KhaineGB
Well-known member
I think there's too much general... well... crap in the wasteland for them to spawn properly. I'm gonna lower the amount of cinder blocks, iron and MAYBE cars so things like boulders and portals have more room to spawn.I ended up finding some gloves a few hours after this post. Was frustrating being so high and being held back by hazmat gloves.
The boulders underground in the wasteland was quite a surprise. Is that the reason they are so rare above ground in the wasteland?

You may have a modlet installed that alters skills, or a UI modlet installed. DF is an overhaul and NOT friendly with most modlets.i cant seem to access the skill tab, it just says that the 'object reference not set to an instance of an object'. i have foound the config folder but i dont see anything wrong with it
Glad you're enjoying itHi KGB I love your mod it runs great on my pc. Honestly your mod is the only reason I keep playing 7DTD. Couple of questions for you or anyone: Does starting a new class mean you no longer progress in the previous one? I heard there are NPC's I can hire, how do I hire them and what can they do? Will retrievable arrows ever be in your mod? Does your mod have less towns and cities on the map than vanilla? Any chance in the future that you can mod NPC community recruitment and community management into the game? Building a cool base with no one else to live in it is very blah. Starvation mod had brought this aspect into the game. Thanks for all your work on the game you really are a creative genius! Take care.

Starting a new class does NOT stop progression in previous classes.
You'll know when you find a hireable NPC. There's a talk interaction, and a conversation option called "Come with me." They're a little bit buggy in the current release, so i'm going to be revisiting that because sphereii has improved the AI a LOT.
Highly unlikely retrievable arrows will ever be in the mod due to bugs with non-vanilla 3D models (like the hornet, behemoths, spider, etc)
Depends on the map. The medium maps have a LOT of small towns and cities, but they also use a LOT of RAM.
Community stuff? Possibly in the future. I know sphereii has been doing more NPC work for exactly this purpose since folks miss it from starvation. So it is something I want to integrate and expand on.
And i'm definitely not a genius. I'm an idiot with a laptop and too much free time.

I'm assuming you are using the mod launcher. If so, I THINK you have to add it to steam as a non-steam game and then it works. I make no guarantees how well it'll work with the expanded toolbelt though as I don't use a controller.Anyone know why it won't allow me to use my controller? And yes, I have controller enabled in the menu
Have you ever picked an online name and not considered how folks might abbreviate it? Then see it happen and go "Oh... oh dear." Yeah, this is one of those moments.Hey, KGB,
I'm new to running/owning a server, and tried to follow your instructions for installing the mod into the server, but I am running into a rolling error where the class'BlockPlantGrowingWithWater, Mods' not being found. do you have a thorough guide on installing the mod on a server? or can anyone help with this error? I really want to try this mod out.
Edit: After leaving the server running while trying to load in, it seems like the server is caught in a death loop trying to load the plants in and failing. I can't find a reference to this yet in the documents, so if anyone can help I would greatly appreciate it.
Thank you
--- second post ---
After going back a few months in the forum i found where KGB says that clients need to install the mod their side, as well as server-side. Is this still true?
I'm rolling back my server to vanilla in the meantime. Is there an Install guide for server-side? or am I just overthinking this?

Yes, Clients AND Servers need the mod installed. DF is an overhaul mod with a lot of C# code changes, so it is required. It won't run like a modlet.
To install it, you would open your server folder so you see all the main files. So you should be looking at 4 folders (7DaystoDieServer_Data, Data, Licences, MonoBleedingEdge) and a ton of files.
Then open the mod zip file for the server. You MUST use the server build. You should see 3 folders in the zip file: 7DaystoDieServer_Data, Data, Mods.
Drag those 3 folders into the server folder you have open. When asked to overwrite, click yes.
DO NOT UNZIP THEM INTO ANY KIND OF SUB FOLDER! I see folks put them in a /Mods folder regularly and then wonder why it doesn't work. It's not a modlet. It won't work like that.
