed the title to (V1.0) arramus' modlets
5 hours ago, wyr3d said:



Pretty sure this is currently obsolete, given that zeds will keep spawning until 4am as standard in 1.0 Ex. Might wanna keep it around until after the official release, as they may change this though

Comparing the A21 and V1.0 gamestages for feralHordeStage shows some good improvements from GS2 to GS103. This was hinted at in the Dev Streams. Single Players up to GS103 will see some decent improvements. This has been achieved by adding some filler groups with an additional 200. However, from GS109 to GS4086 there is no change. In addition, the Max Alive count has no change beyond the additional fillers. The aim of this mod is to add even more fillers and further increase the Max Alive count for large parties and heavily defended bases where kills do not always give XP and the player cannot progress to the next game stage. For example, spike defenses. It remains possible to deplete the total allotted amount of entities before 04:00. As such, this modlet remains valid.

58 minutes ago, MrSamuelAdams said:

(V1.0) Game Menu Options

 

How difficult would it be to have an option to DELETE BACKPACK on death. But keep your toolbelt? 

 

I want to try this option for PvP. But now it's only Delete ALL or just drop backpack but it will still be on the map. 

Such changes typically go beyond the realms of server side only, and require the support of a coder pushing the change via a Harmony Patch mod. Such a mod may come in time. There may be an xml method using gameevents or some other process to explore at a later time, but for now...

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