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District Zero

Loving your overhaul and liking the latest updates.  The extra sounds really add to immersion. Adding more health to robots makes sense, why not, they are machines after all! Thanks for change to recipes on anti-rad pills as was finding those sandwiches tough going! Had edited my data before your latest update to rotting flesh as that was easier to find.  Have made small donation as token of my appreciation for your work and hope you continue to develop your mod. All the best

 
Mod is nice but if some one will look closer the whole HUD is same like in Age Of Oblivion AOO

Many solution came from AOO like replace tree's and not only. 

District Zero have same issue like AOO with rendering but you need look at that aspect from different perspective. Also District Zero it wont work with some mod properly whole DZCore.dll looks like prevent use this District with some other mod.

But maybe some day Zilox will fix all that issue,

@Zilox I know you was in AOO team.

 
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Mod is nice but if some one will look closer the whole HUD is same like in Age Of Oblivion AOO

Many solution came from AOO like replace tree's and not only. 

District Zero have same issue like AOO with rendering but you need look at that aspect from different perspective. Also District Zero it wont work with some mod properly whole DZCore.dll looks like prevent use this District with some other mod.

But maybe some day Zilox will fix all that issue,

@Zilox I know you was in AOO team.
No, it's not taken from AOO, it's based off the Z2 HUD originally made by sirillion, but he does not want anything to do with it, and with his permission I am allowed to modify it and use it. The rendering issues has been solved for the recent update, as for everything else, if you are referring to the portal mod, I looked into it with Guppycur and there was a fundamental problem with the code for the mod unrelated to my mod at all, and has since been fixed or attempted at least. Also there is no guarantee that modlets are going to work with overhauls, that is a given for every overhaul mod. It's designed and balanced to be played as is! https://7daystodiemods.com/z2-hud-replacement/

 
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god to know Zilox. But as far as I look into your mod I not use District Zero any more. But as your mod is Sci Fi so the portal fit perfect to District Zero and make a really nice set.

About HUD I not mine as I use SMX. Any way i was testing D0 with new 0-Score and Portal yes till you are in game they are ok but problem appear when you quit from game to main menu and enter to game again the portals vanish. So lets hope you will look on that if you can of course.

Kind regards
ShadoW

 
I'm prepping for my third horde night so I've played long enough to get some impressions of the mod. So far I'm enjoying D0 a lot. The overall gameplay, as well as many small features make it unique (like the 'meat collector'). There are some things I don't like and thought I'd offer my feedback on a few.

I don't like the names of the androids, mechs and such. If you say R2 most people will know which droid you're talking about, but if they had been named R2-9834 and R2-9478 I think people would refer to them as the trashcan droid and the tall skinny one. I wish the names were more distinct.

With the excessive damage to vehicles now, the Camouflage Green boulders in the forest biome are extremely annoying. Render distance seems less than vanilla too so it's hard to avoid them. Their probability is low, but there are still a lot. I'll be removing those in future maps.

I like the universal part of the skill tree, but it seems like a lot of the other essential skills have been spread through the classes. For co-op play it's probably better but in SP I'm finding I have to level up every class. Maybe I'll find later that it works out ok, but right now it seems worse than A20 vanilla.

There are some weapon balance issues that I see but those will likely be worked out in future releases. Anyway, an amazing amount of detail and work in this, and quite impressive you have it working in A21 so quickly.

 
I'm prepping for my third horde night so I've played long enough to get some impressions of the mod. So far I'm enjoying D0 a lot. The overall gameplay, as well as many small features make it unique (like the 'meat collector'). There are some things I don't like and thought I'd offer my feedback on a few.

I don't like the names of the androids, mechs and such. If you say R2 most people will know which droid you're talking about, but if they had been named R2-9834 and R2-9478 I think people would refer to them as the trashcan droid and the tall skinny one. I wish the names were more distinct.

With the excessive damage to vehicles now, the Camouflage Green boulders in the forest biome are extremely annoying. Render distance seems less than vanilla too so it's hard to avoid them. Their probability is low, but there are still a lot. I'll be removing those in future maps.

I like the universal part of the skill tree, but it seems like a lot of the other essential skills have been spread through the classes. For co-op play it's probably better but in SP I'm finding I have to level up every class. Maybe I'll find later that it works out ok, but right now it seems worse than A20 vanilla.

There are some weapon balance issues that I see but those will likely be worked out in future releases. Anyway, an amazing amount of detail and work in this, and quite impressive you have it working in A21 so quickly.
Thanks for the feedback, but it's honestly better if you posted it in the discord server as we have forum channel's for them. Having it here means I will likely never see it again after a few more comments come in.

 
version 1.2.0 not working with A21.1 (b12)

first error:
 

2023-08-02T03:27:27 61.676 ERR Loading prefabs xml file for level 'Old Vogika Mountains': Method not found: Vector3i .Vector3i.op_Division(Vector3i,int)
2023-08-02T03:27:27 61.676 EXC Method not found: Vector3i .Vector3i.op_Division(Vector3i,int)
  at (wrapper dynamic-method) TraderArea.DMD<TraderArea::.ctor>(TraderArea,Vector3i,Vector3i,Vector3i,System.Collections.Generic.List`1<Prefab/PrefabTeleportVolume>)
  at DynamicPrefabDecorator+<Load>d__22.MoveNext () [0x001bc] in <0266d593c0f442fa83ca9e728741ee90>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
<Load>d__22:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
second error:

NullReferenceException: Object reference not set to an instance of an object
  at MinEffectGroup.canRun (MinEventParams _params) [0x00020] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at MinEffectGroup.ModifyValue (MinEventParams _params, EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, System.Single level, FastTags _tags, System.Int32 _multiplier) [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at MinEffectController.ModifyValue (EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, System.Single _level, FastTags _tags, System.Int32 multiplier) [0x0004b] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at BuffClass.ModifyValue (EntityAlive _self, PassiveEffects _effect, BuffValue _bv, System.Single& _base_value, System.Single& _perc_value, FastTags _tags) [0x0006c] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityBuffs.ModifyValue (PassiveEffects _effect, System.Single& _value, System.Single& _perc_val, FastTags _tags) [0x0002e] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EffectManager.GetValue (PassiveEffects _passiveEffect, ItemValue _originalItemValue, System.Single _originalValue, EntityAlive _entity, Recipe _recipe, FastTags tags, System.Boolean calcEquipment, System.Boolean calcHoldingItem, System.Boolean calcProgression, System.Boolean calcBuffs, System.Int32 craftingTier, System.Boolean useMods, System.Boolean _useDurability) [0x002da] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityPlayerLocal.OnUpdateLive () [0x00671] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityAlive.OnUpdateEntity () [0x00035] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityPlayer.OnUpdateEntity () [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityPlayerLocal.OnUpdateEntity () [0x001b4] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x00114] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at World.TickEntities (System.Single _partialTicks) [0x000ab] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at GameManager.UpdateTick () [0x00093] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at GameManager.gmUpdate () [0x00331] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at GameManager.Update () [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 

 
version 1.2.0 not working with A21.1 (b12)

first error:
 

2023-08-02T03:27:27 61.676 ERR Loading prefabs xml file for level 'Old Vogika Mountains': Method not found: Vector3i .Vector3i.op_Division(Vector3i,int)
2023-08-02T03:27:27 61.676 EXC Method not found: Vector3i .Vector3i.op_Division(Vector3i,int)
  at (wrapper dynamic-method) TraderArea.DMD<TraderArea::.ctor>(TraderArea,Vector3i,Vector3i,Vector3i,System.Collections.Generic.List`1<Prefab/PrefabTeleportVolume>)
  at DynamicPrefabDecorator+<Load>d__22.MoveNext () [0x001bc] in <0266d593c0f442fa83ca9e728741ee90>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
<Load>d__22:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
second error:

NullReferenceException: Object reference not set to an instance of an object
  at MinEffectGroup.canRun (MinEventParams _params) [0x00020] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at MinEffectGroup.ModifyValue (MinEventParams _params, EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, System.Single level, FastTags _tags, System.Int32 _multiplier) [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at MinEffectController.ModifyValue (EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, System.Single _level, FastTags _tags, System.Int32 multiplier) [0x0004b] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at BuffClass.ModifyValue (EntityAlive _self, PassiveEffects _effect, BuffValue _bv, System.Single& _base_value, System.Single& _perc_value, FastTags _tags) [0x0006c] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityBuffs.ModifyValue (PassiveEffects _effect, System.Single& _value, System.Single& _perc_val, FastTags _tags) [0x0002e] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EffectManager.GetValue (PassiveEffects _passiveEffect, ItemValue _originalItemValue, System.Single _originalValue, EntityAlive _entity, Recipe _recipe, FastTags tags, System.Boolean calcEquipment, System.Boolean calcHoldingItem, System.Boolean calcProgression, System.Boolean calcBuffs, System.Int32 craftingTier, System.Boolean useMods, System.Boolean _useDurability) [0x002da] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityPlayerLocal.OnUpdateLive () [0x00671] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityAlive.OnUpdateEntity () [0x00035] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityPlayer.OnUpdateEntity () [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityPlayerLocal.OnUpdateEntity () [0x001b4] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x00114] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at World.TickEntities (System.Single _partialTicks) [0x000ab] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at GameManager.UpdateTick () [0x00093] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at GameManager.gmUpdate () [0x00331] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at GameManager.Update () [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 
You are not on the correct version of the mod then, as those errors show up if you run with incorrect version or the game or the mod. It needs to say V1.2.0 and A21.1 (B12)

version 1.2.0 not working with A21.1 (b12)

first error:
 

2023-08-02T03:27:27 61.676 ERR Loading prefabs xml file for level 'Old Vogika Mountains': Method not found: Vector3i .Vector3i.op_Division(Vector3i,int)
2023-08-02T03:27:27 61.676 EXC Method not found: Vector3i .Vector3i.op_Division(Vector3i,int)
  at (wrapper dynamic-method) TraderArea.DMD<TraderArea::.ctor>(TraderArea,Vector3i,Vector3i,Vector3i,System.Collections.Generic.List`1<Prefab/PrefabTeleportVolume>)
  at DynamicPrefabDecorator+<Load>d__22.MoveNext () [0x001bc] in <0266d593c0f442fa83ca9e728741ee90>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
<Load>d__22:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
second error:

NullReferenceException: Object reference not set to an instance of an object
  at MinEffectGroup.canRun (MinEventParams _params) [0x00020] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at MinEffectGroup.ModifyValue (MinEventParams _params, EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, System.Single level, FastTags _tags, System.Int32 _multiplier) [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at MinEffectController.ModifyValue (EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, System.Single _level, FastTags _tags, System.Int32 multiplier) [0x0004b] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at BuffClass.ModifyValue (EntityAlive _self, PassiveEffects _effect, BuffValue _bv, System.Single& _base_value, System.Single& _perc_value, FastTags _tags) [0x0006c] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityBuffs.ModifyValue (PassiveEffects _effect, System.Single& _value, System.Single& _perc_val, FastTags _tags) [0x0002e] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EffectManager.GetValue (PassiveEffects _passiveEffect, ItemValue _originalItemValue, System.Single _originalValue, EntityAlive _entity, Recipe _recipe, FastTags tags, System.Boolean calcEquipment, System.Boolean calcHoldingItem, System.Boolean calcProgression, System.Boolean calcBuffs, System.Int32 craftingTier, System.Boolean useMods, System.Boolean _useDurability) [0x002da] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityPlayerLocal.OnUpdateLive () [0x00671] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityAlive.OnUpdateEntity () [0x00035] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityPlayer.OnUpdateEntity () [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at EntityPlayerLocal.OnUpdateEntity () [0x001b4] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x00114] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at World.TickEntities (System.Single _partialTicks) [0x000ab] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at GameManager.UpdateTick () [0x00093] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at GameManager.gmUpdate () [0x00331] in <0266d593c0f442fa83ca9e728741ee90>:0 
  at GameManager.Update () [0x00000] in <0266d593c0f442fa83ca9e728741ee90>:0 
You are not on the correct version of the mod then, as those errors show up if you run with incorrect version of the game or the mod. It needs to say V1.2.0 and A21.1 (B12)

 
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sorry my mistake I check again, and all is ok. forgot that I change the game version. :D

 
Last edited by a moderator:
D0 1.2.0 Experimental not works with A21.1(b12) 

but D0 1.1.1 it's fine with A21.1(b12)

witch one part you don't understand ?
It does work though because people are playing 1.2.0 on A21.1 experimental, so you are doing something wrong.

 
V.1.2.0 and A21.1(b12). Everything is working fine, but I was about to do something ever so wrong.

rIieXYC.jpg


 
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Is it a bug or a feature that scavenging skills/perks etc make no difference to the block damage of salvaging a killed robot.  Even testing the Dev: Wrench does the same amount of salvage as T6 ratchet or driver.  Or is there a new late-game tool that works better at this?

Yeah, I made the above mistake in my first ten minutes of a new game, lol

 
Is it a bug or a feature that scavenging skills/perks etc make no difference to the block damage of salvaging a killed robot.  Even testing the Dev: Wrench does the same amount of salvage as T6 ratchet or driver.  Or is there a new late-game tool that works better at this?

Yeah, I made the above mistake in my first ten minutes of a new game, lol


I think Zilox mentioned the best place to post these reports are in his discord, so they get the proper attention. Though I am unsure if that is a bug, you never know he may want salvaging to be slower with the robots. :)

 
Is it a bug or a feature that scavenging skills/perks etc make no difference to the block damage of salvaging a killed robot.  Even testing the Dev: Wrench does the same amount of salvage as T6 ratchet or driver.  Or is there a new late-game tool that works better at this?

Yeah, I made the above mistake in my first ten minutes of a new game, lol
This is fixed for the experimental version of the mod, it scales with entity damage when harvesting robots.

 
First off. I love this mod! Excellent work :)

Is it intentional that it takes roughly 1000 fuel to fill a minibike? Seems a bit excessive and unsustainable. 

request:  could you make the storage crates broadcast like Undead legacy does? It  would extremely helpful

Thanks again

 
First off. I love this mod! Excellent work :)

Is it intentional that it takes roughly 1000 fuel to fill a minibike? Seems a bit excessive and unsustainable. 

request:  could you make the storage crates broadcast like Undead legacy does? It  would extremely helpful

Thanks again
The fuel system works very different in the base game compared to some other mods like UL. Gas cans are crafted in stacks of 5, so you will end up with quite a large number of gas cans. Fueling a minibike for 1000 gas cans is considered low, as a 4x4 in vanilla takes about 10k gas cans to fill to 100%

Craft from storage is not something I'm that interested in adding, and most likely won't be added any time soon or if it is added it will likely be unlocked through special storage containers or other progression paths.

 
request:  could you make the storage crates broadcast like Undead legacy does? It  would extremely helpful


This mod will work in D0 but I think it's only good for SP. In MP it does not seem to differentiate between your chests and your neighbors. I have not tried to fix it as I don't MP very much.

Craft From Containers at 7 Days to Die Nexus - Mods and community (nexusmods.com)




Don't worry about the weird buttons, that's from a different mod I am still working on adding which needs UI tweaking.

 
Last edited by a moderator:
It's unlocked with the Handgun crafting skill, level 11 if I recall, and then made in the workbench. Can also be in loot.
It's loot only in newer versions of the mod. You can get it easily in the farming bundles or just in regular weapon loot.

 
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