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Drconfused Power Series - Energy Sources, Tools, and more to come!

Updated my mods.

Biggest one to report is that my auger and chainsaw now has 8 slots at tier 6 and the tier 1 starts at 3.

Elucidus also gave me permission to utilize the Impact Wrench. Will hopefully get some testing in with attachments on that wrench :)

I have tweaked the values in the Oil and Gas Extractor, made the time between loots longer and dropped the loot amount slightly from the previous version values that were quite monty haul and made lazy workers.

 
anyone who downloaded my motor tools mod version 0.10 will notice that the windows.xml patch was not loading. I was missing a part of the code which is now remedied for version 0.11

 
Been slowly building up a quest mod called Base Constructor which I have fleshed out the basics of it. I have played through it once to make sure its all running as intended which it seems to be. It would be greatly helpful if others would give a full test and give some ideas as to balance and things to possibly change or add. Added the link to the github page on the first post. Thank you in advance!

 
Added my latest mods

Auto Turret System - can change the autoturret to take other ammo types at the workbench. Convert any of the autoturret types into a genericturret and than into an autoTurret of the specific ammo type using a calibration kit. Engineering level 5 and is in the secret stash of the trader.

Drs_Milestone_Zombie_Killer - quest series that gives rewards after set amount of zombie kills.

Pickup Stuff - a huge amount of vanilla objects that can now be pickedup.

Cook Canned food - cook can food at the fire with a grill to remove poison.

 
Updated the Base Constructor series with some balance changes and subtle reworking of the reward system so that it rewards with more construction specific items.

Revamped the Milestone Zombie Killer quest series to a new system because of the limitations of the zombie kill counter resetting on the quest objective not allowing for higher levels of the quest to be achieved.

 
Spent the last day merging all my mods together into one overhaul mod. I will be calling the overhaul The Golden Realm, and this will become my main focus on modding and hopefully have some good adventures and a ton of zombie slaying on my way!

The Golden Realm on GITHUB

This does not need any of the other mods to work. IT is all in there.

Would love to add more in there and will hopefully get some permissions from other great works to expand its fun!

 
As you're already aware from your nexusmods post, the game freezes when you click on the "Kill 100 Zombies" questline. Unfortunately I'm not able to figure out why either. Unfortunately, I can't attach the output log, because it says it "exceeds my quota" or something. =/

Another thing that I believe is a bug are the "coking coal" recipes. (Is it supposed to be "cooking coal?") It says they're crafted in the forge, but with wood and coal smelted in the forge. Since wood and coal can't be smelted, there's no way to craft the "coking coal." Wouldn't it be better if they were crafted in the chemistry station?

 
Quick idea for an icon for the tool silencewhy not a muffler... That is more or less what it dose no?
Good idea! I will look at some different muffler type of icons and see if I can find something I would enjoy :)

Another thing that I believe is a bug are the "coking coal" recipes. (Is it supposed to be "cooking coal?") It says they're crafted in the forge, but with wood and coal smelted in the forge. Since wood and coal can't be smelted, there's no way to craft the "coking coal." Wouldn't it be better if they were crafted in the chemistry station?
Coking coal is an actual thing. Its coal that is produced by heating oil or coal with the absence of air. It is one of the major industry standards in metallurgy for the smelting of ferrous metal (iron and steel), it has less impurities than regular coal and can tend to burn hotter longer.

The wood or the coal has to be placed in the forge slot like you would with iron, lead, brass, etc and then search for the recipe in the list and it should be activated that way. As per your suggestion I will switch it to the chemstation in version 0.03, that way it reduces the confusion.

As to the freeze bug on the 'Kill 100 Zombies' I have not been able to get it to result in a log file. The particular bug you refrencced that gave you a log file is the Argument out of range bug, which was a result of quest rewards exceeding 8 rewards, which creates that bug. I revamped the quest reward system so it works on loot boxes now (version 0.02 has Base Constructor and Kill quests with the loot system, Second Base quests will have to wait for 0.03 to be updated to the loot box system)

The github has an early version of the 0.03 with the second base changes and the change of workstation for the coking coal https://github.com/Drconfused/7D2D_Drs_Golden_Realm

 
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Base Constructor is incompatible with Manux Vehicle modlet due to duplicate Manux Quad and you can't have one item in two mods at once.

I tried to resolve this problem, but no success so far. :( More info here.

 
Base Constructor is incompatible with Manux Vehicle modlet due to duplicate Manux Quad and you can't have one item in two mods at once.
I tried to resolve this problem, but no success so far. :( More info here.
Will try and problem solve the ordeal on your other thread.

 
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