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A16 - Welcome to Canada

I've been enjoying the Romero version a lot so far; it got me back into 7 Days after WotW went from an arcade to a grind.

It was weird trying to get used to not being able to craft anything useful until you set the workbenches, but I learned that Romero is not the kind of mod you want to play alone LOL.

One of the things that DID bother me was how to remove the bodies after looting them, because it wasn't apparent to me at first that body count is a thing. I kept testing tools to see what would work and I found most tools only took off 30 dura per hit. Weapons DID work on the Nurse and another female zombie, but the rest took so long to dispose. Ended up figuring out if you just move to a different area, you can get new zombs coming at you. I heard that's changing so i'm hyped for it.

For me, that first workbench (after getting used to the game) is a real challenge because that's when the progression starts. It is true that you end up with a LOT of loot and not much ability to sort it out other than leaving it behind.

 
I've been enjoying the Romero version a lot so far; it got me back into 7 Days after WotW went from an arcade to a grind.It was weird trying to get used to not being able to craft anything useful until you set the workbenches, but I learned that Romero is not the kind of mod you want to play alone LOL.

One of the things that DID bother me was how to remove the bodies after looting them, because it wasn't apparent to me at first that body count is a thing. I kept testing tools to see what would work and I found most tools only took off 30 dura per hit. Weapons DID work on the Nurse and another female zombie, but the rest took so long to dispose. Ended up figuring out if you just move to a different area, you can get new zombs coming at you. I heard that's changing so i'm hyped for it.

For me, that first workbench (after getting used to the game) is a real challenge because that's when the progression starts. It is true that you end up with a LOT of loot and not much ability to sort it out other than leaving it behind.
Thanks, glad you are enjoying it. And yes I totally agree with you about the body count. It was a nice idea, all the bodies really gave a nice effect but the reality is that is causes more problems than it is worth. I've reverted to a more vanilla method of doing this for the next update Not quite vanilla but better than it is now. And yeah, the workbench is definitely a challenge to get used to. In the previous comment to yours I've tried to address this by creating a very small disposable workstation to ease the pain in crafting without removing the dynamic of needing a proper surface to craft on. :D And yeah there is quite a bit of loot, working on getting it balanced. Thank you

 
Romero is where it's at!

So much fun!

I sometimes play Dead is Dead with all the hardest settings in the game and am used to dying in 3 days so dying right away in this Mod didn't bother me.

Now I'm used to all those zeds I'm loving it!

WHHHHHHYYYYYYYYYYYYYY isn't there a Romero version in EVERY mod out there?

I just don't get that.

It's just a logical and honorable thing to do.

Anyway.... It's not perfect but your Mod is tons of fun!

GO CANADA!!!!! WOOOO!!!

---> West Coast Canadian here. <---

 
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Romero is where it's at!
So much fun!

I sometimes play Dead is Dead with all the hardest settings in the game and am used to dying in 3 days so dying right away in this Mod didn't bother me.

Now I'm used to all those zeds I'm loving it!

WHHHHHHYYYYYYYYYYYYYY isn't there a Romero version is EVERY mod out there?

I just don't get that.

It's just a logical and honorable thing to do.

Anyway.... It's not perfect but your Mod is tons of fun!

GO CANADA!!!!! WOOOO!!!

---> West Coast Canadian here. <---
LOL glad you are enjoying it. :D And i know right? Headshots just makes sense.

ryan maybe take a look at gnamod how they deal with the zombie body issue you may find it better perf wise
I actually speak with HaidrGna quite often, proud to call him a friend. :) So no problems. The issue is just that i wanted bodies to stay longer.. cause it looks cool. Making bodies go away quicker makes a much faster game. It was an experiment that didn't quite work out. Maybe after a17 things will work better in those regards and we can try this again. :D

 
anybody else having trouble with the ground not being there when you spawn in so you cant play? any way to fix this? i played for about 5 minutes and then the ground disappeared so i exited the game and restarted it and then it just kept falling thru the ground when i came back in. uninstalled and reinstalled and same thing. using welcome to canada mod 2.0

 
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Getting heatstroke in winter wilderness Canada seems like a flaw to say the least... Put me off in any case. Fix it and I'll might try again.

 
Getting heatstroke in winter wilderness Canada seems like a flaw to say the least... Put me off in any case. Fix it and I'll might try again.
Isn't that a vanilla game thing?

 
This is a nice little mod, very arcadey I like it. I got 2 issues so far. (No its not the fact you need the workbench for everything). 1: The grass amount is a tad to high, Far to much of it. Second issue is: I wish the bodys would disappear after a few minutes. It's going to cause save bloat I know it will.

- - - Updated - - -

Getting heatstroke in winter wilderness Canada seems like a flaw to say the least... Put me off in any case. Fix it and I'll might try again.
Were you on day 1? Its not till a bit into day 2 when the temp suddendly drops to -28f to -60f 24/7, Day 1 and a bit into day 2 it'll stay at 60.

- - - Updated - - -

Isn't that a vanilla game thing?
Yeah it is, its why I facepalmed when they first announced the weather survival system, Not one game has ever gotten it right, especally when it comes to hot weather survival.

 
Oh geeze, sorry everyone. I wasn't getting notifications for your responses. :(

anybody else having trouble with the ground not being there when you spawn in so you cant play? any way to fix this? i played for about 5 minutes and then the ground disappeared so i exited the game and restarted it and then it just kept falling thru the ground when i came back in. uninstalled and reinstalled and same thing. using welcome to canada mod 2.0
I have not heard of this problem Doc.. I mean it's happened to me on servers before just because the server was too slow. I'm guessing that if you are playing single player and this is happening that the mod is too high end for your machine.. Sorry about that

Hello My Friends!
How to kill ferals in Romero?

Lot's of headshots?

Thanks!
sorry cameo, I know i talked to you in discord about this already. I did fix this so they die normally now. Sorry about that.

Getting heatstroke in winter wilderness Canada seems like a flaw to say the least... Put me off in any case. Fix it and I'll might try again.
Sorry about that Shin. Yes, as Gimida said and Silveria confirmed, this is infact a vanilla problem. It's basically a type of weather based spawn protection. I couldn't disable it. I had no idea it was even in the game till i started trying to make it cold and nothing happened. I thought I was doing it wrong until i made it to day 2 and it was over -300! LOL So yeah... After the first day the temperatures will turn into what i intended them to be.. Sorry about that.

This is a nice little mod, very arcadey I like it. I got 2 issues so far. (No its not the fact you need the workbench for everything). 1: The grass amount is a tad to high, Far to much of it. Second issue is: I wish the bodys would disappear after a few minutes. It's going to cause save bloat I know it will.
Thanks, I'm glad you are enjoying it. That is the first complaint i have heard about the grass. Noted, although honestly, I'm not too sure I will change anything with it just yet. I really like the thicker grass and forests. :D And yes 100% agree about the bodies. I've returned them to the vanilla values in the next update. It was a nice idea, i mean it sure was cool seeing bodies all over the place but it was causing WAY more issues than it was worth.

 
well i can run i on my potato so should be good for him my PC specs down below :)

Operating System

Windows 10 Home 64-bit

CPU

Intel Core 2 Duo E8400 @ 3.00GHz 50 °C

Wolfdale 45nm Technology

RAM

4.00GB Dual-Channel DDR3 @ 532MHz (7-7-7-20)

Motherboard

Hewlett-Packard 3048h (XU1 PROCESSOR)

Graphics

DELL 1704FPV (1280x1024@60Hz)

DELL 1704FPV (1280x1024@60Hz)

2047MB NVIDIA GeForce GT 610 (ZOTAC International) 60 °C

Storage

465GB Seagate ST3500413AS (SATA) 39 °C

465GB Seagate ST3500630NS (SATA) 45 °C

Optical Drives

HL-DT-ST DVDRAM GH22NS50

Audio

High Definition Audio Device

 
well i can run i on my potato so should be good for him my PC specs down below :)
Operating System

Windows 10 Home 64-bit

CPU

Intel Core 2 Duo E8400 @ 3.00GHz 50 °C

Wolfdale 45nm Technology

RAM

4.00GB Dual-Channel DDR3 @ 532MHz (7-7-7-20)

Motherboard

Hewlett-Packard 3048h (XU1 PROCESSOR)

Graphics

DELL 1704FPV (1280x1024@60Hz)

DELL 1704FPV (1280x1024@60Hz)

2047MB NVIDIA GeForce GT 610 (ZOTAC International) 60 °C

Storage

465GB Seagate ST3500413AS (SATA) 39 °C

465GB Seagate ST3500630NS (SATA) 45 °C

Optical Drives

HL-DT-ST DVDRAM GH22NS50

Audio

High Definition Audio Device
We actually have similar specs Blazer. I have more RAM (12gigs) than you and your processor is faster (2.5ghz dual core) than mine. But really I can't think of much else that would stop the ground from spawning in. Unless he/she was playing on a dedicated server that was too slow

Also, here is a little preview of a very special weapon coming in the next update.

The Lady FireHeart Sword

FireHeartSword.gif
 
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We actually have similar specs Blazer. I have more RAM (12gigs) than you and your processor is faster (2.5ghz dual core) than mine. But really I can't think of much else that would stop the ground from spawning in. Unless he/she was playing on a dedicated server that was too slow

Also, here is a little preview of a very special weapon coming in the next update.

The Lady FireHeart Sword

FireHeartSword.gif
Do want that weapon. As for the grass its mostly a performance thing, as when you have shadows on the game engine renders shadows on everything, even things that don't really need them.. like grass. I just added a 0 in front of your values. so 0.5 is now 0.05. 5% chance for grass to spawn per block insted of about 50% chance by your defaults. a 5x5 block area is not very big, so you can see the diff. Its just a personal thing, I didn't restart my map so I won't see changes till I explore far enough out.

I've noticed a few other issues, Major issue so far has been the trader, namely its stock of aloe cream. on day 2 in my game I bought 700+ aloe cream off the trader. Found a pawn and loan with the hidden stashes that were full of silver/gold which have very high value in this mod. The problem is the fact the trader had 700 aloe cream in the first place. Maybe it could stock 5-15 per restock at max guarnteed, but it shouldn't have like 700+ at once when it does spawn in there at least in my opinion. I also miss being able to sell guns, so now they are just scrap, then again the increased value on stuff like silver/gold and how it seems to have more places it can spawn in kinda balances that out.

How often does this mod get patched? I am asking because I did a manual install due to some xml edits I always make, namely removing the idle, fire/repeating fire sounds from the chainsaw/auger.

<property name="SoundIdle" value=""/>

<property name="Sound_repeat" value=""/>

<property name="Sound_end" value=""/>

Bascally I set those 3 values like above for the chainsaw/auger, and it shuts them up in game. Just wondering how often i'll have to go back in to redo this?

 
Do want that weapon. As for the grass its mostly a performance thing, as when you have shadows on the game engine renders shadows on everything, even things that don't really need them.. like grass. I just added a 0 in front of your values. so 0.5 is now 0.05. 5% chance for grass to spawn per block insted of about 50% chance by your defaults. a 5x5 block area is not very big, so you can see the diff. Its just a personal thing, I didn't restart my map so I won't see changes till I explore far enough out.
I've noticed a few other issues, Major issue so far has been the trader, namely its stock of aloe cream. on day 2 in my game I bought 700+ aloe cream off the trader. Found a pawn and loan with the hidden stashes that were full of silver/gold which have very high value in this mod. The problem is the fact the trader had 700 aloe cream in the first place. Maybe it could stock 5-15 per restock at max guarnteed, but it shouldn't have like 700+ at once when it does spawn in there at least in my opinion. I also miss being able to sell guns, so now they are just scrap, then again the increased value on stuff like silver/gold and how it seems to have more places it can spawn in kinda balances that out.

How often does this mod get patched? I am asking because I did a manual install due to some xml edits I always make, namely removing the idle, fire/repeating fire sounds from the chainsaw/auger.

<property name="SoundIdle" value=""/>

<property name="Sound_repeat" value=""/>

<property name="Sound_end" value=""/>

Bascally I set those 3 values like above for the chainsaw/auger, and it shuts them up in game. Just wondering how often i'll have to go back in to redo this?
That's fair. And yeah I know about the trader, the prices and quantities need a lot of balancing. The mod changed a lot in a very short period of time and due to this there have been some oversights on my part. I first looked at xml in August. Not that it's an excuse, just maybe you'll understand how I've overlooked a few things. For example, if you ever find a truckload of sham, it's worth so much money it's bonkers. LOL So I do apologize for this.

I tend to only focus on big releases and then major bug fixes afterwards. Currently the beta testing team are testing 3.0. So a completely new version and A LOT has changed again. I've fixed and balanced many of the existing problems from 2.0 but we've also come across a handful of new problems as well. If you want to know more about what is happening with the mod, please feel free to join my discord (link in original post) as I post all my little changes and what not there. There is spoilers channel that can give you insight into what is coming. :D

 
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That's fair. And yeah I know about the trader, the prices and quantities need a lot of balancing. The mod changed a lot in a very short period of time and due to this there have been some oversights on my part. I first looked at xml in August. Not that it's an excuse, just maybe you'll understand how I've overlooked a few things. For example, if you ever find a truckload of sham, it's worth so much money it's bonkers. LOL So I do apologize for this.
I tend to only focus on big releases and then major bug fixes afterwards. Currently the beta testing team are testing 3.0. So a completely new version and A LOT has changed again. I've fixed and balanced many of the existing problems from 2.0 but we've also come across a handful of new problems as well. If you want to know more about what is happening with the mod, please feel free to join my discord (link in original post) as I post all my little changes and what not there. There is spoilers channel that can give you insight into what is coming. :D
Naw with how many changes some mods do to the game I can easly see me doing the same sort of thing. I am just glad about the corpse thing changing, while it does look cool having all those dead zombies around, with how spotty 7dtd is performance wise, I can see them creating a ton of issues later on in a game, save game bloat being just one of them.

Also I love the spawn rate, They are easy to kill, but still hit hard, and there are lots of them of various types. day 2 I seen some green zombie cops and screamers out and about.

 
i agree with the trader thing but ryan dont change it too much as some of the hardcore players hate the trader and want it gone some of teh more casual players like me like the trader as we all know RNG sucks at times maybe drop values on items by 25% at most

 
Although it's probably pretty obvious, I thought I should announce that with the release of a17, All work on the 3.0 update will be paused for a while. I don't feel there's much point in releasing the a16 version now. :D

 
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