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A16 - STARVATION Mod for A16

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!

 
SawedOffPumpShotgun do not kill. Shot 16 rounds in the head of a woodcutter, but he does not care. This is specially cut, because of the NPC?

 
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 ;)
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>

 
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?
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. :)

 
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>
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 persist :)

 
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. :)
Well, the zombies constant jumping up and down on spikes I would consider a game flaw anyway, so yeah. Fair game

 
Ok all working now, had to grab the files manually and paste them in from GitHub and now the launcher seems to update them fine, strange but it works now so :)

 
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 ;)
There'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.

 
There'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.
All sorted thanks Sphereii :)

 
Hey Starvation Team,

I still have a question about the RWG ... I set the generation distance to 40000, burnt forest generation distance to 32000 - 36000, radiated zones to 36000 - 40000 in the rwgmixer.xml. Why does the RWG generate burnt/ radiated forests after ~7500m and radiated zones after ~9900m??? They're getting generated as circle around the map.

So, where can I change this???

Please help me.

Thanks much,

Darehitorimo

 
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?

 
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?
For the clients, definitely using the launcher is the easiest way, as long as github doesn't decide to destroy your plans.

For the server, you need to get the server files from the StarvationServer repository. And yes, all you should need is get the files and dump them on the install folder...

Remember that github is actually giving people some problems, so make sure your downloads finish properly or you'll get errors loading the game. As per sphereii suggestion, I'll be adding alternative repos, and might even bring back the old launcher at somepoint so that everyone has 2 alternatives to grab files.

As for the machete, there was some problem with the recipe, but I think everything was addressed on the latest patch.

 
Just wanted to say you guys are awesome...... btw died 4 times on day one lol

p.s. did you guys get tired of everyone acting like seeing a zombie in A15 starvation was no big deal...lol

 
Special Zombies

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 :)

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
 
For the clients, definitely using the launcher is the easiest way, as long as github doesn't decide to destroy your plans.
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.

 
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.
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.

 
Code:
<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>
I do not know if this has been mentioned. But the recipes here show wrong for wrench and clawhammer.

It should be:

<property name="Recipes_to_learn" value="wrench" />

<property name="Recipes_to_learn" value="clawHammer" />

Am I right?

 
What I ended up doing was updating at with both the bag company server support, and alloc's server updates, then installing the mod on each pc. Once they were all installed (I just did that to make it easier) I installed the server master into the sever install folder, as well as the mod install.

I then manually copied the mod into each game pc's 7 days to die game folders.

That connects fine, and seems to play fine! Now I just have to read up on basics like how to rest.

 
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 :)
A bigger gamestage revamp is planned. For now only Wall Crusher is in there, and much later in game stages.

 
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