Jump to content

A15-16? Valmar's Mod Collection


Valmar

Recommended Posts

Hello Kramer.

 

So you know the Valmod Expansion pack shouldn't make the game harder as its just an "Expansion Pack" for the game - not a complete overhaul. :p

 

The weed cleaver is actually JaxTeller's creation. I feel guilty so many have credited me for it lol.

 

Anyway the icons are all included in the "Mods" folder which should be included in the shared icons zip file. Drag and drop this Mods folder into your 7 Days to Die install directory and... thats it. If this is your first time adding icons you will NOT have a Mods folder in your 7 Days to Die directory. Dont worry, this is normal. Just drag and drop the Mods folder into the 7 Days to Die folder and you're golden.

 

Hope that helps.

 

Thank you very much! :) now I have icons for your items!

 

I find the class system a little hard to begin for SP, rest of your mod is fine and fun but I don't want to "specialized" so much at the begining of a new game and like to build my skill according to what I found on map....

But your mod is IMO perfect for MP or co-op but that's just my 2 cents ;)

 

Anyway, like I said earlier, keep the good work and idea coming!

Link to comment
Share on other sites

Hey Val,

Me and my Fiancee are loving your expansion pack.

We tried the overhaul and got completely stuck having no idea how to build stuff, so we switched to the expansion and have had a blast ever since.

 

I have one question though, I cannot find the answer to this anywhere.

 

How in the hell do you grind barter skill?

 

We are both still level 1 bartering (over level 100 characters) but her bartering XP is still zero while I have half of the first level filled.

 

We tried looting coins, scrapping coins, buying stuff from the mailbox, crafting mailboxes....

 

I know we can level it with skill points or maybe even the study table, but isn't there a way to grind it naturally?

 

Thanks for all your hard work, your mod makes the game so much better than vanilla!

Link to comment
Share on other sites

You will either have to invest skill points into it or read the exp books. The only "grind" way to level it is to have the merchant mailbox open when the crafting completes. You don't get exp for things crafted in workstations unless you are actually in the workstation when it finishes. Hopefully they fix this at some point.

Link to comment
Share on other sites

You will either have to invest skill points into it or read the exp books. The only "grind" way to level it is to have the merchant mailbox open when the crafting completes. You don't get exp for things crafted in workstations unless you are actually in the workstation when it finishes. Hopefully they fix this at some point.

 

Hmm,

We did test that. I had her buy the nailgun while keeping the menu open, but she didnt get any exp, and I have never bought anything on it yet I have half of level 1 filled.

 

Guess I will just keep playing the game like normal and hopefully whatever is giving me the xp will get me to level 2 and I will spot what gave me the XP.

 

Thanks again Val, you rock.

Link to comment
Share on other sites

Server Settings

 

Greetings Valmor,

 

My wife & I have been trying this mod out for a few days now. We are noticing that the game mod itself if overwriting the server settings somehow or there just might be something in your mod that just does more then what I can find int he config files... We are noticing that settings like difficulty & zombie spawn rate aren't what we set it has, Scavenger & Very Low and was wondering if there was a way we could get the mod itself to not overwrite this. Furthermore changes like zombies running, or the bloated zombie exploding we would like to not happen until we feel like upping the difficulty. If you know how we could get the mod settings to not overwrite these settings we would greatly appreciate it.

 

Cheers

Link to comment
Share on other sites

Greetings Valmor,

 

My wife & I have been trying this mod out for a few days now. We are noticing that the game mod itself if overwriting the server settings somehow or there just might be something in your mod that just does more then what I can find int he config files... We are noticing that settings like difficulty & zombie spawn rate aren't what we set it has, Scavenger & Very Low and was wondering if there was a way we could get the mod itself to not overwrite this. Furthermore changes like zombies running, or the bloated zombie exploding we would like to not happen until we feel like upping the difficulty. If you know how we could get the mod settings to not overwrite these settings we would greatly appreciate it.

 

Cheers

 

Replied in the Valmod topic:

 

https://7daystodie.com/forums/showthread.php?31730-Valmod-Pack&p=440991&viewfull=1#post440991

Link to comment
Share on other sites

  • 1 month later...

Minor Errors

 

Hey Val,

 

Really appreciate the mod and the time you've put into it. You're the man.

As of 7/25/16 (today), I had some minor issues with the expanded cooking mod. It appears the mealBreakfast.png is spelled incorrectly as mealBreakf"e"st.png (quotes added) so the icon doesn't show in game. After correcting the error, it worked fine.

Also, when putting the Mods/ValmodIcons folder into the 7 Days to Die Folder, it wouldn't work until I changed it to Mods/ItemIconsTest. After the change, it worked like a dream.

Edit: Oh, and there's a double copy of the Corn on the Cob recipe. I deleted the copy. (Note: the second copy is aside from the vanilla copy, of course. Before deleting the vanilla copy, there are three Corn on the Cob recipes.)

This is my first time doing anything like this, so if I've made any mistakes with the above, my apologies. Again, great work and thanks! (I plan on setting up the rest of the mods tomorrow; if I run into any more trouble, I'll let you know).

 

--Mirror

Link to comment
Share on other sites

  • 1 month later...
Any information on how drawbridge work? Everytime I try to create one I get a single block, but I have no idea how it works from there.

 

When you place it the block will expand out. Test it out in a clear area with a remote and you'll understand.

Link to comment
Share on other sites

  • 2 weeks later...
  • 2 weeks later...
  • 2 weeks later...
  • 4 weeks later...

uhm i have a problem.

I have "install" some mods from you and this works fine but i have no icons, its all blank.

I have copy your icons in the mod folder but no icons, for a test i have edit the code and addet

<property name="CostumIcon" value="ironBow" />

but still invisible icons :(

 

 

here the full ironbow with costum icon.

 

<item id="1496" name="ironBow">

<property name="Extends" value="woodenBow" />

<property name="DescriptionKey" value="ironBowDesc"/>

<property name="CostumIcon" value="ironBow" />

<property class="Action0">

<property name="Range" value="230" />

</property>

<property class="Action1">

<property name="Class" value="Zoom" />

<property name="Zoom_max_out" value="35" />

<property name="Zoom_max_in" value="35" />

</property>

<property class="Attributes">

<property name="EntityDamage" value="3,10" />

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

<property name="DegradationMax" value="70,650" />

</property>

</item>

 

 

 

Unbenannt.jpg

 

 

by your other mods the same problem..

I use Expanded Ammo Types, Expanded Weapons and Tools, Decorative Steel Walls and i want some add more :)

 

 

thanks for help

 

Edit: addet a picture and i have it copy on my server (nitrado)

Edit2: Copy Files in my Gamefolder not only on server folder but still not working all icons invisible

 

(sry for my bad english)

Link to comment
Share on other sites

uhm i have a problem.

I have "install" some mods from you and this works fine but i have no icons, its all blank.

I have copy your icons in the mod folder but no icons, for a test i have edit the code and addet

<property name="CostumIcon" value="ironBow" />

but still invisible icons :(

 

 

here the full ironbow with costum icon.

 

<item id="1496" name="ironBow">

<property name="Extends" value="woodenBow" />

<property name="DescriptionKey" value="ironBowDesc"/>

<property name="CostumIcon" value="ironBow" />

<property class="Action0">

<property name="Range" value="230" />

</property>

<property class="Action1">

<property name="Class" value="Zoom" />

<property name="Zoom_max_out" value="35" />

<property name="Zoom_max_in" value="35" />

</property>

<property class="Attributes">

<property name="EntityDamage" value="3,10" />

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

<property name="DegradationMax" value="70,650" />

</property>

</item>

 

 

 

Unbenannt.jpg

 

 

by your other mods the same problem..

I use Expanded Ammo Types, Expanded Weapons and Tools, Decorative Steel Walls and i want some add more :)

 

 

thanks for help

 

Edit: addet a picture and i have it copy on my server (nitrado)

Edit2: Copy Files in my Gamefolder not only on server folder but still not working all icons invisible

 

(sry for my bad english)

 

I dont know what i have done, but now it works...

can you explain me why? my last change was that i copy all files into my gamefolder and i have add the working station from you...that was a little bit tricky but it works :D

 

so anyway please explain me this :) how to add a icon to a item :)

Link to comment
Share on other sites

  • 3 weeks later...

Do you have to be on a server? I am going I don't think so but many of the posts mention servers so has me wondering.

 

I haven't the faintest idea of how to edit anything on the game, xmls or any thing and really too scared to try. First time I touched a computer was in 1990 and unfortunately I seem to have bought a lemon then. Have learned enough to get around on the internet and do some problem solving, but generally yell for my son to come and fix whatever I did by hitting I don't know what key.

 

 

I am planning on checking out some Random gen maps, need to find one that doesn't have a lot of hill like the Nav game. There are way, way too many hills. Plains do not have hills and there are not enough towns, some small villages that have POIs, working stiff, gun, book, grocery stores; a bank, diners and a few houses. The village I live in of around 4,00 pop (less) has a grocery store, gas station, a gun/fishing store, firestation, bank and a couple of diner type stores, pizza and police station, and around five or six churches, it is small.

 

Anyhow, I would like to find a Random map that has a bit more so I can explore more and find more stores. Book stores that have actual books instead of shelves that have two or three books and the rest paper or empty. Working stiff that don't have mainly empty crates.

Link to comment
Share on other sites

  • 2 months later...

RE: Chicken Coops

 

I used your code for the coops found here and cross-referenced the coop code in the Overhaul mod, which are the same. This code works but the coops continuously respawn nests without needing to "repair" with feed. Is this intended? I noticed in a separate post you listed different code for the animalfeed item and coop blocks that seem to allow for restocking feed. The code difference is here:

 

 

 

Current version

 

<item id="1470" name="animalFeed">

<property name="DescriptionKey" value="animalFeedDesc"/>

<property name="Meshfile" value="Items/Food/blueberrySeed" />

<property name="CustomIcon" value="blueberrySeed" />

<property name="Material" value="organic" />

<property name="HoldType" value="21" />

<property name="Stacknumber" value="200" />

<property name="Group" value="Resources" />

<property class="Preview">

<property name="Zoom" value="35" />

<property name="Pos" value="0,-0.05" />

<property name="Rot" value="90,45,0" />

</property>

</item>

 

 

Versus

 

 

 

<item id="1952" name="animalFeed">

<property name="Meshfile" value="Items/Food/seed_blueberry" />

<property name="Material" value="organic" />

<property name="HoldType" value="21" />

<property class="Action1">

<property name="Class" value="Repair" />

<property name="Delay" value="0.4" />

<property name="Repair_amount" value="10" />

<property name="Upgrade_hit_offset" value="-2" />

<property name="Sound_start" value="UseActions/repair_block" />

<property name="Allowed_upgrade_items" value="animalFeed" />

</property>

<property name="Group" value="Resources" />

<property class="Preview">

<property name="Zoom" value="35" />

<property name="Pos" value="0,-0.05" />

<property name="Rot" value="90,45,0" />

</property>

</item>

 

 

 

And then current version

 

<block id="1991" name="chickenCoop">

<property name="DescriptionKey" value="chickenCoopDesc"/>

<property name="CustomIcon" value="woodHalf" />

<property name="Material" value="wood_weak" />

<property name="LightOpacity" value="0"/>

<property name="Shape" value="Half" />

<property name="Texture" value="196,241,272,272,272,272" />

<property name="RotationAllowed" value="pivotOnFloor" />

<property name="Class" value="UpgradeRated" />

<property name="UpgradeRated.ToBlock" value="chickenCoop2" />

<property name="UpgradeRated.Rate" value="1" />

<property class="RepairItems">

<property name="wood" value="10" />

</property>

<drop event="Destroy" count="0" />

</block>

<block id="1992" name="chickenCoop2">

<property name="CustomIcon" value="woodHalf" />

<property name="Material" value="wood_weak" />

<property name="LightOpacity" value="0"/>

<property name="Shape" value="Half" />

<property name="Texture" value="196,241,272,272,272,272" />

<property name="RotationAllowed" value="pivotOnFloor" />

<property name="Class" value="PlantGrowing" />

<property class="PlantGrowing">

<property name="FertileLevel" value="0" />

<property name="Next" value="chickenCoop" />

<property name="GrowthRate" value="1" /> <!-- was 80 -->

<property name="LightLevelStay" value="0" />

<property name="IsRandom" value="false" />

<property name="IsGrowOnTopEnabled" value="true" />

<property name="GrowOnTop" value="chickenNest" param1="1" param2="chickenNest" />

</property>

<drop event="Destroy" count="0" />

<drop event="Harvest" name="rawMeat" count="2" />

</block>

<block id="1993" name="chickenNest">

<property name="Class" value="Loot" />

<property name="Material" value="wood_weak" />

<property name="LightOpacity" value="0"/>

<property name="Shape" value="Ext3dModel" />

<property name="Mesh" value="models" />

<property name="Model" value="LootContainers/birdnest" param1="main_mesh" />

<property name="IsTerrainDecoration" value="true" />

<property name="LootList" value="120" />

<drop event="Destroy" count="0" prob="1" />

</block>

 

 

 

Versus

 

<block id="1939" name="Chicken_Coop">

<property name="Material" value="wood_weak" />

<property name="Shape" value="Half" />

<property name="Texture" value="196,241,272,272,272,272" />

<property name="RotationAllowed" value="pivotOnFloor" />

<property class="UpgradeBlock">

<property name="ToBlock" value="ChickenCoop2" />

<property name="Item" value="animalFeed" />

<property name="ItemCount" value="10" />

<property name="UpgradeHitCount" value="4" />

</property>

<property class="RepairItems">

<property name="wood" value="10" />

</property>

</block>

<block id="1940" name="ChickenCoop2">

<property name="CustomIcon" value="Chicken_Coop" />

<property name="Material" value="wood_weak" />

<property name="Shape" value="Half" />

<property name="Texture" value="196,241,272,272,272,272" />

<property name="RotationAllowed" value="pivotOnFloor" />

<property name="Class" value="PlantGrowing" />

<property class="PlantGrowing">

<property name="FertileLevel" value="0" />

<property name="Next" value="Chicken_Coop" />

<property name="GrowthRate" value="60" />

<property name="LightLevelStay" value="0" />

<property name="IsRandom" value="false" />

<property name="IsGrowOnTopEnabled" value="true" />

<property name="GrowOnTop" value="Chicken Nest" param1="1" param2="Chicken Nest" />

</property>

<drop event="Harvest" name="animalHide" count="1" />

<drop event="Harvest" name="rawMeat" count="1" />

</block>

<block id="1941" name="Chicken Nest">

<property name="Class" value="Loot" />

<property name="Material" value="wood_weak" />

<property name="Shape" value="Ext3dModel" />

<property name="Mesh" value="models" />

<property name="Model" value="LootContainers/birdnest" param1="main_mesh" />

<property name="IsTerrainDecoration" value="true" />

<property name="LootList" value="70" />

<drop event="Destroy" count="0" prob="1" />

</block>

 

 

 

loot.xml

<lootcontainer id="70" count="1,3" size="4,3" destroy_on_close="true" sound_open="UseActions/open_garbage" sound_close="UseActions/close_garbage" loot_quality_template="baseTemplate">

<item name="egg" count="1" prob="0.25" />

<item name="feather" count="4,10" prob="0.75" />

</lootcontainer>

 

 

 

 

 

As the different "unofficial" code was just listed in an early post I wanted to get your comments on this before I used a lot of time testing and debugging the code in case you abandoned it as it never worked well.

 

Also, I noticed that many nests and snares disappeared shortly after placing on blocks even in full sunlight. I added the line:

 

<property name="LightOpacity" value="0"/>

 

To the snares and coops and it seemed to fix that bug. They still need the same light level to "grow" that plants do even with the change.

 

I also changed the snare model to use the shopping basket empty and full to indicate trap state, and to me that looks better than the plate/post visual in the official release. Also changed recipe to require a shopping basket for the trap (makes it harder to spam traps) and require an egg for making the coop as spontaneous generation of life was dis-proven by Francesco Redi long ago. (Just saying....)

 

Thanks again for all these great mods. I'm learning so much buy pulling them apart one by one and trying to understand how you make things work so well.

Link to comment
Share on other sites

RE: Chicken Coops

 

I used your code for the coops found here and cross-referenced the coop code in the Overhaul mod, which are the same. This code works but the coops continuously respawn nests without needing to "repair" with feed. Is this intended? I noticed in a separate post you listed different code for the animalfeed item and coop blocks that seem to allow for restocking feed. The code difference is here:

 

 

 

Current version

 

<item id="1470" name="animalFeed">

<property name="DescriptionKey" value="animalFeedDesc"/>

<property name="Meshfile" value="Items/Food/blueberrySeed" />

<property name="CustomIcon" value="blueberrySeed" />

<property name="Material" value="organic" />

<property name="HoldType" value="21" />

<property name="Stacknumber" value="200" />

<property name="Group" value="Resources" />

<property class="Preview">

<property name="Zoom" value="35" />

<property name="Pos" value="0,-0.05" />

<property name="Rot" value="90,45,0" />

</property>

</item>

 

 

Versus

 

 

 

<item id="1952" name="animalFeed">

<property name="Meshfile" value="Items/Food/seed_blueberry" />

<property name="Material" value="organic" />

<property name="HoldType" value="21" />

<property class="Action1">

<property name="Class" value="Repair" />

<property name="Delay" value="0.4" />

<property name="Repair_amount" value="10" />

<property name="Upgrade_hit_offset" value="-2" />

<property name="Sound_start" value="UseActions/repair_block" />

<property name="Allowed_upgrade_items" value="animalFeed" />

</property>

<property name="Group" value="Resources" />

<property class="Preview">

<property name="Zoom" value="35" />

<property name="Pos" value="0,-0.05" />

<property name="Rot" value="90,45,0" />

</property>

</item>

 

 

 

And then current version

 

<block id="1991" name="chickenCoop">

<property name="DescriptionKey" value="chickenCoopDesc"/>

<property name="CustomIcon" value="woodHalf" />

<property name="Material" value="wood_weak" />

<property name="LightOpacity" value="0"/>

<property name="Shape" value="Half" />

<property name="Texture" value="196,241,272,272,272,272" />

<property name="RotationAllowed" value="pivotOnFloor" />

<property name="Class" value="UpgradeRated" />

<property name="UpgradeRated.ToBlock" value="chickenCoop2" />

<property name="UpgradeRated.Rate" value="1" />

<property class="RepairItems">

<property name="wood" value="10" />

</property>

<drop event="Destroy" count="0" />

</block>

<block id="1992" name="chickenCoop2">

<property name="CustomIcon" value="woodHalf" />

<property name="Material" value="wood_weak" />

<property name="LightOpacity" value="0"/>

<property name="Shape" value="Half" />

<property name="Texture" value="196,241,272,272,272,272" />

<property name="RotationAllowed" value="pivotOnFloor" />

<property name="Class" value="PlantGrowing" />

<property class="PlantGrowing">

<property name="FertileLevel" value="0" />

<property name="Next" value="chickenCoop" />

<property name="GrowthRate" value="1" /> <!-- was 80 -->

<property name="LightLevelStay" value="0" />

<property name="IsRandom" value="false" />

<property name="IsGrowOnTopEnabled" value="true" />

<property name="GrowOnTop" value="chickenNest" param1="1" param2="chickenNest" />

</property>

<drop event="Destroy" count="0" />

<drop event="Harvest" name="rawMeat" count="2" />

</block>

<block id="1993" name="chickenNest">

<property name="Class" value="Loot" />

<property name="Material" value="wood_weak" />

<property name="LightOpacity" value="0"/>

<property name="Shape" value="Ext3dModel" />

<property name="Mesh" value="models" />

<property name="Model" value="LootContainers/birdnest" param1="main_mesh" />

<property name="IsTerrainDecoration" value="true" />

<property name="LootList" value="120" />

<drop event="Destroy" count="0" prob="1" />

</block>

 

 

 

Versus

 

<block id="1939" name="Chicken_Coop">

<property name="Material" value="wood_weak" />

<property name="Shape" value="Half" />

<property name="Texture" value="196,241,272,272,272,272" />

<property name="RotationAllowed" value="pivotOnFloor" />

<property class="UpgradeBlock">

<property name="ToBlock" value="ChickenCoop2" />

<property name="Item" value="animalFeed" />

<property name="ItemCount" value="10" />

<property name="UpgradeHitCount" value="4" />

</property>

<property class="RepairItems">

<property name="wood" value="10" />

</property>

</block>

<block id="1940" name="ChickenCoop2">

<property name="CustomIcon" value="Chicken_Coop" />

<property name="Material" value="wood_weak" />

<property name="Shape" value="Half" />

<property name="Texture" value="196,241,272,272,272,272" />

<property name="RotationAllowed" value="pivotOnFloor" />

<property name="Class" value="PlantGrowing" />

<property class="PlantGrowing">

<property name="FertileLevel" value="0" />

<property name="Next" value="Chicken_Coop" />

<property name="GrowthRate" value="60" />

<property name="LightLevelStay" value="0" />

<property name="IsRandom" value="false" />

<property name="IsGrowOnTopEnabled" value="true" />

<property name="GrowOnTop" value="Chicken Nest" param1="1" param2="Chicken Nest" />

</property>

<drop event="Harvest" name="animalHide" count="1" />

<drop event="Harvest" name="rawMeat" count="1" />

</block>

<block id="1941" name="Chicken Nest">

<property name="Class" value="Loot" />

<property name="Material" value="wood_weak" />

<property name="Shape" value="Ext3dModel" />

<property name="Mesh" value="models" />

<property name="Model" value="LootContainers/birdnest" param1="main_mesh" />

<property name="IsTerrainDecoration" value="true" />

<property name="LootList" value="70" />

<drop event="Destroy" count="0" prob="1" />

</block>

 

 

 

loot.xml

<lootcontainer id="70" count="1,3" size="4,3" destroy_on_close="true" sound_open="UseActions/open_garbage" sound_close="UseActions/close_garbage" loot_quality_template="baseTemplate">

<item name="egg" count="1" prob="0.25" />

<item name="feather" count="4,10" prob="0.75" />

</lootcontainer>

 

 

 

 

 

As the different "unofficial" code was just listed in an early post I wanted to get your comments on this before I used a lot of time testing and debugging the code in case you abandoned it as it never worked well.

 

Also, I noticed that many nests and snares disappeared shortly after placing on blocks even in full sunlight. I added the line:

 

<property name="LightOpacity" value="0"/>

 

To the snares and coops and it seemed to fix that bug. They still need the same light level to "grow" that plants do even with the change.

 

I also changed the snare model to use the shopping basket empty and full to indicate trap state, and to me that looks better than the plate/post visual in the official release. Also changed recipe to require a shopping basket for the trap (makes it harder to spam traps) and require an egg for making the coop as spontaneous generation of life was dis-proven by Francesco Redi long ago. (Just saying....)

 

Thanks again for all these great mods. I'm learning so much buy pulling them apart one by one and trying to understand how you make things work so well.

 

Basicly..the way he set it up..it only works that way.....I been down this road already

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...