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Joke Mod

The problem was solved with the Mod Launcher.
However, three people, including myself, had problems with the manual installation. 

 
Thank you for the fun mod.
The 11th and 12th toolbelt cannot be used.
The 11th item will disappear. 
You must make sure EAC is turned off before playing or the toolbelt will not work.

At present the schematics aren't dropping real well for us.  It's starting to mess with an otherwise fun experience.
Have you updated your game recently, they were made a lot more common. Patch notes are in the discord for new releases.

 
The problem was solved with the Mod Launcher.
However, three people, including myself, had problems with the manual installation. 
The mod launcher has EAC off by default. if you are doing a manual install you have to turn it off from the 7d2d launcher.

 
Have you updated your game recently, they were made a lot more common. Patch notes are in the discord for new releases. 
Yes.  It could be a statistical problem, but with three experienced players we haven't dropped many schematics in two playthroughs from day 1 to day 5-7.

We're starving our butts off, no forge, etc.

Also there are problems with the toolbelt mod that have nothing to do with EAC being on, at least on Mac.  We're on 1 Mac, 2 PCs and we solved this by just chucking the toolbelt mod.  The toolbelt mod is a design mistake anyway, as 12 is just too many toolbelt slots for convenient play.

 
Are you stuck on finding a certain schematic, if so what one? I need a lot more feedback than just ''it's rough''
EDIT: it looks like we are on V 1.0 or 1.1

We will update the mod and let you know how it goes.

For context we're playing on Warrior + 300% xp + 200% loot, but otherwise vanilla settings.  These are the settings we tend to do with a new conversion mod we're trying out, but otherwise we often play on higher difficulties with faster zombies etc., and our average player has 800 hours in 7dtd.  We're not power gamers but we're solid medium-intensity players.  Obviously we like the mod or we would have moved on by now.

For one I think you need a prominent tip in your mod description that says that the forge & workbench etc are mission rewards (on your adv. survival quests 1 through 10, iirc), because we had no idea that finishing those missions would give us some of the cornerstone schematics that we need, so we didn't put a major emphasis on cranking through those missions (versus regular missions, mining, base-building etc).  If that info is in the mod description, then the mod description isn't organized well enough to communicate that.  That info needs to be one of the top tips on how to play the mod.  We fully expected those schematics (forge/workbench) to drop by doing normal missions, in loot, or by getting tier-completion rewards.  One of your other top 5 tips should be that blood moons are harder than the vanilla settings would imply.

In the big picture I think we could describe our schematics problems in three ways, worst one being first:

1) schematics drops for base-defense (forge/workbench/cement mixer etc) aren't keeping pace with the increasing difficulty of blood moons, so that we have only brick blocks on blood moon 3/day 21.

1a) lots of rebuilding because of this, since our base designs assumes normal tech progress, which isn't happening here.  This rebuilding in turn slows our progress which makes everything worse.

2) food/drink schematics have been rough, such that we're on nothing but red tea, bacon/eggs and beefdogs through day 21 (and maybe 2-3 other food schematics where we need canned food, but we're only getting a few canned foods here and there)

3) not a lot of schematics drops in general (e.g. weapons and so on)

On the good side: iron tools schematic, basic ammo schematic and at least one bandage schematic before day 14

LMK if you need other info.

 
Last edited by a moderator:
EDIT: it looks like we are on V 1.0 or 1.1

We will update the mod and let you know how it goes.

For context we're playing on Warrior + 300% xp + 200% loot, but otherwise vanilla settings.  These are the settings we tend to do with a new conversion mod we're trying out, but otherwise we often play on higher difficulties with faster zombies etc., and our average player has 800 hours in 7dtd.  We're not power gamers but we're solid medium-intensity players.  Obviously we like the mod or we would have moved on by now.

For one I think you need a prominent tip in your mod description that says that the forge & workbench etc are mission rewards (on your adv. survival quests 1 through 10, iirc), because we had no idea that finishing those missions would give us some of the cornerstone schematics that we need, so we didn't put a major emphasis on cranking through those missions (versus regular missions, mining, base-building etc).  If that info is in the mod description, then the mod description isn't organized well enough to communicate that.  That info needs to be one of the top tips on how to play the mod.  We fully expected those schematics (forge/workbench) to drop by doing normal missions, in loot, or by getting tier-completion rewards.  One of your other top 5 tips should be that blood moons are harder than the vanilla settings would imply.

In the big picture I think we could describe our schematics problems in three ways, worst one being first:

1) schematics drops for base-defense (forge/workbench/cement mixer etc) aren't keeping pace with the increasing difficulty of blood moons, so that we have only brick blocks on blood moon 3/day 21.

1a) lots of rebuilding because of this, since our base designs assumes normal tech progress, which isn't happening here.  This rebuilding in turn slows our progress which makes everything worse.

2) food/drink schematics have been rough, such that we're on nothing but red tea, bacon/eggs and beefdogs through day 21 (and maybe 2-3 other food schematics where we need canned food, but we're only getting a few canned foods here and there)

3) not a lot of schematics drops in general (e.g. weapons and so on)

On the good side: iron tools schematic, basic ammo schematic and at least one bandage schematic before day 14

LMK if you need other info.
Sorry to hear you are having such trouble with the schematics. I shall take your feedback into consideration. You can't like everything about every mod though.

 
Sorry to hear you are having such trouble with the schematics. I shall take your feedback into consideration. You can't like everything about every mod though.
I really think that most of the problem would be solved if we knew up front that doing the custom quests 1 through 10 would drop forge & workbench schematics, etc.  If we had known that we would have kept an eye on progressing on those as a priority.  For us, Joke Mod is tied for the best conversion mod we've tried.  But we're playing it on too high a difficulty to have only brick blocks through 3 blood moons.

 
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