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JaxTeller718's V1.0 Modlets

Added New Modlets

Bigger Wandering Hordes

Takes the vanilla wandering hordes and adds a few extra zeds to each stage for a bigger more dangerous wandering horde. Balances the Animal Hordes as well so they aren't too crazy but have a slight increase.



Working Devices

Adds a working coffeemaker, stove, sinks, microwaves and BBQ grills. All vanilla devices can be repaired, coffeemakers and grills are destroyed in world for a chance to take ne home. Stoves and Ranges are upgraded via special crafted kits. You can also make in game stoves and ovens and upgrade them at home. BBQ grills have a few special recipes in them. The can be crafted or used in world. Sinks must be upgraded. Faucets are NOT included. When fixed sinks can be right clicked with an Empty Jar (yes they are back and found in loot) to give you some murky water.

This is an ongoing modlet so if you find any omissions or you would like some recipes added let me know. I am considering making late game dishes stove exclusives.

 
Last edited by a moderator:
Great to see the Working Devices back. The Powered Microwaves have always been a favorite.

Just for the thread description benefit
- Powered Microwaves are added to the player inventory by breaking down an empty default microwave.

- Empty bowls for Microwave recipes can be found in loot.
 

DWcBL4m.jpeg


 
Great to see the Working Devices back. The Powered Microwaves have always been a favorite.

Just for the thread description benefit
- Powered Microwaves are added to the player inventory by breaking down an empty default microwave.

- Empty bowls for Microwave recipes can be found in loot.
 

Thank you I will add this to the description for others benefit. Glad you enjoy them!

 
What about a trader adjustment modlet?

So armour, tools and weapons will be max tier 2 and max level 2 in the traders store, everything else normal. 

 
What about a trader adjustment modlet?

So armour, tools and weapons will be max tier 2 and max level 2 in the traders store, everything else normal. 
LOVE this idea! Ask and ye shall receive. I love hearing new and unique ideas like this one. Enjoy!

Trader Quality to Level 2

This modlet modifies trader inventories so they will only sell up to level 2 Quality tools, weapons and armor.

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Ah yes. I was too absorbed playing with the microwaves to notice, but just spotted them.

It is caused by a change to the model set up for V1.0.

Here is a quick fix until Jax has a chance to look at it in more detail.

For the small coffee makers. Go into the blocks.xml file in Config folder.

1. Search for <block name="cntCoffeeMaker">

2. Under the line <property name="Model" value="Entities/Appliances/coffeeMakerPrefab"/>

add

<property name="ModelOffset" value="0,0,0.5"/>

and this will bring it back to surface level.

3. Search for <block name="coffeeMakerJT">

4. Under the line <property name="Model" value="Entities/Appliances/coffeeMakerPrefab"/>

add

<property name="ModelOffset" value="0,0,0.5"/>

and this will bring it back to surface level.

For the commercial ones

5. Search for <block name="cntCoffeeMakerCommercial">
6. Under the line <property name="Model" value="Entities/Appliances/commercialCoffeeMakerPrefab"/>

add

<property name="ModelOffset" value="0,0,0"/>

and this will bring it back to surface level.

7. Search for <block name="coffeeMakerCommercialJT">

8. Under the line <property name="Model" value="Entities/Appliances/commercialCoffeeMakerPrefab"/>

add

<property name="ModelOffset" value="0,0,0"/>

and this will bring it back to surface level.

 
Ah yes. I was too absorbed playing with the microwaves to notice, but just spotted them.

It is caused by a change to the model set up for V1.0.

Here is a quick fix until Jax has a chance to look at it in more detail.

For the small coffee makers. Go into the blocks.xml file in Config folder.

1. Search for <block name="cntCoffeeMaker">

2. Under the line <property name="Model" value="Entities/Appliances/coffeeMakerPrefab"/>

add

<property name="ModelOffset" value="0,0,0.5"/>

and this will bring it back to surface level.

3. Search for <block name="coffeeMakerJT">

4. Under the line <property name="Model" value="Entities/Appliances/coffeeMakerPrefab"/>

add

<property name="ModelOffset" value="0,0,0.5"/>

and this will bring it back to surface level.

For the commercial ones

5. Search for <block name="cntCoffeeMakerCommercial">
6. Under the line <property name="Model" value="Entities/Appliances/commercialCoffeeMakerPrefab"/>

add

<property name="ModelOffset" value="0,0,0"/>

and this will bring it back to surface level.

7. Search for <block name="coffeeMakerCommercialJT">

8. Under the line <property name="Model" value="Entities/Appliances/commercialCoffeeMakerPrefab"/>

add

<property name="ModelOffset" value="0,0,0"/>

and this will bring it back to surface level.
Thank you arramus, I apologize for this oversight. I have added the offsets you posted and pushed the fixes already.

 
Quick question, I downloaded the mod for a 4x zombies and it indicated that it contained a virus or malware.  Anyone else had this issue and is it safe? 

 
I like the working device but the sinks can only be picked up.

You can't fill up a bucket from the sink.

There are no jars to fill up, when I drink a water I don't get a Jar.

 
The sinks only fill up jars. The jars are found in loot. They are in kitchen type cupboards, ovens, and other junk.

Find an empty jar.

iiKKNPb.jpeg


Fill up at the working sink.

IxGgXoC.jpeg


After using, there is no empty jar feature. We need to find more empty jars.

 
Thats for the clarification, I do see one bad thing you have given everyone endless water to travel around the map with they just have to cook it.

 
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Welcome to my modlet page. These modlets are intended for players who find vanilla a little too easy. They will increase difficulty, remove op items, and overall bring vanilla to an experience that I myself choose to play. It is important to note these mods are not designed to make 7 days better. That is subjective to what you value in your play. Rather it is designed to make gameplay longer, harder, grindier and more difficult. ​

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If there are any modlets you wish to see converted, or if you have an idea of a modlet you would like to see please leave a reply here and I will create it for you. ​

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Note: These modlets can not work with Ravenhearst. Ravenhearst will have by default these modlets already included, though balanced for the world of RH.​

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Latest Modlet

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Trader Quality to Level 2

This modlet modifies trader inventories so they will only sell up to level 2 Quality tools, weapons and armor.

 ​

[SIZE=14.6px]Download This Modlet[/SIZE]​

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Bigger Wandering Hordes

Takes the vanilla wandering hordes and adds a few extra zeds to each stage for a bigger more dangerous wandering horde. Balances the Animal Hordes as well so they aren't too crazy but have a slight increase.

 ​

[SIZE=14.6px]Download This Modlet[/SIZE]​

 ​



Working Devices

Adds a working coffeemaker, stove, sinks, microwaves and BBQ grills. All vanilla devices can be repaired, coffeemakers and grills are destroyed in world for a chance to take ne home. Stoves and Ranges are upgraded via special crafted kits. You can also make in game stoves and ovens and upgrade them at home. BBQ grills have a few special recipes in them. They can be crafted or used in world. Sinks must be upgraded. Faucets are NOT included. When fixed, sinks can be right clicked with an Empty Jar (yes they are back and found in loot) to give you some murky water.

Bowls can be found in loot, like dishwashers and cupboards. Jars as well. Microwaves and Coffeemakers are picked up when you destroy microwaves and coffeemakers in POIs. There is a chance to receive them so if at first you do not succeed, try again.

This is an ongoing modlet so if you find any omissions or you would like some recipes added let me know. I am considering making late game dishes stove exclusives.

[SIZE=14.6px]Download This Modlet[/SIZE]

Increased Zombie Spawning x2

Multiplies the population of zombies in towns and wild by the following numbers. 

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[SIZE=14.6px]Download This Modlet[/SIZE]​

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Increased Zombie Spawning x4

Multiplies the population of zombies in towns and wild by the following numbers. 

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[SIZE=14.6px]Download This Modlet[/SIZE]​

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Increased Zombie Spawning x6

Multiplies the population of zombies in towns and wild by the following numbers. 

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[SIZE=14.6px]Download This Modlet[/SIZE]​

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More to come​

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Do you still have a copy of your Less Ore Nodes mod for download anywhere?

 
The increased zombie spawning mods dont seem to work anymore. When I have them installed zombie spawning becomes disabled.

Is there something I can do to fix this?

 
=Kugle= said:
The increased zombie spawning mods dont seem to work anymore. When I have them installed zombie spawning becomes disabled.

Is there something I can do to fix this?


Same issue, came here to find out. 

2025-04-11T07:00:14 30.899 ERR XML loader: Loading and parsing 'spawning.xml' failed
2025-04-11T07:00:14 30.902 EXC Duplicate id hash '' in biome 'pine_forest'

 
Last edited by a moderator:
The format used in spawning.xml changed for 1.2 adding an 'id' field. Also, the wilderness tag is no longer used. You could edit JaxTeller's mod to fix this. Here is the pine forest section of a mod I made that just decreases the respawn time. You could use this as a guide to edit the mod, changing the maxcount numbers instead. Leave out the 'wilderness' lines in the original.

Code:
    <!-- *** PINE_FOREST_SPAWNS -->
    <set xpath="/spawning/biome[@name='pine_forest']">
        <spawn id="dz01" maxcount="1" respawndelay="0.1" time="Day" entitygroup="ZombiesAll" notags="commercial,industrial,downtown" />
        <spawn id="nz01" maxcount="1" respawndelay="0.1" time="Night" entitygroup="ZombiesNight" notags="commercial,industrial,downtown" />

        <spawn id="dz02" maxcount="2" respawndelay="0.1" time="Day" entitygroup="ZombiesAll" tags="commercial,industrial" notags="downtown" />
        <spawn id="nz02" maxcount="3" respawndelay="0.1" time="Night" entitygroup="ZombiesNight" tags="commercial,industrial" notags="downtown" />

        <spawn id="dz03" maxcount="3" respawndelay="0.1" time="Day" entitygroup="ZombiesForestDowntown" tags="downtown" />
        <spawn id="nz03" maxcount="3" respawndelay="0.1" time="Night" entitygroup="ZombiesForestDowntownNight" tags="downtown" />

        <spawn id="aa01" maxcount="1" respawndelay="0.1" time="Any" entitygroup="WildGameForest" />
        <spawn id="na01" maxcount="1" respawndelay="0.1" time="Night" entitygroup="WildGameForestNight" />
        <spawn id="ne01" maxcount="1" respawndelay="0.1" time="Night" entitygroup="EnemyAnimalsForest" />
    </set>
 
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