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(V1) arramus' modlets (Harvest to Seedlings, Auto Miner, POI Filler, Server Side Weapons, and more..........)


arramus

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= TERMS OF USE =
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Using arramus' Mods:

Permission is not given to redistribute any of these mods in overhauls, mod packs, or as stand alone versions.
This includes as a complete mod, or any of the assets contained within. Please ask first if you would like to discuss using these mods for your own purposes.

Redistributing will cause licensing issues for assets that are paid for, and increases the potential for a file mismatch.
For more information, read the TFP Guidelines on Modding Policy here: https://community.7daystodie.com/topic/4189-tfp-official-modding-forum-policy/

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Server Side Only Modlets

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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) 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) 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.

The separate 7 Days thread can be found here. https://community.7daystodie.com/topic/35798-v1-backpacker-challenge/

 

(V1) Bushcraft Bites

https://www.nexusmods.com/7daystodie/mods/5074

This modlet provides simple Bushcraft recipes with a living off the land concept. Many items have curative and buff properties.

 

(V1) 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) 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) 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) 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) Screamer Beacon

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

This modlet 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) Self Seed Farming

https://www.nexusmods.com/7daystodie/mods/5153

This modlet allows plants to return to seedling when harvested. Plants continue to harvest bigger yields with Living off the Land or Farmer's Outfit. The trade off is no more seed drops.

 

(V1) Server Side Vehicles

https://www.nexusmods.com/7daystodie/mods/5094

This modlet offers a collection of default vehicles with visual overlays and performance enhancements, along with some novel introductions. Thank you to Snufkin and Oakraven for bringing them from concept to V1.0.

The separate 7 Days thread can be found here. https://community.7daystodie.com/topic/35933-v10-server-side-vehicles/

 

(V1) Server Side Weapons

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

(V1) 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.

The separate 7 Days thread can be found here. https://community.7daystodie.com/topic/35910-v10-server-side-weapons/

 

(V1) Server Side Zombies PLUS

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

This modlet 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.

The separate 7 Days thread can be found here. https://community.7daystodie.com/topic/35878-v10-server-side-zombies-plus/

 

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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) 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.

The separate 7 Days thread can be found here. https://community.7daystodie.com/topic/35749-v10-old-west-migration/

 

(V1) Preppocalypse

https://www.nexusmods.com/7daystodie/mods/5295

This overhaul mod expands on gameplay with more challenging Tiers of armed and boss types zombies, along with a noticeable number of additions to many other features. Since it contains custom code, it has to be played with EAC off.

The separate 7 Days thread can be found here. https://community.7daystodie.com/topic/36092-v10-preppocalypse/

 

 

Edited by arramus
Changing V1.0 to V1 for future compliance (see edit history)
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  • arramus changed the title to (V1.0) arramus' modlets
Quote

Dusk Till Dawn Blood Moon



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

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(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. 

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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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  • arramus changed the title to (V1.0) arramus' modlets (Harvest to Seedlings, Auto Miner, POI Filler, Server Side Weapons, and more..........)

I'm sorry to hear that. I tested Bushcraft Bites on a new World in Navezgane for the latest b317 experimental. I was unable to verify any recipe issues or missing campfire listings. However, it was only Bushcraft Bites and no other mods. It is possible there is a conflict if other mods are adding/changing recipes.

 

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19 hours ago, arramus said:

I'm sorry to hear that. I tested Bushcraft Bites on a new World in Navezgane for the latest b317 experimental. I was unable to verify any recipe issues or missing campfire listings. However, it was only Bushcraft Bites and no other mods. It is possible there is a conflict if other mods are adding/changing recipes.

 

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Okay thank you for checking. guess I will have to try and figure out what the issue is. 

 

Awesome mod though, absolutely love it in A21! 

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On 7/13/2024 at 7:56 PM, arramus said:

I'm sorry to hear that. I tested Bushcraft Bites on a new World in Navezgane for the latest b317 experimental. I was unable to verify any recipe issues or missing campfire listings. However, it was only Bushcraft Bites and no other mods. It is possible there is a conflict if other mods are adding/changing recipes.

 

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Okay, I have been checking through my used mods, and I ended up with a couple that seem to conflict with Bushcraft Bites. Would you be willing to see if you could duplicate my experience? Oak raven's Fish Farm, and your Old West Migration seem to have an issue with Bushcraft. I tried them one at a time with Bushcraft, and both of them prevented the recipes from showing up.

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This test includes:

- Old West Migration Mod on a new RWG (We can see Woodpecker, Hydroponic, and Sweeney Salon in the background)

- Oakraven Fish Farm Mod (Placed and incubated the Fish Farm plots)

- Bushcraft Bites Mod (Ingredients for making Bushcraft Tin Can Tucker)

 

Old West Migration mod does not interact with or change any recipe items. It is a simple POI mod with a few changed to how it adds more Old West Town tiles to a new RWG. Fish Farm mod adds some extra recipes. However, it has its own Fish Oven and does not touch the Campfire recipes.

 

I cannot verify any issues when using these mods in combination.

 

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Okay thanks for checking. I have no idea why I was getting the problems I was getting, but when I was checking the mods with Bushcraft bites, those two caused me to not see the recipes. Sorry to put you through all of that. I will see if I can get them all to work together. 

 

You are awesome!

 

Update:

 

I have no idea what I am doing wrong, but I am not able to get things to work. Chicken coops is (seemingly) working as I am finding chicks, can't find the logs for the queen bee yet (though I haven't really moved much past the point I start in while I have been testing). I am still trying to figure out my issue (most likely an ID-10T operator error so....) but I am stubborn when I find something I like so I won't give up yet. Again, thank you for taking the time to check into this for me, I know you have a lot of other things you do so it does mean a lot.

 

Update to the update:

 

So yeah....definitely an ID-10T error. I was running the game through the Mod Launcher; that is what created the issue. Since it hasn't yet been updated for 1.0, the problem was in there. I put all of the mods into the 7 days mod folder and it works fine now. 

 

Now, I just have to figure out which of the other mods is removing all crafting windows but the "Basics" tab...... 

Edited by OTH.Incognito (see edit history)
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  • 2 weeks later...
On 7/15/2024 at 12:59 PM, OTH.Incognito said:

Okay thanks for checking. I have no idea why I was getting the problems I was getting, but when I was checking the mods with Bushcraft bites, those two caused me to not see the recipes. Sorry to put you through all of that. I will see if I can get them all to work together. 

 

You are awesome!

 

Update:

 

I have no idea what I am doing wrong, but I am not able to get things to work. Chicken coops is (seemingly) working as I am finding chicks, can't find the logs for the queen bee yet (though I haven't really moved much past the point I start in while I have been testing). I am still trying to figure out my issue (most likely an ID-10T operator error so....) but I am stubborn when I find something I like so I won't give up yet. Again, thank you for taking the time to check into this for me, I know you have a lot of other things you do so it does mean a lot.

 

Update to the update:

 

So yeah....definitely an ID-10T error. I was running the game through the Mod Launcher; that is what created the issue. Since it hasn't yet been updated for 1.0, the problem was in there. I put all of the mods into the 7 days mod folder and it works fine now. 

 

Now, I just have to figure out which of the other mods is removing all crafting windows but the "Basics" tab...... 

 

Regarding the Basics tab being the only one visible, I found that Bushcraft Bites and Oakraven Bee Hives have two items that have the same name, which was showing as a ui_display error: foodCureInfectionAndFood and foodCureInfectionAndFoodWater. I renamed both items in Bushcraft Bites to have BB at the end in ui_display and items, and now I can access all of the tabs and am no longer getting that error in the log. If you're also using Oakraven Bee Hives, this might work as a fix for you, too.

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Bushcraft Bites received an update for Display Type to make it unique to that mod rather than stacking, since overlapping is not accepted. In previous Alphas, there could be more forgiveness, but no longer as is also seen with progression stacking.

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Question regarding (V1.0) Self Seed Farming

 

Does this affect seed drops from trees and plants harvested in the wild? 

I'd like to run this mod alongside Bushcraft Bites, which has recipes relying on acorns etc. 

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This will not affect seed drops from trees and any plants in the wild that have the ability to drop seeds. It will only impact the farm type seeds we initially plant.
If a player decides to grow a tree in a farm plot, it will be fully harvesting and drops seeds as normal without leaving a tree seedling.

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On 7/27/2024 at 4:36 PM, Lyssabet said:

 

Regarding the Basics tab being the only one visible, I found that Bushcraft Bites and Oakraven Bee Hives have two items that have the same name, which was showing as a ui_display error: foodCureInfectionAndFood and foodCureInfectionAndFoodWater. I renamed both items in Bushcraft Bites to have BB at the end in ui_display and items, and now I can access all of the tabs and am no longer getting that error in the log. If you're also using Oakraven Bee Hives, this might work as a fix for you, too.

Awesome, thanks for the info. I love using the Oakraven mods, and have been missing the bees.

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Thank so much for your mods and the time you put into them!

 

Just a quick question - are we ever going to get a v1.0 Wild West? We absolutely love that modpack! Cheers!

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  • 4 weeks later...

I get what you are saying regarding the Screamer Beacon and screamer behavior in 1.0- on the Nexus page. However, I'd say that adding heat is still adding heat (assuming that's what the mod does). In that case, it sure beats building and loading 50 campfires! 

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Yes. It still works in that it adds a huge amount of heat, and pretty instantly puts that surrounding area into threat state where Screamers have the potential to appear. The new random dynamic of when they actually appear no longer guarantees instant appearances but it will all add up. I'm not sure what will happen to the new method of appearances in the main game as it has received some interesting feedback so far. It seems a little experimental but time will tell I suppose.

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  • arramus changed the title to (V1) arramus' modlets (Harvest to Seedlings, Auto Miner, POI Filler, Server Side Weapons, and more..........)
  • 2 weeks later...
On 8/28/2024 at 3:53 AM, 7DaySonney said:

I get what you are saying regarding the Screamer Beacon and screamer behavior in 1.0- on the Nexus page. However, I'd say that adding heat is still adding heat (assuming that's what the mod does). In that case, it sure beats building and loading 50 campfires! 

Here is a small update for the collection:

 

(V1) Screamer Beacon

The Screamer Beacon has been updated to add an additional trigger feature for players that would like to speed up the visits. After placing the Beacon, we can simply hit it (melee or ranged) and it'll trigger a Screamer Horde Wave. Each time we hit it, another wave will be spawned. There is no need to repair the Beacon after hitting it and we can simply pick it up and walk away.

 

How is this working? It uses a very similar mechanism that is used for the locked Police Car. However, the spawn is guaranteed whereas the Police Car has an 80% success rate to see a spawn. As we hit the Beacon it downgrades in the same way a Police Car changes from locked to unlocked. The more we hit the Beacon, the more will appear. It is compliant with dedicated servers but we just have to be careful of server zombies limits.

 

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