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Doughs modlets

  • Thread starter Thread starter doughphunghus
  • Start date Start date
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?
I don't have/maintain a vehicles mod. Maybe "Bdubyas" vehicles?




 
Hi,

I was wandering if you are going to port these 2 mods (Bigger Chicken and Bunny and Bigger Buck and Doe) over for A21? I don't see small objects well and this was a lifesaver for me to be able to hunt. I use quite a few of your mods and appreciate all the hard work you do for gamers-just wanted you to know! 🙂

 
Hi,

I was wandering if you are going to port these 2 mods (Bigger Chicken and Bunny and Bigger Buck and Doe) over for A21? I don't see small objects well and this was a lifesaver for me to be able to hunt. I use quite a few of your mods and appreciate all the hard work you do for gamers-just wanted you to know! 🙂
Thanks!

The original author may be taking these back and updating them (i don't know which of their mods they actually will update). If they choose to not update them ill see what i can do (i don't want to just publish someone else's original work/ideas on the side ) but they are relatively small mods so i imagine they will be updated. Its possible they do work in a21 without changes but i have not tested that.

 
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@Jay_ombie for UI: Remove Day And Time ...

I loaded a new Navezgane game/map, with just this mod loaded and it loads on my system with no errors (in the F1 command window) and the day and time are removed in the game UI/top of the screen.

The game version is: alpha 21 b324

The mod version is: 21.0.0.1 (downloaded from the 7daystodie.com link, for the a21 version)

If you're not running other mods, and the game version and mod version you are using are identical, you might need to use Steam to validate the game files (run it a few times).  Sometimes it seems the game files get messed up, or a partial update occurs, etc.  Other than that I can't come up with a reason this mod would not run as intended unless the save game itself is corrupted in some way (which can happen).  If you are running other mods, especially any large overhaul mod or other UI mods not made my me, its likely this mod and another are "colliding" and causing weird issues.

 
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First mod with A21..

alpha 21 b324..

Puzzling...
Can you put your game log somewhere i can see it (like upload it to dropbox or similar etc, and make it publicly available or set a password on it) then private message me the location/login? Im assuming that in the latest game log it will indicate "something" amiss, but it might not be easy to tell "what" that is.

there are usually warnings or errors in the log, so you can just look for those and send those lines to me if you dont want to post the log somewhere. Note that there usually seems to be a few warnings (and maybe errors?) that always occur naturally  in the log when you run the game so its not like finding some indicate its definitely from my mod.

 
Hi,

I was wandering if you are going to port these 2 mods (Bigger Chicken and Bunny and Bigger Buck and Doe) over for A21? I don't see small objects well and this was a lifesaver for me to be able to hunt. I use quite a few of your mods and appreciate all the hard work you do for gamers-just wanted you to know! 🙂
@hexgirl38 It appears Khelldon has updated this mod for a21 here:





 
Thanks for you updates, I waiting for the Nerf ItemStacks for play back the game.
Its coming very soon, prob this week. I have a few mods almost ready i have been testing "lightly". Getting "Sous Chef" updated has been more work than i anticipated, and i just finished it tonight, so i just have to update docs and do a few more things hopefully. For nerf ItemStacks i need to see if any of the stacks are too "low" to sell to traders and if they are, if having 2 stacks will work. It appears that traders now have (or its working now?) a "buy stack" minimum. A made up example would be: trader will only buy 100 nails at a time (you cannot sell 1 nail). Nerf item stacks makes a stack 50 nails. So ... can you sell any nails to the trader as all nail stacks are just 50? Hopefully ill figure it out. If you have 2 stacks of 50 nails and then the trader will buy both ... it would be annoying if a stack was super low but it would work. Id rather have at least the sellable stack limit be the same as a stack as that feels better, but well see how it works out!

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

Blocks: Lower Stability
Blocks: Lower Stacking Amounts
Items: Lower Stacking Amounts


Lights: Harder To Craft

Food: Sous Chef Of The Apocalypse <- "Client Icons" mod for this not ready yet. See readme for several new updates to this mod.

@Hayran: The "Nerf Item Stacks" mod has been split into 2 mods (1 for items, the other for blocks) and are now the "Lower Stacking Amounts" mods above
 

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

Blocks: Lower Stability
Blocks: Lower Stacking Amounts
Items: Lower Stacking Amounts


Lights: Harder To Craft

Food: Sous Chef Of The Apocalypse <- "Client Icons" mod for this not ready yet. See readme for several new updates to this mod.

@Hayran: The "Nerf Item Stacks" mod has been split into 2 mods (1 for items, the other for blocks) and are now the "Lower Stacking Amounts" mods above
 
Amazing! This got even better. This gives more option for choice. But I will use the two haha ;) Thanks so much.

 
Thank you so much for the sous chef one! I am making my own icons for it but thanks for doing all the heavy lifting!!!! so great :)

 
Loving the darker nights mod although it might be a bit too on the intense side for me... What's the best way to roll it back just a little? 🙂

At the moment the game is pitch black and I'd love to make the moon light a little more intense and impactful on the environment for mood. Not sure which settings in the config to tweak though?

 
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Loving the darker nights mod although it might be a bit too on the intense side for me... What's the best way to roll it back just a little? 🙂

At the moment the game is pitch black and I'd love to make the moon light a little more intense and impactful on the environment for mood. Not sure which settings in the config to tweak though?
Ill look into it tonight. There are several settings, and i set all of them to "max darkness" however there are some things that cannot be tuned so there is quite a bit of variation in darkness depending on the "day" the moon is out. I believe in my testing its dark on day 1, but gets darker and darker each night until night 5 (or "every 10th day after that"?) and that is the "darkest night" due to the moon phases, but maybe it "resets" every 7 th day so the next darkest day is 5 days after the 7th day (not too sure).

The mod has only 1 xml file in it, and i may have semi documented what i think the settings do if they were vague so it might be somewhat easy to change a setting, test it, change another and teat. But just remember the night/moon phase will affect it. 

 
@caatalyst

Currently the mod contains a single XML file: worldglobal.xml

In this, there are only 2 variables being changed from vanilla, and I bet "ambientMoon" is the one you want to modify to make the outside a little brighter:

<set xpath="/worldglobal/environment/property[@name='ambientMoon']/@value">0, 0</set>




What I don't know is "how bright you want it"...

The vanilla "ambientMoon" settings are this:

<property name="ambientMoon" value=".9, .3"/><!-- add, scale -->




So its likely the first number in my mod you will want to change.  Mine sets the 0.9 to 0.  I believe that 1 is "as bright as it can be" and 0 is "not bright at all" (0 brightness?) so we have a scale of 0 -> 1 to work with, and decimals are allowed. I don't know if the game would accept 0.85 (it probably will, as otehr vars use 2 or 3 or more decimal places, but I don't know the literal data type of this specific variable to say definitely). There is another setting I changed to make the "sky scale" be less bright, but the "ambientMoon" has got to be the one literally lighting up the night....

So: what to change it to?  I would guess to try changing it to .3 first and see if that works, so the worldglobal.xml in my mod would like this:

<set xpath="/worldglobal/environment/property[@name='ambientMoon']/@value">.3, 0</set>


Then start up a test game and see if it "works". Then as days progress in the game, make note of if its still too bright or not, and adjust up/down by .1 until you like it.

NOTE: you can change the day/time from the command console in the game (so you can immediately see nighttime, and on different days) by:

- starting a game.

- when the player enters the game, hit the "F1" key to being up the command console

- Enter "debug mode" by typing in the console: dm

- hit the "enter" key.  It should say something like "debug on" or debug mode on"

- use the "settime" command to choose the day and time of day (all at once).  Type in the command console: settime 2 18 3 5 (and hit enter) to have the day jump to 2, the hour jump to 18, and the hour to 3, the minute to 5.  You can jump back and forth in game time using this command.

- When you are done, either close the test game down, or (to exit debug mode), type again in the command console: dm

and it will say something like "debug off"

- hit F1 again to close the command console (or the close button on the right of it).

NOTE: It seems (to me) the darkest time to test night will ever get to is day 5 at 2 AM

 
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