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Electricity Overhaul Mod

Is there any chance that this could be made into a drag and drop, mod folder mod, instead of using a third party mod manager and uploaded to something like nexusmods for a more user friendly experience. The mod itself looks like a dream. Just installing it would be a pain. Especially if you are trying to set up a modded multiplayer (non-dedicated) world with less tech-savy friends.

 
The Mod uses DMT technology, meaning it also needs a patched dll in the game folder (so it's not mod-folder only).

I could make zip archives, but then I would need to curate what to include and create one archive for each and every game version.
Also if you want to uninstall/deactivate my mod for another map, user would need to restore those game dlls.
And finally two DMT mods provided this way have a very big chance of being incompatible.
Given all these reasons I believe for this type of Mod the 7D2DLauncher is the easiest way.

Btw. doesn't nexusmods also list mods only with a mod-launcher link!?

As for the video tutorial, probably won't have time, but let's see when A20 is around ...

 
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Thats unfortunate, but I understand. I'll have to find something else or hope the devs just make this default (the electrical system really is lacking xD). Thanks for the response though!

 
I recently read through the patch notes for A20 and it looks like the patching software that DMT uses (HarmonyX) is going to be shipping with the new alpha. Which may or may not be able to completely remove the necessity of using DMT. IF it does, and it is possible, would there be any chance to update the mods for that "new" system?

 
Sorry to bother you. but I really love the idea of this mod. I have it working for single player, but I can't figure out how to get it on my dedicated host. It's provided by Bisect Hosting. I tried to just copy the dll's and the mods, but the server won't start that way.
I've never messed with DMT and I can't seem to find how to do this with several google searches.

 
One can add the dedicated server path also in the DMT settings:

image.png

Once you compile the wanted mods, the patched dlls should be in that folder.
If your remote server is the same version and OS, you should be able to copy them over.
Other than that I also don't have any experience how to patch dedicated servers...

BTW: A20 compatibility is probably still not possible out of the box.
Although we might find a way to make it somewhat smoother than it is ATM.

 
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Yeah I copied them over and it didn't work. The server probably isn't using windows like I am. Darn, I was looking forward to using your mod on my server.
Thank you for the reply. 🙂

 
Just to clarify: You're sure you also copied over 0Harmony.dll , DMT.dll and patched Assembly-CSharp.dll?
These `7DaysToDieServer_Data\Managed` files should be all files needed beside the regular Mods folder.

 
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Yeah just copied those 3 files, and the mods to the mods folder. I left them on my host, just renamed the Assembly-CSharp.dll and it's fine. But using the patched Assembly and the server tries to connect to localhost and fails to launch.

Localhost [*IP] *port (tproxy) : Connection refused
Waiting for telnet connection...
 

*has real numbers.
Just repeats that over and over.

 
I've update the top post on this thread since I successfully ported this mod to A20.

There are a few edge issues with this mod, as it needs to modify the assembly-csharp.dll.
Previously this was either done via DMT or 7D2DModLauncher, but with A20 no such established

method exists. Therefore I tried to be smart and added BepInEx to the mix, with a "some-what"

auto-detection and install method. You will need to store this mod under a specific name in your

`Mods` folder in order for it to find the necessary files to install on the first run. The game will

give you a scrambles/broken screen on the first run, but should recover on a second run 🤞

 
Another small update: I've improved the way BepInEx is automatically installed.
Thanks to the new Mod API I was easily able to get rid of the hard-coded paths.

Additionally I added two batch files for manual install/uninstall of those files.

 
I am confused on the current install process. I am playing on Alpha 20 and I am a noob to modding. 

Do I simply unpack the archive into the Mods directory? From my understanding of the comments I've seen on here you've built the mod to install BepInEx automatically, which works for me, but when I try to load or create a map the terminal outputs a load of errors saying:

ERR: GamePrefs: Trying to access non-existing pref 210
ERR: GetBool: GamePref 210/Last does not have a value/default


Am I missing steps? Do I need to use DMT to build the new files? From what I have seen, DMT isn't yet compatible with A20, and it seems that BepInEx integration was intended to replace it. Can anyone point to where I am going wrong?

 
Amazing work, ocbMaurice. Truly. It feels like the way things should have been implemented in the vanilla game from the start.

I would like to request some clarification on which mods are add-ons/companions to the overhaul and which are included within the overhaul itself. Its hard to figure out which is which for me and there is some conflicting information regarding that. For example the main post here has a list of mods after a statement saying the overhaul "consists of several other smaller mods that should all work standalone." However, when you go to the Overhaul's github there is another list of "additional recommended mods." The problem is that these lists are for the same mods. Very confusing. Is there any way that I could get a list of addon mods only so that I do not download mods that are already included within the actual overhaul itself?

I apologize for my confusion and I thank you for your time.

 
Great mod. Cant wait to get high enough in the tree to build solar panels. They arent current on my list of buildable items though. Will they appear eventually?

 
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I've updated the main page a little since I successfully tested it on linux (needs a custom startup script though).

It also seems some people got confused what is included in this mod directly and what not:
I hope the sentence "Pick the ones you like and install them beside the overhaul mod." clarifies that.
First I had everything included in this mod but then started to break things out into their own mods.
That's why the docs are sometimes a bit misleading (keeping everything up to date is a chore).

To be clear: There are not "overlapping" mods.

 
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I noticed what you did with the description on nexus and github and its much much clearer. I got it now. Thanks a ton.

 
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