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(1.0/A21) bdubyah's modlets

Hmm. I don't have time to test it, but maybe in its force0 node in vehicles.xml you can edit the ceiling line to be 280,280 instead of 200,280. I'm honestly not that familiar with it as I've never edited that bit. So that was old vanilla values, but I checked and the gyro is set to 260,280 now so I guess it has changed at some point. No idea if that will fix it. I will do some testing later when I have time to be sure.

Also, with it having two values, maybe one is for the turbo? Did you try holding Shift when trying to take off?
Thank you for taking the time to respond. That is what I suspect as well after poking around a bit in the files. I did try holding shift but that didn't help. I edited those values last night but unfortunately when I tried to test it in my game I discovered that my saves had become corrupted 😄🫠 I was already tired and seeing my save game become corrupted kind of broke my heart so I went to bed 😄.

I will try to restore my saves today and test the new values for force0. I will inform you about the results. 

 
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Hmm. I don't have time to test it, but maybe in its force0 node in vehicles.xml you can edit the ceiling line to be 280,280 instead of 200,280. I'm honestly not that familiar with it as I've never edited that bit. So that was old vanilla values, but I checked and the gyro is set to 260,280 now so I guess it has changed at some point. No idea if that will fix it. I will do some testing later when I have time to be sure.

Also, with it having two values, maybe one is for the turbo? Did you try holding Shift when trying to take off?
I changed the first number from 200 to 260 and that fixed it for me. Now I can fly higher than my tower's top floor. Thank you for your help man 🥰

 
I changed the first number from 200 to 260 and that fixed it for me. Now I can fly higher than my tower's top floor. Thank you for your help man 🥰
Awesome, thanks for the confirmation. I'll make those changes for whenever I update those mods next.

 
Can't seem to craft the Industrial Generator?

It shows as needing to be crafted in the Precision Workbench but then it says Wire Tool Required?

Has it not been implemented yet or is it a known bug?

Thanks :D

 
Can't seem to craft the Industrial Generator?

It shows as needing to be crafted in the Precision Workbench but then it says Wire Tool Required?

Has it not been implemented yet or is it a known bug?

Thanks :D
Known bug. Will be fixed in the next patch. You can fix it yourself easily enough. Just open Wasteland's recipes.xml and search for dieGeneratorbank. Change the craft_tool from the wire tool to toolSolderingStation and you should be good to go.

 
Known bug. Will be fixed in the next patch. You can fix it yourself easily enough. Just open Wasteland's recipes.xml and search for dieGeneratorbank. Change the craft_tool from the wire tool to toolSolderingStation and you should be good to go.
Okay! Thank you so much :D

 
Hello, currently on day 60 and cant seem to hire any more npcs. Had a BOS and rad cat, BOS died and i managed to hire another rad cat few game days ago. Suddenly now i cant hire anyone, bos or rad cats. any ideas? I also seem to have the same problems with those AEM mutants. But i manage to hire one when i use the aem solution to "unlock" the mutant and immediately restart my game. Tried running infront of any rad cats or bos, and restarting the game but i still cant hire them. Is there a limit of 2 guys with power armor at any time?

Awesome mod by the way, had alot of fun with it

 
Hello, currently on day 60 and cant seem to hire any more npcs. Had a BOS and rad cat, BOS died and i managed to hire another rad cat few game days ago. Suddenly now i cant hire anyone, bos or rad cats. any ideas? I also seem to have the same problems with those AEM mutants. But i manage to hire one when i use the aem solution to "unlock" the mutant and immediately restart my game. Tried running infront of any rad cats or bos, and restarting the game but i still cant hire them. Is there a limit of 2 guys with power armor at any time?

Awesome mod by the way, had alot of fun with it
Should be a limit of 2 hires, period. But it can be a bit flaky I think.

 
bdubyah,

I have played most of the modpacks for 7 DTD including, Ravenhearst, Darkness Falls, Undead Legacy (my favorite), War of the Walkers and Warzuks. Your modpack is incredibly impressive with what you've done and how you've changed some of the gameplay in amazing ways. I think your pack would benefit tremendously if you would put it on Spherii's launcher. I have some less techy friends that I want to play with but I'm going to have to send them a "how-to" video on the somewhat complicated installation process and probably still have to walk them through it. You probably have a great reason for not doing it, but your modpack is incredible and many more people would play it and probably donate if you made it easier to access.

First I'll tell you what is amazing and then what I think would improve it and feel free to ignore all of this:

The addition of Super mutant and raider bases all over the map is brilliant. Hearing gun shots or mutant grunts amps up the adrenaline and makes the game so much more fun.

Your laser weaponry is very well done. Compared to DF's invisible pew pew lasers, yours have great lighting effects and sounds. I haven't tried them all but need to pop into creative and do that. I just found the Cryo weapons and froze some mutants. Amazing.

Your addition of the eye bots and the walking kind (forgot their name) were really cool. Finding the disks in the robot factory was a really great idea.

The way you have vehicle repairs is a great idea (it does need some more info on things like how many side mirrors or steel ingots you need instead of just flashing the icon). I'm almost to day 20 and still riding a bike, though. I rarely have found almost complete vehicles and finding the parts is hard. Generally, I do like it, though.

The slow progression is awesome. Ravenhearst has a slow progression but it has a very different, somewhat depressing, feel to it. Yours is great because you know their are hard enemies all over and you can't wait to get better weapons and armor to blast them.

Your mod has so many surprises and so much depth. I just found mutant armor that you can put on a hired mutant. What? It's really fun to uncover this and I know there are aliens but haven't encountered them yet.

I like your skill and attribute system. It's very different from vanilla and much more fun and interesting.

I love your pistol/shotgun/rifle/machine gun progression. Great job interspersing the guns and the progression.

As far as improvements:

I think having 2 sets of pipe weapons really can confuse people. I would go with one or the other. Having one you repair with pipes and the other with ingots and having mods that just work on the new set will confuse people too.

I'm not super fond of the corpse looting because it causes the player to do more clicking for little benefit. I get that it's more realistic but it makes the game less fun and more tedious. Any game decision that makes things more like work will eventually turn players off. It's not terrible but just less fun.

That survival machete sucks compared to the katana. It's extra damage doesn't make up for it's horrible speed. I don't understand why it's supposed to be better other than the increased sneak damage. Love the katana, though.

Overall, I think you did a great job with the NPC Mod. It's not too easy but you generally can avoid the heavy hitters until you are ready for them, except for the random raider encounter in the woods, which I like, though. I think the BoS and Rad guys cost the right amount though I'm having trouble finding the caps for the Rad dudes.

 
is it normal for this mod not to spawn a wasteland? im playing my own random gen world and there isn't one. im also noticing there are no trader bob or hugh. i know the creator has had issues with getting his custom poi's to spawn but vanilla ones as well?

also none of my traders are the custom wasteland ones like i saw on guns nerds and steel. i do have joelwl etc but these are not custom poi's these are poi's from a long time ago in different alpha's.

for example i have two joels one has the a21 trader the other is a custom wl joel but his compound is from an old alpha not a20 like a really old one.

 
is it normal for this mod not to spawn a wasteland? im playing my own random gen world and there isn't one. im also noticing there are no trader bob or hugh. i know the creator has had issues with getting his custom poi's to spawn but vanilla ones as well?

also none of my traders are the custom wasteland ones like i saw on guns nerds and steel. i do have joelwl etc but these are not custom poi's these are poi's from a long time ago in different alpha's.

for example i have two joels one has the a21 trader the other is a custom wl joel but his compound is from an old alpha not a20 like a really old one.
From my experience if a biome is not given more than 17% the pregen engine won't render it so look at your percentage given to wasteland biome. Arrramus has some good maps check them out. I found that if I deleted the default trader Poi's out of the default 7DTD Prefab folder I got every Wasteland Poi to spawn in Random Gen in maps from 6K at up.

As for GNS playtrough he was using a custom Poi pack from MPlogue as well as the Wasteland Poi's so that was the other traders you saw.

Hope this Helps.

 
Thank you nismo1969.

markboston37, here are the links for some custom generated worlds for the Wasteland Mod with more emphasis on coverage, if you are unable to find a solution with your own RWG.

Official Worlds

Shared directly from the creator, bdubyah. This is a selection of 10 worlds ranging from 8K to 10K. The Wasteland Mod has been given a recent update to increase the spawning bias of Wasteland POIs, including the Rad Cat trader, but there are still occasions where things will be 'missing' due to the random nature of the placement algorithm.

https://dev.azure.com/bdubyah/_git/Mods-A21?path=/Wasteland_Maps

Community World

This is a single world at 8K. It is guaranteed to have 3 of the Rad Cat Traders, each and every custom Wasteland POI, and all of the necessary default POIs to complete the special 'Note Quests'. There are 18 traders distributed around the world to assist with quest and biome progression. The biome has been slightly customized from the original RWG to give a little more variety around the world, as well.

https://www.moddb.com/games/7-days-to-die/addons/wasteland8k01

 
bdubyah,

I have played most of the modpacks for 7 DTD including, Ravenhearst, Darkness Falls, Undead Legacy (my favorite), War of the Walkers and Warzuks. Your modpack is incredibly impressive with what you've done and how you've changed some of the gameplay in amazing ways. I think your pack would benefit tremendously if you would put it on Spherii's launcher. I have some less techy friends that I want to play with but I'm going to have to send them a "how-to" video on the somewhat complicated installation process and probably still have to walk them through it. You probably have a great reason for not doing it, but your modpack is incredible and many more people would play it and probably donate if you made it easier to access.
Unfortunately the launcher can't accept Azure as a host, so sphereii can't add it. I might look into swapping back to Git for A22, but they've added file size limits and whatnot that make managing bigger mods a pain, so no promises.

For the feedback, glad you enjoy the mod! :) I can look at the pipe weapons and try and make them more similar to craft/repair/etc. I had added mine a while before TFP released theirs. I don't want to remove either as I spent a good amount of time making mine, and I do like TFP's versions. The corpse looting is a sore spot for several people, but I hate the loot bag system. It does need some tuning, but I don't plan on removing it. I've made it much less tedious than it was originally. I'll look at the machete. I tried to give some variance to the weapons to keep them balanced, but might need more tuning.

is it normal for this mod not to spawn a wasteland? im playing my own random gen world and there isn't one. im also noticing there are no trader bob or hugh. i know the creator has had issues with getting his custom poi's to spawn but vanilla ones as well?

also none of my traders are the custom wasteland ones like i saw on guns nerds and steel. i do have joelwl etc but these are not custom poi's these are poi's from a long time ago in different alpha's.

for example i have two joels one has the a21 trader the other is a custom wl joel but his compound is from an old alpha not a20 like a really old one.
Yeah, don't use GNS's series as expectations of just my mod. He added several others on top of my stuff.

 
And GNS likes to even make changes to the mods he installs for content / gameplay reasons.  Not saying that is a bad thing (I do it myself), but like bdubyah stated, not a good reference point for his mods.

Best thing to do (IMHO) is to do an overhaul mod first with just that mod, to get a sense of the mod itself and what the creator is trying to do.  After that, you can try customizing it to suit your preferences and desires.

Damnit - I was hoping this post would push it to the next page and get rid of the wall of text on page 75  😏

 
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And GNS likes to even make changes to the mods he installs for content / gameplay reasons.  Not saying that is a bad thing (I do it myself), but like bdubyah stated, not a good reference point for his mods.

Best thing to do (IMHO) is to do an overhaul mod first with just that mod, to get a sense of the mod itself and what the creator is trying to do.  After that, you can try customizing it to suit your preferences and desires.

Damnit - I was hoping this post would push it to the next page and get rid of the wall of text on page 75  😏
Yeah, and I understand it from his side. But when he is introducing my mod to tons of new people a disclaimer or something clear would be nice. I know he had links to all of them, but people still look at it as his "Wasteland series" so they think my mod has everything they see in his vids. Just lead to several confused/frustrated people that didn't know the difference.

EDIT: Yay, got a new page finally! 😂

 
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Why am I having this urge to pull a Bart Simpson???

"I will not fill up the blackboard with writing.  I will not fill up the blackboard with writing.  I will not fill up the blackboard with writing.  I will not fill up the blackboard with writing.  I will not fill up the blackboard with writing.  I will not fill up the blackboard with writing.  I will not fill up the blackboard with writing.  I will not fill up the blackboard with writing.  I will not fill up the blackboard with writing...."

 
Just pushed an update for Wasteland. Save safe, as far as I can tell. Enjoy! :)

Code:
!!!EAC MUST BE OFF!!!

Game Version: 21.2
Wasteland Version: 21.2.2.6

-Mod Dependencies: 
SCore v.21.2.101.931+
NPCmod v.21.1.0.20+
FullautoLauncher v.1.2.2
RandomMainmenuBackground v1.0.2

-----WL FIXED/CHANGED-----

-Added: Powered versions of shutters and cellar doors(unlocked with craftingElectrician)(can upgrade them from wood->iron->steel like the normal ones)
-Added: Mk.2 versions of the auto turret, electric fence post, and blade trap(unlocked with craftingTraps)(can be used to upgrade already placed regular versions to Mk.2s)
-Added: Mk.2 tripwire posts and relays(unlocked with craftingElectrician)(can be used to upgrade already placed regular versions to Mk.2s)
-Added: Steel darts for the dart trap
-Added: Scout scream now gives temp debuff
-Added: Several new rock/boulder and stump deco assets
-Changed: Dew Collectors now produce murky water
-Changed: Added particles to Industrial Generator when running
-Changed: Swapped mutant hounds to use Mutant faction so they don't aggro on normal mutants
-Changed: Gave both Chainlink Gates 2500 HP
-Changed: Slightly reduced chance of working vehicles spawning
-Fixed: Fixed low HP on Atom Coupe
-Fixed: Industrial Generator recipe called for wrong tool
-Fixed: Industrial Generator missing its sound
-Fixed: Some missing icons in Crafting Skills
-Fixed: questFindCemetery pointed to wrong POI
-Fixed: Journal tip when picking up generic vehicle parts was incorrect
-Fixed: Chainlink double door repaired with wood
-Fixed: Regular Drowned zombies had incorrect materials making them look like radiateds
 
Am I missing some documentation somewhere or is this kind of the best place to get it? I can't figure out where I got Nuclear Material, but I need more for anti-radiation meds, so trying to figure out how I go about getting more 😕 

 
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