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A16 Valmod Pack


Valmar

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Someone knows where to put the mod files on a MAC?

 

I Tried: ~/Library/Application Support/Steam/SteamApps/common/7 Days to Die and some subpaths

like

Show package contents -> Data or -> Contents

 

But after gamesterstart NOOOOOO Icon are shown in game - not even the unmodded. I only see numbers of stacksize.

 

BR

 

When you're in the package contents view try finding the specific folders in there that are also within the Valmod. Instead of moving folders and merging or replacing them move the actual files into the corresponding 7DTD package folders and replace them. From memory the <Mod> folder still goes in the first package folder location.

 

You should probably also try doing this on a completely fresh new install of 7DTD. When I first did it there were some weird things happening (or the mod did;t actually take). So I cleaned all the 7DTD files off my system and installed it fresh.

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Hi guys,

I just started using the valmod pack, certainly enjoying it more than vanilla. I couldn't find any info about this, so I'm asking here - how to use the tanning rack? I made it, but can't use it in any way. Am I missing something? Thanks for your help.

DarkDrifter is correct:

 

The tanning rack is a tool for leather working, in the armor workstation. Just like the anvil, for the forge.

sewing kit, tanning rack and welding torch are the 3 tools for it.

 

The tanning rack is a tool, not a block you need to place. Its used for making leather armors in the Armory workstation.

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Is it me or the zombies are growing smarter? I laid a nice line of barbed wires and stakes and some lights to defend my tiny house and left a few entrances on each direction so I can go back and forth... but the hordes, they walk around the perimeter... find the entrance and keep chasing me ¬¬

 

What we need are turrets lol perhaps the laser thing of NOD from C&C hahaha

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Hear hear!!

I just found this mod, fricking loving it, then TFPs do something inconsiderate like dropping a new Alpha! The nerve! lol

What's the best place to find out when the Valmod pack is updated?

 

This thread here - Valmar will, as always - inform us here when an update is done :)

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The horror.

 

 

The horror.

 

 

 

 

 

I'm working on it. I've a lot of new changes coming. Like proper item descriptions and such. A lot of little changes to deal with. Massive hit on the blocks.xml that will mean I have to make sacrifices and such. A lot of headache.

 

To whoever asked about the silencers you can find the code here:

https://7daystodie.com/forums/showthread.php?31735-Expanded-Weapons-and-Tools&p=301311#post301311

 

It will probably need a few minor tweaks here and there to make it work with A14 but you might find it an easy enough task to achieve now that you know what specifically you're looking for. I'll update my individual mods, such as that one, after Valmod is updated. Priorities.

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Yes they have almost completely "screwed" over modders when it comes to the blocks file . Screwed isnt the right word though, i dont mean it in a bad way. They just added SO much there is barely any room for additions and the limit is still in place so i have faith Val is doing all he can to provide you guys with the best mod he can with he has to work with.

 

As an aside Val, do you think or know if they will ever lift that restriction on block ids?

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Yes they have almost completely "screwed" over modders when it comes to the blocks file . Screwed isnt the right word though, i dont mean it in a bad way. They just added SO much there is barely any room for additions and the limit is still in place so i have faith Val is doing all he can to provide you guys with the best mod he can with he has to work with.

 

As an aside Val, do you think or know if they will ever lift that restriction on block ids?

 

I would think that they would have no choice

unless they want modding to be very limited

and hard to work with..

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The horror.

 

 

The horror.

 

 

 

 

 

I'm working on it. I've a lot of new changes coming. Like proper item descriptions and such. A lot of little changes to deal with. Massive hit on the blocks.xml that will mean I have to make sacrifices and such. A lot of headache.

 

To whoever asked about the silencers you can find the code here:

https://7daystodie.com/forums/showthread.php?31735-Expanded-Weapons-and-Tools&p=301311#post301311

 

It will probably need a few minor tweaks here and there to make it work with A14 but you might find it an easy enough task to achieve now that you know what specifically you're looking for. I'll update my individual mods, such as that one, after Valmod is updated. Priorities.

 

I have full confidence that you and your fellow modders will tame this beast that is A14!😁

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avid anticipation!

 

I have full confidence that you and your fellow modders will tame this beast that is A14!😁

 

I've been playing 7DTD since A.5 and having rebuilt from scratch so many times, your modpack has made it enough of a game changer to really enjoy the game, much like Minecraft is almost unplayably boring without modpacks. I love what you've done, and eagerly look forward to the updates for A14 I know it's a lot, but hopefully moving forward keeping it up to date will be much easier, with the reworking they did.

 

Go Valmer! it'd be interesting if there was an option to spawn in a prefab of some kind, like.."this is your house" instead of in the wilderness. maybe...in world gen you select your class, and depending on what class you select, determines what places you might spawn? I know some modders like RongotheBold has added in some fun things like spears, and new crops, and recipes, I'd love to have more things to eat, though having new recipes like the hot soups, I"m SUCH a huge fan of. I love it! but I"m a farmer/cook it's how I do. so more moremore! I also think having a starter "block" to build of some kind, would be helpful, I feel super vulnerable without the wood frames to work with.

 

maybe there's one or two basic blocks all classes can use? like...how bout the log cabin wood, not too sturdy, and makes sense to be basic, and rough, something anyone can use, to start out with. I look forward to playing, and I love that you give your feedback, I hope I can offer helpful suggestions!

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Yes they have almost completely "screwed" over modders when it comes to the blocks file . Screwed isnt the right word though, i dont mean it in a bad way. They just added SO much there is barely any room for additions and the limit is still in place so i have faith Val is doing all he can to provide you guys with the best mod he can with he has to work with.

 

As an aside Val, do you think or know if they will ever lift that restriction on block ids?

 

 

Well from what I understand the limit is not actually on purpose. Its a technical limitation. Something to do with byte size or something. I don't know the specifics though its been explained to me several times in the past. Its all pretty technical and I'm not great at retaining information that already goes over my head.

 

I do believe they will need to overcome it eventually. However it doesn't sound like its something they can just snap their fingers and change, it does sound like, at least the ways its been explained to me before, that its a much deeper issue than that. So personally I suspect they will find another way around it, like perhaps multiple blocks.xml files if that will overcome the limit.

 

I believe such an approach would also be very beneficial to modders if we could assign a new blocks.xml - perhaps one that uses a slightly different format like block2 ID="XXXX"

 

If such a thing was possible we could in theory not even modify the vanilla blocks.xml and keep all our new modded blocks (assuming all we're doing is adding to the file and not changing vanilla values) in their own file, separate from vanilla. Such a thing would also, I imagine, make using multiple mods easier as you could just drag-drop their blocks.xml files into your folder and ensure they all have their own different number assigned to them.

 

Though thats all just wild speculation and grand assumptions from my part. I don't understand the technical side of it or its limits, restrictions or how difficult what I propose would be. It could be completely impractical. Its just my idea on what would be a useful method of dealing with these things.

 

 

 

I've been playing 7DTD since A.5 and having rebuilt from scratch so many times, your modpack has made it enough of a game changer to really enjoy the game, much like Minecraft is almost unplayably boring without modpacks. I love what you've done, and eagerly look forward to the updates for A14 I know it's a lot, but hopefully moving forward keeping it up to date will be much easier, with the reworking they did.

 

Go Valmer! it'd be interesting if there was an option to spawn in a prefab of some kind, like.."this is your house" instead of in the wilderness. maybe...in world gen you select your class, and depending on what class you select, determines what places you might spawn? I know some modders like RongotheBold has added in some fun things like spears, and new crops, and recipes, I'd love to have more things to eat, though having new recipes like the hot soups, I"m SUCH a huge fan of. I love it! but I"m a farmer/cook it's how I do. so more moremore! I also think having a starter "block" to build of some kind, would be helpful, I feel super vulnerable without the wood frames to work with.

 

maybe there's one or two basic blocks all classes can use? like...how bout the log cabin wood, not too sturdy, and makes sense to be basic, and rough, something anyone can use, to start out with. I look forward to playing, and I love that you give your feedback, I hope I can offer helpful suggestions!

 

Personally I don't really see the benefit in the types of changes that have been done. I understand its better and more organized (for example all the container blocks now start with cnt in their name) but personally not much of this is really something I'd consider "worth it". Of course my view on all this is going to be clouded with bias since all the workgiven this has me to do. Its just that, for me, making all these tiny adjustments like name changes all over the place to make my mod work... This is, in regards to time-consumption, actually a more tedious job for me than what A13 did. So while one may think it would make things easier in the future I don't really see it. I thought it was easy the way it was. This just feels like unnecessary work.

 

Nothing from a technical level really has changed, from what I can tell. The code structure is still the same. I just find that a lot of my code needs to have little things changed that boils down to them changing the name of an item, block or material. Superficial stuff. Since my mod is as big as it is this means for my unique situation its added a lot of extra work for something that was never really a problem for me in the first place.

 

Though again remember this is all a very selfish and bias view point. Objectively the files are cleaner and better due to the new organization. Its only on a personal level that I find it annoying since for me there isn't really any tangible benefit that feels worth all the effort.

 

Anyway, my rant is over.

 

There is actually a way to place prefabs but it requires Hals Prefab Editor.

 

Sod I believe is an option for building blocks that a lot of people forget about. Still I might consider adding cabin wood as a base block. Though I dont know if its the best idea. I mean they made it so you can upgrade any wood basically into concrete if you have the resources. Whats to stop you from building a cabin wood house and then just bypassing the carpenter book by upgrading all the cabin wood blocks. Balancing things like that is something I'd have to consider.

 

New food will be added. Im hoping to add wheat, leek, grape, hops, sugarcane and cabbage plants. Though I might be making it a tad too complicated lol. I may not keep the sugarcane and grapes. We'll see. Any thoughts of the type of food that can be added that would make sense to require sugarcane (which can make sugar, obviously)

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Is there anything some of us can do to help out with changes? whether its changing block names from 1 to another, that sort of thing? or anything else? i can try and help if you need help so this can be released sooner for people. Love your mod pack.

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I appreciate the offer. Hopefully though I'm practically finished with the descriptions and such. I'm not sure if I've gotten everything yet though, Im still going through the files and such. I could use some people to test out the descriptions and the like, however. It hasn't reached that point just yet but when it does I will release a 'beta' build for those interested. I have so many different items and blocks that sometimes little things can slip by me. Somethings don't show up as a problem just by loading the game and sniffing for error messages. Sometimes you have to actually play the game to encounter them.

 

Case in point alt ammo might show up correctly and not give any errors but then you notice they dont actually damage zombies. Or clothes look like like they came in correctly but then you try them on and realize something has changed to break them. I don't know if those are "little" things but they're still things I might not immediately if I just rely on the game to give me an error when loading up.

 

To any other modders out there curious about alt ammo, btw, this is the new trick:

 

<property name="Magazine_items" value="9mmBullet, 9mmBulletHP, 9mmBulletINC" />

<property name="Magazine_item_ray_counts" value="1, 1, 1" />

<property name="Magazine_item_ray_spreads" value="0, 0, 0" />

 

You have to add a item ray count and spread value for each new ammo you add or else that ammo will not actually deal any damage or even hit the enemy it seems.

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