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FarmLifeMod

FarmLifeMod 1.5.0

Notes:

Moving to a normalized version number. This will mostly make me feel better and release things more rapidly to you all without needing to build out huge systems over days and weeks!

1.5.0

Added buffs to drinks!

Beer, wine, and mixedDrinks now have custom buffs. Drink too much and you will feel the consequences. In moderation you will get buffs :

Beer

- EntityDamage-fists 30% dmg

- StaminaChangeOT 35% replenish

- BuffResistance buffInjuryStunned1 +1

Wine

- perkBetterBarter +1

- perkCharismaticNature +1

Mixed Drink

- attStrength,attPerception +1

Enjoy ;)

release -> here

 
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I will add a bar hopping as well as hung over bebuff next release. Don’t get too used to stacking your drinks!

 
Working on the next release and getting into buffs heavily.
I want to improve the drunk system to be more fun but also have consequences for over drinking.

Here is a sneak peak at what’s coming :)

OMG that was hillarious.

 
There is a modlet from Sinz that makes snow berries farmable.
https://7daystodie.com/forums/showthread.php?99253-Sols-A17-Mod(let)s
I make no guarantees that any other type of farm mods are compatible with my mods. While I try hard to make mods isolated, FarmLifeMod touch’s a lot of things and is only tested with the mods I run on my server, most of which I created.

If anyone has issues with another mod and this one, feel free to post a question with a link to the other mod.

 
Icons and models are planned but not currently a priority. TFP has not confirmed how mod assets will work moving forward.

 
The mod I posted above about the snow berries I have been using all along with your farm mod and I haven't had any problems yet. If you do add snow berries to yours, I will just stop using the other mod.

 
FarmLife - 1.5.1

NEW

Redneck buff - Cheap beer now has a Redneck buff

Similar to the other beer buff, less stam regen and more fist damage.

CHANGED

Fixed the ragdoll so it would trigger after drinking when super drunk. Added a chance for it to happen while super drunk.

Update some of the text in the emotes while drinking.

Made the debuffs for being super drunk much more severe.

Cleaned up the buff xml file to be much more reusable and easier to add new drunk effects with emotes.

Different drink buffs no longer stack. You can get the icons to appear but the effects will not work.

Release file here -> https://github.com/stasis78/7dtd-mods/blob/master/FarmLifeMod.zip

 
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FarmLife - 1.5.3




Fixed

Grow timer, was 2 which is wayyyy too short. Was testing and got dumb ;)

Its now 60ish to match lord GAZZ

Probably still broken because we only have a couple cycles where as trees have many. Blame me, hate me. I love it ;p

Changed

The small oak tree model is, as of 17.1 annoying AF to navigate

now all fruit trees are a giant tree, yeah it sucks, but I can't give you cool models yet so enjoy lameness ;p

Link here -> go here

 
Hmmm, stasis, have you tried asking Xyth for some models from STARVATION? I am not sure if he has access to the models, but since the STARVATION mod is not going to be remade for Alpha 17, maybe you can use the models?

 
Hey stasis love your work. I'm modding for Anarchy and we have some simliar things.

For wine I solved the production differently which I wanted to let you know:

I have used the model of the barrels as fermentation tanks and made them to work as a forge. You throw grapes in and they "melt" or get fermented together with some yeast. If you have enough "melted" you can let craft some wine in there. I'm sure you're capable of doing something similar if you wish to so I won't post the lines here.

Regarding trees, I have an apple tree using <property name="Model" value="Entities/Trees/OakSml01Prefab"/> . The Oak seed (which would be perfect for some fruits/vegetables) doesn't collide unfortunately which seems to be hard coded for the vehicles. At least I don't need to use the giant trees for apples...

 
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Hmmm, stasis, have you tried asking Xyth for some models from STARVATION? I am not sure if he has access to the models, but since the STARVATION mod is not going to be remade for Alpha 17, maybe you can use the models?
Models are something I am going to look into. Right now I have some other systems to finish first. My main goal is to have a version that works without needed client downloads.

- - - Updated - - -

Hey stasis love your work. I'm modding for Anarchy and we have some simliar things.
For wine I solved the production differently which I wanted to let you know:

I have used the model of the barrels as fermentation tanks and made them to work as a forge. You throw grapes in and they "melt" or get fermented together with some yeast. If you have enough "melted" you can let craft some wine in there. I'm sure you're capable of doing something similar if you wish to so I won't post the lines here.

Regarding trees, I have an apple tree using <property name="Model" value="Entities/Trees/OakSml01Prefab"/> . The Oak seed (which would be perfect for some fruits/vegetables) doesn't collide unfortunately which seems to be hard coded for the vehicles. At least I don't need to use the giant trees for apples...
I had the small oak prefab but it’s so hard to see the trunks. I need to find another tree that works better than the giant oak :)

I’m finishing up my first pass at buffs for drinks today then adding meat harvesting. After that is crafting stations.

Thanks for the info. Appreciate it!

:)

- - - Updated - - -

I’ve been working on some other mods and also playing on my server but I will be working on this mod primarily now until it’s finished. Hopefully a couple weeks and I’ll have all the systems in place.

After all that is working and I’m happy with it then I’ll definitely be looking at custom assets for everything as a mod you can stack on this one.

 
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