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JaxTeller718 Presents The Vanilla Project (A20)

Unfortunately I am going to remove wellness for now until it is fixed. The good news is that theres a lot to this next udpate to warrant a new game!

You will want to make a brand new download as some folder structures have changed now with the use of BepinEx, thanks to Yakov and Redbeards work on RH.

Here are the notes!

v1.8

-Updated Hud

-Fixed Localization on Armor Mods

-Added Old Menu Music (Will play after 5 seconds due to Pimps not allowing the logo screen to be edited)

-Added Hornet from Khaines Modlet which can be found here https://community.7daystodie.com/topic/25751-khaines-a20-modlets-bigger-backpacks-lockable-slots-behemoths-random-wandering-hordes-etc/

-Fixed Zombies Not Running

-Updated ModInfo

-Added Wolf and Snake Meat along with charred and grilled recipes

-Rebalanced Zombie Loot. Now there is a chance of 0 loot in a zombie while looting them.

-Added Spheres New Cave System and Updated Spherecore. New maps reuired for new caves

-Updated Goukis Building

-Updated Spherecore

-Added Opening Logos and BepinEx

-Added Steel Bars and Wood Bars

-Added Window Recipes

-Added Wood Log Spikes and Spikes

-Changed Color and Wording of Iron Hoe

-Removed Wellness

This is awesome! Thanks a ton!

Quick suggestion, could you add in the ambient day and night sounds from alpha 11.6 and such and even restore the earlier alpha's sound cues like the wolves howling and such? Hearing this stuff always sent me shivers but made me sad when they removed it. 

 
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6 hours ago, LastTugBoat243 said:

Hearing all that again makes me really miss the older alphas. Im going to look into this and try. Last I tried this it was only possible via altering the assembly which they look down on now. 

Man that video brings back memories

 
Have you seen this mod? I actually stumbled a crossed this mod before The Vanilla Project was created. But it features some of the same idea's as this one if you wanted to check it out. The Hud in the mod and crafting menus look really cool because they were actually pulled straight outta alpha 11 of the game. Imagine if this mod had that. I'd probably pass out.

Mod Link --> https://7daystodiemods.com/classic-style-hardcore-mod/




 
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So I've discovered a few new things.

The tree below and similar dead trees drops terrain debris for wood, which reverts into 4 planks instead of wood logs.

unknown.png


Upon upgrading wood log spike from 1st Frame Tier requires the default wood instead of planks

Trader's heads will no longer turn (idk if implied or not, but I noticed their heads do not follow the player anymore)

Scrapping Old Chairs (and probably similar wooden ones) gives default wood instead of planks.

I will of course update this post with new bugs or discovered things to help surface and fix problems until updated.

Unpausing or pressing Esc out of the player menu or entering a Trader's inventory causes a lag spike (might just be me).

Traders could sell primitive ammunition alongside their pipe weapons they sell by default (to help fill in the ammunition counterpart role)

Dire Wolves, Coyotes, and Regular Wolves drop Pork (up to date) in quantity of 7 - 9 while Boars (pork-wise) drop 4 pieces.

 
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So I've discovered a few new things.

The tree below drops terrain debris for wood, which reverts into 4 planks instead of wood logs.

I will of course update this post with new bugs or discovered things to help surface and fix problems until updated.
Have you tried breaking down wood debris with an ax or something? The drops for it are kinda broken.

 
Have you tried breaking down wood debris with an ax or something? The drops for it are kinda broken.
That's what I use. The problem is, the trees aren't dropping the logs to make the modded wood, making it wasteful.

Should also be noted, all trees drop the same amount of wood logs (if applicable) no matter the tier, grown or natural. Would be nice to have them smaller amounts for lesser tiers. Capping at 5 seems fair enough since you can get easy amounts of stacks from just a few.

 
image.png

That's what I use. The problem is, the trees aren't dropping the logs to make the modded wood, making it wasteful.

Should also be noted, all trees drop the same amount of wood logs (if applicable) no matter the tier, grown or natural. Would be nice to have them smaller amounts for lesser tiers. Capping at 5 seems fair enough since you can get easy amounts of stacks from just a few.
The trees in my installation drop the logs Are you just talking about the tree in your screenshot?

I was just mentioning the wood debris because its material per harvest makes no sense. Like how do get +4 wood debris from breaking one wood debris?

Also the thing with the the amount of logs based on the trees tier is a pretty cool idea. :)

 
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View attachment 22880

The trees in my installation drop the logs Are you just talking about the tree in your screenshot?

I was just mentioning the wood debris because its material per harvest makes no sense. Like how do get +4 wood debris from breaking one wood debris?

Also the thing with the the amount of logs based on the trees tier is a pretty cool idea. :)


Just that tree type. The others work perfectly fine.

That's what I use. The problem is, the trees aren't dropping the logs to make the modded wood, making it wasteful.

Should also be noted, all trees drop the same amount of wood logs (if applicable) no matter the tier, grown or natural. Would be nice to have them smaller amounts for lesser tiers. Capping at 5 seems fair enough since you can get easy amounts of stacks from just a few.


I have also recently just discovered wolves drop pork meat, and drop more (even coyotes) than a boar/pig themself. iirc a boar only dropped (without perks) 4 pieces and a dire wolf dropped about 7 - 9. The coyote dropped the same as the dire wolf. The dire wolf could be understandable since it's a beefed up regular wolf, but the coyotes are very easy to kill and appear semi-common in the desert. Could this be retuned to be reduced if possible? I only suggest it because you can combine the meat to make bacon and eggs very easily just by killing one or 2 coyotes to get food for about 4 days.

This mod is coming out amazing and is looking really good Jaxteller, keep it up!

 
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So I've discovered a few new things.

The tree below and similar dead trees drops terrain debris for wood, which reverts into 4 planks instead of wood logs.

unknown.png


Upon upgrading wood log spike from 1st Frame Tier requires the default wood instead of planks

Trader's heads will no longer turn (idk if implied or not, but I noticed their heads do not follow the player anymore)

Scrapping Old Chairs (and probably similar wooden ones) gives default wood instead of planks.

I will of course update this post with new bugs or discovered things to help surface and fix problems until updated.

Unpausing or pressing Esc out of the player menu or entering a Trader's inventory causes a lag spike (might just be me).

Traders could sell primitive ammunition alongside their pipe weapons they sell by default (to help fill in the ammunition counterpart role)

Dire Wolves, Coyotes, and Regular Wolves drop Pork (up to date) in quantity of 7 - 9 while Boars (pork-wise) drop 4 pieces.
Updated post. Hope this helps!

 
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How can we turn off the cave generation system? It's broken and keeps spawning caves right under the surface so that when you pick something up, the entire cave system collapses and destroys any POIs that it's under. This also affects trader areas as well.

 
These new Blocks are cool but the reinforced scrap iron block shape costs the same as the normal one they both cost 10 iron.View attachment 22903


Hi LastTugBoat243

In the next update of my mod it will be fixed, although it is not a big bug, you can live with it.
But it can still be fixed by Jaxteller for his Vanilla project mod.
Regards

How can we turn off the cave generation system? It's broken and keeps spawning caves right under the surface so that when you pick something up, the entire cave system collapses and destroys any POIs that it's under. This also affects trader areas as well.


Hi NightwindArts

Go into the 0-Score folder -> Config folder -> blocks.xml file -> Find CaveEnabled and change it from true to false, that should work.
Regards

 
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