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JaxTeller718 Presents The Vanilla Project (A20)

I'm having trouble launching a new world or existing world I'm not sure what is wrong. Does everyone else's game work ok?

I got it to work but I had to run it through the launcher. Is there a way to run it without?

image_2021-12-25_191209.png

 
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Nostalgic 7 days to die themes

Alpha 14 to 17 - 




This was pretty fun too loved to blow up stuff with these.

gas barrel.png

 
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This and I think Snow as well were both craftable. Could be wrong on Snow, but I know Sand was craftable and the recipe can't be found on my end, so assuming it was removed.

36797ec47e21224591109518042ddbba-png.jpg


 
Hello, i'm getting this "new" item but without description, it is a bug?

rewards.PNG

Hello, i'm getting this "new" item but without description, it is a bug?

 
Same.

Yesterday i had 3 quests with only the decission between "new" and "new" - both with description "new".

A little more description would be nice ;).

Beside this, I had 3 PIOs yesterday, that turned from nice to totaly broken as I killed the last zombie.

Once the quest turned to finished, all doors, some wall blocks, decoration and so on simply dissapeared.

Shortly after, I fell tru the ground and the game closed without any LOG.

So, I am not sure, if the game somehow was already broken or if there is a bug in the Mod.

 
hello i just passed my first blood moon and was super easy but thanks that the zombies was walking all time, even if i put the nightmare option for run in the night in the middle of the horde, i think they run in the normal night.

 
that "new" bug is probably just incomplete localization.

I like the concept of this modpack.  A few things to consider:

  • what meat do wolves, snakes, mountain lions, etc. drop if bear meat, venison, etc. are back?
  • bring back gore blocks?  I know TFP removed them due to performance issues but maybe the corpses can downgrade to a gore block after time and then completely disappear after some set time. 
  • I believe TFP retired challenge notes in A20.  Perhaps this modpack can bring them back. 
  • bring back the giant hornet and its jar of honey goodness
 
hello i just passed my first blood moon and was super easy but thanks that the zombies was walking all time, even if i put the nightmare option for run in the night in the middle of the horde, i think they run in the normal night.
I have the same problem! I wish they would just run when their supposed too. 😢

 
Yes, I had to choose insane and kill outside my base with an axe and pistol, I wonder will it always be like this (with this mod)
I don't think the zombies walking at night and during bloodmoons is intentional. This is what he said in regards to it. "I havent changed anything in regards to blood moon before the last wave so thats vanilla." I didn't say anything about it happening with zombies at night as well so that's my bad. But this problem makes horde night really easy and overall night time.  Hopefully it'll be fixed. 

 
I found this line in the link of the "modinfo" xml in the folder of the mod, Maybe it's still in the base code, I'm speaking with all the ignorance in the world

Captura2.PNG

 
I found this line in the link of the "modinfo" xml in the folder of the mod, Maybe it's still in the base code, I'm speaking with all the ignorance in the world

View attachment 22362
That is a separate mod, the mod info is just one that i reused instead of creating a new link on it.

Walk only is definitely not intended and i will look into it when the holidays settle down more.

that "new" bug is probably just incomplete localization.

I like the concept of this modpack.  A few things to consider:

  • what meat do wolves, snakes, mountain lions, etc. drop if bear meat, venison, etc. are back?
  • bring back gore blocks?  I know TFP removed them due to performance issues but maybe the corpses can downgrade to a gore block after time and then completely disappear after some set time. 
  • I believe TFP retired challenge notes in A20.  Perhaps this modpack can bring them back. 
  • bring back the giant hornet and its jar of honey goodness
I like these ideas. right now the other animals use only the venison or pork if i recall since pre 17 we didnt have those animals. I will create meat for them.

Im going to see what i can do about gore blocks :)

we can use khaines hornet modlet. im sure he will be ok with that.

On 12/26/2021 at 9:27 PM, LastTugBoat243 said:

Nostalgic 7 days to die themes

Alpha 14 to 17 - 

Awesome finds. The music requires coding to change which i am not against. I think at some point we have to require harmony stuff to get some removed mechanics back in anyway.

 
When you break 1 wood terrain you get back +4 wood terrain and +16 rocks.

I thought I should post this because it's a little broken.

image_2021-12-28_170944.png

 
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I like these ideas. right now the other animals use only the venison or pork if i recall since pre 17 we didnt have those animals. I will create meat for them.

Im going to see what i can do about gore blocks :)

we can use khaines hornet modlet. im sure he will be ok with that.


your modpack obviously but if you want to make life easier on yourself, consider the other wild animals just dropping "wild game meat" or alternatively the rabbits/snakes/coyotes can drop "small game meat" and the mountain lions/wolves/dire wolves can drop "big game meat".    Then you wouldn't have to make a bunch of new food for all the harvest meat drops (e.g. wild game stew instead of wolf stew/mountain lion stew/etc).  Just my two cents... 

 
Walk only is definitely not intended and i will look into it when the holidays settle down more.
Hello @JaxTeller718 I was playing a vanilla game and the zombies run as usual, then I put a modlet of yours the "remove rage from the zombies" and they stopped running during the night, then I removed this modlet and they returned to normal running... There any easy way to remove that mod from the vanilla project to test it??

Edit: i changed the "movespeedaggro" to vanilla defaults and the zombies now run in blood moon 

 
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Hello @JaxTeller718 I was playing a vanilla game and the zombies run as usual, then I put a modlet of yours the "remove rage from the zombies" and they stopped running during the night, then I removed this modlet and they returned to normal running... There any easy way to remove that mod from the vanilla project to test it??

Edit: i changed the "movespeedaggro" to vanilla defaults and the zombies now run in blood moon 
I knew it!

 
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So I'm having this error both by Mod Launcher and Manual installation. Main menu is working as it should, but new world gen and existing world gen creates this amalgamation of spam in the log.
unknown.png


 
So I'm having this error both by Mod Launcher and Manual installation. Main menu is working as it should, but new world gen and existing world gen creates this amalgamation of spam in the log.
Yes we need to know what is causing this. I wanna play this Mod with my sibling but this happens so we can't play.

 
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Hi Loucetios and LastTugBoat243

Maybe if they share the output log, it would be helpful.
In the image it is not clear.
Regards
Happy New Year

 
Gouki said:
Hi Loucetios and LastTugBoat243

Maybe if they share the output log, it would be helpful.
In the image it is not clear.
Regards
Happy New Year
https://www.mediafire.com/file/jqq4cnktkpp9mx8/output_log__2021-12-31__10-41-43.txt/file

Here is the new server launch with the mod installed. The full log should be there from start of 7DTD to the nullexception endless spam.

There is also a crash log but I think that's from manually closing the game from the outside. Hope this helps!

 
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