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Doughs modlets

  • Thread starter Thread starter doughphunghus
  • Start date Start date
I was just wondering if the food (and food icon) mods still work as of the new update, and if so, would they cause permanent changes to the game files (as some mods do) ? :)

Ty for making these!

 
I was just wondering if the food (and food icon) mods still work as of the new update, and if so, would they cause permanent changes to the game files (as some mods do) ? :)

Ty for making these!
I’m not sure actually, if they work perfectly in the latest version. They should work in a20 but several updates have been done aince I tested them, and I tested only lightly (mod loads without errors, items exist in creative menu and look ok, are a few, they spawn in loot and can be crafted, etc).

The dilemma with adding a mod that adds new blocks or items (and this one, that adds a mini perk tree) is that once it’s in there, it can be difficult to remove without issues as those items may exist on opened loot, storage containers, or your backpack/toolbelt. Someone asked me about mod removal for a different mod awhile back and I suggest that it might work to not remove the entire mod but instead to remove/rename certain files (recipes.xml, and the loot.xml (I think that’s the name… maybe also traders.xml… I’d have to look) and then that will stop you from finding any new items in loot or being able to craft them, but existing items you can still use or drop.

So: 

- I’m not 100% sure. No one has told me it doesn’t work with newer versions since I released it for a20.

- I’m not 100% sure, as I normally don’t remove mods after adding them. These are xml only mods (no C#, no special resources except icons) but still I’m not sure what types of changes can break a game vs causing a lot of errors.

The food icon mod just recolors the default icons used and actually replaces it with other ones, so I imagine adding and removing it would cause less issues as it’s not new items or blocks, just prettier pictures.

the base “sous chef” one has that extra perk tree, which I could imagine if anyone put any points into any of it, it might cause weird issues if totally removed, But I honestly don’t know. It’s probably one you’d be safer not trying to remove.

 
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I have been playing Undead Legacy with some of my mods and I created a new one (the fog one below). I figured I'd get these out on the board..I'll likely update any mods with suggestions/fixes listed above in this thread (and on my github issues list) when the next stable game version comes out (I'm a little tired of modding for awhile).

New:

Modlet: Doughs-Buff-Ambiance-WholeLottaFog - Adds a persistent thick fog to the existing level of fog in the world. Slightly foggier during the day.

Inspired by Donovans "NightFog" mod

Modlet: Doughs-Remove-ToolTips-Environmental - A request from the forum to be able to remove tooltips related to environmental conditions. Currently the mod only removes the "you are wet" tooltip, but several others are in the mod you can uncomment them out to use them.

 
LastTugBoat243 said:
Dang that sucks I wanted to add the old pig model
The old pig model (in the mods i am

maintaining) doesn't work super well (if it works at all at this time)  i think because the games models/controllers? have been updated and the pig does not have the new stuff/changes, Like the pig hitbox is all weird,  as an example.

Im not sure anymore but there were several "farming" mods that had pigs in them (new models) so maybe they could be used instead?

 
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I liked the concept of the You've Got Mail modlet. Only thing that would have kept it in my mods is if all the items in it had a scrapping option. Or at least have a generic sale price of 1 duke. Else they just end up being trash and an annoyance to sort through.

 
Hi! Do you have any plans to update the Punishing Weather A19 add-ons?
I do, once a21 comes out. Ive been having quite a bit of real life issues to deal with so ive been slacking on my mods :)

i think they may work with a20, at least in single player, as i have loaded them in a a20 game i played.  but a few of them (i think the one that changes the temperature as you move up and down (climbing and digging) does not work anymore.

here are the ones i have lightly tested and used in a20: https://github.com/doughphunghus/7D2D-Doughs-Mods-a20

i believe there may be an issue with them in multiplayer but that was a game bug the devs fixed in a21 (weather was different for different players on the same map).

 
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I do, once a21 comes out. Ive been having quite a bit of real life issues to deal with so ive been slacking on my mods :)

i think they may work with a20, at least in single player, as i have loaded them in a a20 game i played.  but a few of them (i think the one that changes the temperature as you move up and down (climbing and digging) does not work anymore.

here are the ones i have lightly tested and used in a20: https://github.com/doughphunghus/7D2D-Doughs-Mods-a20

i believe there may be an issue with them in multiplayer but that was a game bug the devs fixed in a21 (weather was different for different players on the same map).


Oh, okay... I totally understand. I'm already using some of your mods with UL and everything is really good.

Punishing Weather is my favorite, so I hope at some point you have the time and interest to update the add-ons and maybe improve it further.

Thanks anyway.

 
Small "news" update for my mods and a21:

I may not have a lot of time, but i will try to see which of my mods I can update for a21 during "experimental" or whatever releases soonest, vs waiting for "stable". There appear to be new "changes for mods" that i want to add (see a21 release notes) as well as try to get all the known bugfixes and such done that have built up. I will post updated mod lists here, so anyone subscribing to this feed can het updates (as i usually do) as well as update my main mod page (as i usually do).

anyway: likely the "simple mods with just a few lines/files" will be updated first, and anything involving "mods with lots of items" or "lots of files" or "lots of loot groups" etc.  will be done at a later time as i would like to actually play the vanilla game for a bit to see how things are balanced before attempting to convert older mods balanced for a20 as I usually balance for "more difficulty/rarity".  i have read a21 is different enough, progression wise, that i feel this is the best course of action.

Also: I'm planning on "retiring" more of my mods, but only in the cases where another "better or more polished" mod exists that is also being maintained. I have already listed "alternate mods to try" on my mods page (page 1 of this thread).

MISC:

Also: ive been mulling over more mod ideas (who doesn't?) possibly trying to put together a mod list or mod pack thats not quite an overhaul, but also plays in the "more difficult" realm. Ive been playing a lot of mods together and it will basically be "what i like to play" with any tweaks to others mods as a separate patch. Maybe. Part of the dilemma of this is when others make updates to their mods, it might cause issues, but the new "versioning" attributes TFP has recommended may help with this a lot.

Also: i may drop the "community sound packs" idea (sorry). I tried to come up with a good set of rules and ways to put it together but i had a lot of trouble and my free time is not as much as it was. Its not a totally dead idea yet, but it might just not be a good idea at this time for me to try to handle, and the game is nearing gold (supposedly) and TFP have been adding new sounds (like to doors in a20, i think) so i feel the "necessity" for new sounds will be more for zeds/npc packs vs "cabinet's and doors etc" though i may have a small idea for some new/added environmental sounds that might be fun/creepy.

 
I realized that in a21 putting "0" in the moon ambience doesn't seem to make much difference, is there a way to edit the moon phases? I would love a very dark night

 
kallamgu said:
I realized that in a21 putting "0" in the moon ambience doesn't seem to make much difference, is there a way to edit the moon phases? I would love a very dark night
I don't think moon phases can be edited with XML, though there were (years ago?) some posts about changing what is "in the sky" (like custom skies) but I've never seen a published mod do it, It seemed to be more of a "this can be done if you know enough"

EDIT:

Also (the forum is merging my post with this one below into a single post.. oh well this is for "everyone"):

Update: These mods are updated/lightly tested for a21.  See the first post on this thread for download links and notes/known issues

Also: I'm renaming my mods to have a more standardized naming convention.

Ambiance-DarkIndoors

Ambiance-DarkNights

Ambiance-WholeLottaFog

Backpack-AddEncumberanceToAllSlots

NewbieCoat-Remove

UI-AddLowerLootPercentageOptions

UI-AddMoreDayLightHoursOptions

UI-RemoveEntityHPBarButShowName

UI-RemoveCompassPoints

UI-RemoveDayAndTime

UI-RemoveEnvironmentalToolTips

UI-RemovePlayerItemsFromCompass

Weather-Core

Oh, okay... I totally understand. I'm already using some of your mods with UL and everything is really good.

Punishing Weather is my favorite, so I hope at some point you have the time and interest to update the add-ons and maybe improve it further.

Thanks anyway.
@Daevinski FYI: I've updated it a little for a21. its now called "Weather-Core".  I don't have the Medium and Light override mods yet, and I may make more edits to it after I get my other mods converted, so its a "version 1" for a21

 
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Update: Added a few more mods converted for a21 (always lightly tested). Some mods renamed to a new "standard" I'm trying.

Ailment: Infection Is Random And Quicker

Ailment: Fragile Leg Bones

Grenades: Add More Damage

Pipe Bombs: Add More Damage

UI: Remove The Map By Obscuring It

 
Hello. I downloaded your mod "Add more daylight hours option" because I wanted there to be 20 hours daylight. I was hoping for it to get dark at 24:00, and daytime at 04:00. however, zombies are still running at 22:00 and not at 24:00 (since I put 20 hours daylight) did I do something wrong or am i not understanding the mod?

 
Hello. I downloaded your mod "Add more daylight hours option" because I wanted there to be 20 hours daylight. I was hoping for it to get dark at 24:00, and daytime at 04:00. however, zombies are still running at 22:00 and not at 24:00 (since I put 20 hours daylight) did I do something wrong or am i not understanding the mod?
The mod only adds additional daylight options/hours to the menu, it doesn't do anything else. i don't think there is a way to set "when" morning or night begins/ends, so it sounds like the zombies/AI are hardcoded to think it is always night/dark" at 22:00, no matter what the sun says. I'll look and see if i can find a way to fix it or figure out if its "just the way the game is"

 
I think you are correct doughphunghus. I have often changed the daylight hours to 20 and the zombies have always started to run at 22:00.

I think they stop running though at 2:00 instead of the usual 4:00. 2:00 is also when I get the daytime music which is when I think they do start walking again.

 
I think you are correct doughphunghus. I have often changed the daylight hours to 20 and the zombies have always started to run at 22:00.

I think they stop running though at 2:00 instead of the usual 4:00. 2:00 is also when I get the daytime music which is when I think they do start walking again.
Hmmm....if this is repeatable with other hours of daylight, say 21, 22,23 i bet "midnight" (of whatever you want to call it) is hardcoded to be 22:00 instead of 24:00 and thats considered "midnight" or when hour "0" starts counting up to 24. I bet thats to always guarantee "horde night" starting at 22:00.

 
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I think you are correct doughphunghus. I have often changed the daylight hours to 20 and the zombies have always started to run at 22:00.

I think they stop running though at 2:00 instead of the usual 4:00. 2:00 is also when I get the daytime music which is when I think they do start walking again.
Yeah i realized this. however (at least for me) i feel as if daytime beginning at 02:00 is weird. I kinda wanted it dark at 24:00 and morning at 04:00. but thats just me nitpicking.

 
Hmmm....if this is repeatable with other hours of daylight, say 21, 22,23 i bet "midnight" (of whatever you want to call it) is hardcoded to be 22:00 instead of 24:00 and thats considered "midnight" or when hour "0" starts counting up to 24. I bet thats to always guarantee "horde night" starting at 22:00.


That is what I was thinking also. They wanted the horde night to always start at 22:00 no matter what day settings you had so that one was hard coded and the "day" would start at the time of your settings

Yeah i realized this. however (at least for me) i feel as if daytime beginning at 02:00 is weird. I kinda wanted it dark at 24:00 and morning at 04:00. but thats just me nitpicking.


Yeah because of the horde starting time I am guessing that is the only way they could have that setting.

 
I'm having an issue with your vehicles in a21. I crafted the rat and cruiser and when we put them down and gassed them up the barely putted along. I mean they could be out ran on foot easily. Kinda ran like they had no gas (they did.)

Doesn't throw any errors. Marauder is slow as well.

Any thoughts?

 
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