Delerium
New member
oh wow I'm gunna have to use that from now on. thanks!Yeah the zombie heads don't end up hidden by the spike but the spikes work fine...So yes it is an exploit you don't know about lol![]()
oh wow I'm gunna have to use that from now on. thanks!Yeah the zombie heads don't end up hidden by the spike but the spikes work fine...So yes it is an exploit you don't know about lol![]()
Mod is downloaded to the folder <TempMods> and takes about 1.5GB. After the end of the download, you need to start from the 7D2DLauncher for the first time. Subsequent 7D2DLauncher can be carried out without a launcher, directly running the file <7DaysToDie.exe>Any issues with the files on Git currently?Just tried downloading the 16.4 version and the mod downloads instantly (ie. says downloaded but nothing was actually downloaded).
Checked the xml's and all are still vanilla etc.
It may be Git is playing hard to get![]()
With spikes flat-side up, you get less jumping from the zombies as they move across them. Not sure if it is considered an exploit.Interesting setup, but I don't get why your spikes are facing down like that? Is that some sort of exploit I don't know about?
I had it working fine on the previous version, the actual download of the mod (the 1.5GB) is just not happening, could be connection issues to github or similar. I will persistMod is downloaded to the folder <TempMods> and takes about 1.5GB. After the end of the download, you need to start from the 7D2DLauncher for the first time. Subsequent 7D2DLauncher can be carried out without a launcher, directly running the file <7DaysToDie.exe>
Well, the zombies constant jumping up and down on spikes I would consider a game flaw anyway, so yeah. Fair gameWith spikes flat-side up, you get less jumping from the zombies as they move across them. Not sure if it is considered an exploit.![]()
There's a few things you can do:Any issues with the files on Git currently?Just tried downloading the 16.4 version and the mod downloads instantly (ie. says downloaded but nothing was actually downloaded).
Checked the xml's and all are still vanilla etc.
It may be Git is playing hard to get![]()
All sorted thanks SphereiiThere's a few things you can do:
1) Click on Disable SSL, and restart the Mod Launcher, and try again
if that completely fails, and if you have no anti-virus that maybe blocking it, you can click on the Direct Download, and press Test mod Sync. After that, uncheck the Refresh Mods Automatically. Then press the Play button.
For the clients, definitely using the launcher is the easiest way, as long as github doesn't decide to destroy your plans.I see that this is updated for 16.4 now.. cool!
I want to run a server on one of our local extra systems and then use our two gaming pcs to connect to it.
We use rat for running our server, and use steam big picture mod for dualshock 4 controller support.
I'm thinking the easiest setup is installl the launcher, download the mod, grab the mod folder and dump it into the server install folder, and then on both the gaming pc folders, and then startup the server, launch the games from steam big picture mode, and then connect to out server.
That make the most sense?
I just fire it up once to have a looksee, and I LOVE seeing the wind on the trees and plants like what we saw in Witcher 3! That looks a lot more "alive".
I'll have to read up more since so much has been added to the vanilla game. Question: I read something about machete crafting being broken.. was someone mistaken, or is it actually broken?
First: Thanks for the wonderful mod. I really enjoy it. But could it be, that no special zombies are currently into bloodmoon hordes? I've looked into entitygroups.xml and gamestages.xml and think, they might not be included yet. Am I right?
The reason is: Days 28 horde and nothing but normal zombies around. Was too easy compared to the A15 Starvation.
Thanks for any answer to this problem.
Latest available version of Starvation for A16.4.
greetings
The reason we are trying to just dump the mods into the main install folder, is when you try to run steam and use the launcher, it no longer remembers the controller config properly.. for instance, instead of l3 running, it pops up the steam keyboard overlay.For the clients, definitely using the launcher is the easiest way, as long as github doesn't decide to destroy your plans.
The wife uses the Steam Controller. She adds the 7d2dmodlauncher.exe to steam as a non-Steam game, launches Steam in Big Picture, and starts the Mod Launcher that way. The game will use her settings then.The reason we are trying to just dump the mods into the main install folder, is when you try to run steam and use the launcher, it no longer remembers the controller config properly.. for instance, instead of l3 running, it pops up the steam keyboard overlay.
It took them SO long to reach another stable we aren't too worried about dumping the starvation mod into the main game install.. we can always update using the launcher, and then dump the updated files into the game folder when we see a starvation update.
<item id="970" name="wrenchSchematic">
<property name="Extends" value="schematicMaster" />
<property name="CustomIcon" value="schematicMaster" />
<property class="Action1">
<property name="Recipes_to_learn" value="wrenchSchematic" />
</property>
</item>
<item id="971" name="clawHammerSchematic">
<property name="Extends" value="schematicMaster" />
<property name="CustomIcon" value="schematicMaster" />
<property class="Action1">
<property name="Recipes_to_learn" value="clawHammerSchematic" />
</property>
</item>
A bigger gamestage revamp is planned. For now only Wall Crusher is in there, and much later in game stages.As per this comment, i'm seeing a lot of new zombies in general, but nothing out of the ordinary on horde nights. Friends encountered bosses during these times, but that was back in 15. In 16 we're just not having this happen. Are they in place? Is it just bad luck?
The mod is amazing! there's absolutely no way we could go back to vanilla now. Well done![]()