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A16 - Tin'sMod: The Dying Lands.

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Quit being so efficient with the arrows >.> :playful: Nah I think I nerfed the ghoul spawn a touch much. Im going to let this play out a day or Two but I'll probably readjust their spawn up or introduce more zeds in the biomes.
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This latest patch yes, a new game should be re-rolled just because of the terrain gen tweaks.
Tin ........ I know you are updating the mod and that is ok ....... But I just got finished building my floating base .. just in time for Day 35 Horde

If I must start over again .. THEN I must and I think I will not make permit bases at this time.

I have noticed something and I don't know if you planned it or not .. Shotguns will not target ghouls and when you are in sneak they do not show up as be hunted.

 
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Tin ........ I know you are updating the mod and that is ok ....... But I just got finished building my floating base .. just in time for Day 35 Horde

If I must start over again .. THEN I must and I think I will not make permit bases at this time.

I have noticed something and I don't know if you planned it or not .. Shotguns will not target ghouls and when you are in sneak they do not show up as be hunted.
Oh you have time..

Everything seems to run better as it is right now so anything I release in the short term will just be minor updates that shouldn't require a restart.

The UMA ghouls don't have the stuff in them to use the sneak feature, same with the vultures n such.

Obviously the shotgun turrets have something in them that doesn't acknowledge them either.

It's not something I can change unless I make this mod a non xml only mod. Not really sure I want to do that at this time.

Perhaps when A17 drops I'll have more options but I'll also probably need to totally revamp this mod when that happens.

Edit:Nice fort BTW ;)

 
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Oh you have time.. Everything seems to run better as it is right now so anything I release in the short term will just be minor updates that shouldn't require a restart.

The UMA ghouls don't have the stuff in them to use the sneak feature, same with the vultures n such.

Obviously the shotgun turrets have something in them that doesn't acknowledge them either.

It's not something I can change unless I make this mod a non xml only mod. Not really sure I want to do that at this time.

Perhaps when A17 drops I'll have more options but I'll also probably need to totally revamp this mod when that happens.

Edit:Nice fort BTW ;)
Thank you on base design and the quick Reply ... As always .. really enjoying the mod .. from the old gamer .. :02.47-tranquillity:

 
Thank you on base design and the quick Reply ... As always .. really enjoying the mod .. from the old gamer .. :02.47-tranquillity:
You can always uncheck Refresh Mods Automatically to maintain your current version :)

 
Hey Tin,

Are roads being disconnected between cities a "Feature" in your mod? It seems like every seed i play, none of the cities connect...all the roads leading out of them dead end somewhere along the way.

I did some testing and it looks like this is due to the cell_size you set in the rwgmixer file. Anything 2100+ seems to break road connections between hub cells, but anything 2099 or less makes the roads connect even through cells that have no cities.

 
Hey Tin,
Are roads being disconnected between cities a "Feature" in your mod? It seems like every seed i play, none of the cities connect...all the roads leading out of them dead end somewhere along the way.

I did some testing and it looks like this is due to the cell_size you set in the rwgmixer file. Anything 2100+ seems to break road connections between hub cells, but anything 2099 or less makes the roads connect even through cells that have no cities.
Nope not a feature :( It's been bothering me to no end. I'll try 2099 xD and see if that fixes them, If so I'll put it in the next update! If so awesome find!!

My cells may be a bit smaller but meh it'll work. More connecting roads will be better.

Edit: yep works like a charm! simply Awesome! very awesome find!

 
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Huzzah!

Admittedly burnt out a little with the game, or just 'meh' lately, been messing around with a overly modified all-pine world, wanting to make a spooky forest region.

If I get back into the game, looking forward to whatever next might pop into this mod.

 
Huzzah!
Admittedly burnt out a little with the game, or just 'meh' lately, been messing around with a overly modified all-pine world, wanting to make a spooky forest region.

If I get back into the game, looking forward to whatever next might pop into this mod.
Yeah, I get burnt out myself that's why I mod ;) As of right now I mod the game more than I play as of late.

I like making terrain generators and biome decorating the most.

 
Yeah, I get burnt out myself that's why I mod ;) As of right now I mod the game more than I play as of late.I like making terrain generators and biome decorating the most.
I have to make a third on that! I'm glad you're modding, it's like playing a new game almost... Also, this has to be the friendliest and most helpful mod community I've ever dealt with! Everybody keep it up!

Special shout out to Tin, Sphereii and Khulkhuum!

 
Thanks, but i only play, not mod ;) Tin, Sphereii and Guppycur need all the attention!

Currently i am expanding at my city base #1, created a few patches to grow plants and went into "i can kill anything" mode... Which is a bit boring in some ways (less ghouls to kill, more time to loot). BUT! I do need to up my skills, because i still can't kill cops with my hunting knife, don't have a minibike, no chemstation and no weapon recipies found yet... 14 Day Horde will be fun.

 
Cool mod!

I really like that zombies see you from further away and tail you unless you break the line of sight. Also i like zombies swinging their arms while walking towards you.

I have a question though, can you make zombies run at night like in vanilla? (various speeds are cool but at night it should be more scary)

 
Cool mod!
I really like that zombies see you from further away and tail you unless you break the line of sight. Also i like zombies swinging their arms while walking towards you.

I have a question though, can you make zombies run at night like in vanilla? (various speeds are cool but at night it should be more scary)
I don't know what version you're on but all the Ghouls run at night and all the sleepers, while not full out running, are faster at night. Although things are changing a touch in the next update ;) The Fodder zeds (walkers 24/7) are pretty much gone except for some waves of the bloodmoon (for pacing). That's probably what you're seeing is most of the zeds are walkers.. but that's changing :evil:

 
Welcome to:




The Dying Lands




(Very small back story to account for the vast amounts of dilapidated homes and bldgs)

It's was a 150 years since the Zombies first appeared. At 50 yrs in, People were finally starting to band together to counter the threat. 50yrs later humanity was finally starting to make a comeback..or so we thought!

It was about that time strange occurrences began happening, A new threat was emerging and coming out of the shadows! No one really knows why or how the Ghouls appeared! Ghouls.. heh Just another word for Monster but that's what we call them. So now, a 150 years since this madness began, humanity is once again struggling just to survive...





D/L Link -->

The Dying Lands v0.1.0 Feb 12th 2018 <-- ***Important*** Highly suggest you complete the first beginner quest!

**Note** v0.1.0 is in the launcher ty sphereii!!.

Giving a shout out to: Skippy0330 and his YouTube channel for doing a "First Look" video of the mod.




Nice work I love it !!

 
Just giving a heads up! Feb 19th 2018.

A new update will be coming down the pick in the near future.

If you're using the launcher please uncheck the auto update if you are not ready for it.

Pls and TY.

A full write up will be coming with most of the changes once it's uploaded to the launcher.

 
How to install?

Hey, this looks like a pretty interesting mod, and am wondering how to install it without the launcher? I tried using the launcher, but it would never install this mod no matter what I did, though I was able to install others. Thanks :)

 
Hey, this looks like a pretty interesting mod, and am wondering how to install it without the launcher? I tried using the launcher, but it would never install this mod no matter what I did, though I was able to install others. Thanks :)
Highly suggest you contact Sphereii if you're having issues with the mod launcher just makes things easier to manage once you get it working.

Anyhow-

D/l the mod. Make a folder and extract it in that folder.

It'll have 3 folders:

Config/Prefab and UMAtexture folders..

Find where you have the game on your computer.

Generally: C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data..

  • Once you open the data folder you'll see the 3 folders you need to replace..
  • Copy the three folders you got from the D/L.
  • Then open the data folder for the game.
  • Paste and replace the three folders.

Back out of everything.

Load the game up and start a new world :)

 
Highly suggest you contact Sphereii if you're having issues with the mod launcher just makes things easier to manage once you get it working.Anyhow-

D/l the mod. Make a folder and extract it in that folder.

It'll have 3 folders:

Config/Prefab and UMAtexture folders..

Find where you have the game on your computer.

Generally: C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data..

  • Once you open the data folder you'll see the 3 folders you need to replace..
  • Copy the three folders you got from the D/L.
  • Then open the data folder for the game.
  • Paste and replace the three folders.

Back out of everything.

Load the game up and start a new world :)
Awesome, thanks. :)

 
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