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Khaine's A21 Modlets! (Bigger backpacks, Lockable Slots, Behemoths, Random Wandering Hordes, etc)

Wandering Horde Frequency - Folks may know this from JaWoodle's "Anywhere, Anytime" series. It creates random wandering hordes, of a random amount of zombies, a random amount of times per day. How often (in terms of in-game hours) and how many zombies are configurable in the blocks.xml included in the modlet.


Working great on server. Had our first horde 20 mins into loading it up. Thanks for providing this alpha update so quick. Now to increase minimum horde size to 60! 🤤

Edit: Going to start out at 40 min and 50 max. Saw the recommendation in blocks.xml. Hopefully the zombie optimizations the devs did will make it so that can go higher.

 
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Thanks for these great mods! I just have one question. Is it possible to make a version of the Extra Tool and Output Slots mod that only needs server side installation? Unfortunately a vanilla client crashes right after player creation with an array index out of bounds error. The code for these doesn't seem to be available so I'm unable to analyze this myself.

Thanks!

Oh my, as a warning for anyone else that may see this. Removing the "Extra Tool and Output Slots" from an ongoing save will cause all chunks with workstations to be reset when the game tries to load them! Thank goodness for hourly backups.

 
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Thanks for these great mods! I just have one question. Is it possible to make a version of the Extra Tool and Output Slots mod that only needs server side installation? Unfortunately a vanilla client crashes right after player creation with an array index out of bounds error. The code for these doesn't seem to be available so I'm unable to analyze this myself.

Thanks!

Oh my, as a warning for anyone else that may see this. Removing the "Extra Tool and Output Slots" from an ongoing save will cause all chunks with workstations to be reset when the game tries to load them! Thank goodness for hourly backups.
No. It needs a C# patch.

 
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cheers khaine its good too hear the old 7 days to die music back in brings back lots of memories now all we need is all the old background spooky sounds from the old alphas lol

 
Could you make a patch for your 15 slot toolbelt to work with SMX - SMXhud, SMXmenu, SMXui (Alpha21)?
https://7daystodiemods.com/zmxhudcptb15/ - This patch still works in A21. (You need both mods + patch)
 

hmm.. we talk about this ?

View attachment 28427

Mod is successfull loaded 🤫

or could it be that my HUD / UI mod can be a cause? I use SMX/ZMX HUD & UI
You need to edit "...\Mods\SMXhud\Config\XUi\windows.xml" you need to remove SMXs custom location window...

REMOVE EVERYTHING BETWEEN:

<!--    // SMX // Location Display -->
<remove xpath="/windows/window[@name='windowLocation']" /> (LEAVE THIS LINE. THIS IS REMOVING VANILLA LOCATION WINDOW)

AND

<!--    // SMX // LevelXP Display -->

MESSAGE FOR KHAINE
 

Thanks for all the work! ❤️ You make this game much more bearable 😄
Not to sound ungrateful but could you make 12 slots toolbelt version? 15 seems like overkill for me yet with 10 Im always short one or two slots 😄
I tried to edit your mod, but there were still 3 invisible slots I needed to scroll through. I know its in dll file and I think I even found it (only a theory, I dont dabble in C#) but I was unable to edit and compile your file despite trying several programs... so... pretty please? 👏

 
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stark23x said:
Khaine, first of all, thank you! I simply refuse to play this game without the modlets.

Question - is there any way to make the lockable inventory slots survive logging out and back in so we don't have to set them every time we boot it up? Not a deal breaker but it would be cool.


Yes please. Minor thing, but we played so much with the locked slots beeing saved  when logging out before A21 hit, that i regulary waste time with getting my stuff back out of the chests...

 
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That would make it a C# mod, not an XML mod, which I already stated earlier is why I DIDN'T do it, nor am I planning to

 
KhaineGB love your work, but you need to fix the ModInfo.xml within "Lockable Inventory Slots" you forgot one key thing <ModInfo> </ModInfo> so you can't install with Vortex otherwise. I added it on my end, but for anyone else that needs this for installing within your mod manager. Just make sure that your ModInfo.xml file should read like this and you should be fine:

 


<?xml version="1.0" encoding="UTF-8" ?>
<xml>
    <ModInfo>
        <Name value="LockableSlots" />
        <DisplayName value="Khaine's Lockable Slots" />
        <Description value="Adds a box to the backpack and vehicle to allow users to lock slots so they cant be moved." />
        <Author value="KhaineGB" />
        <Version value="1.0.0.1" />
        <Website value="https://7daystodiemods.com/lockable-inventory-slots/" />
    </ModInfo>
</xml>
 
(Edit) - Got this error even after I changed the ModInfo.xml:
https://ibb.co/TkLG3KK
 
 


 
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Lockable Inventory Slots mod doesn't save locked slots after reentering game is this a bug or is this how the mod works first time trying it.

 
Lockable Inventory Slots mod doesn't save locked slots after reentering game is this a bug or is this how the mod works first time trying it.
Its how it works.  I believe there is some inability to do a write back to a config file for what ever you select so you have to re-select it on each run up.

 
KhaineGB love your work, but you need to fix the ModInfo.xml within "Lockable Inventory Slots" you forgot one key thing <ModInfo> </ModInfo> so you can't install with Vortex otherwise. I added it on my end, but for anyone else that needs this for installing within your mod manager. Just make sure that your ModInfo.xml file should read like this and you should be fine:

 


<?xml version="1.0" encoding="UTF-8" ?>
<xml>
    <ModInfo>
        <Name value="LockableSlots" />
        <DisplayName value="Khaine's Lockable Slots" />
        <Description value="Adds a box to the backpack and vehicle to allow users to lock slots so they cant be moved." />
        <Author value="KhaineGB" />
        <Version value="1.0.0.1" />
        <Website value="https://7daystodiemods.com/lockable-inventory-slots/" />
    </ModInfo>
</xml>
 
(Edit) - Got this error even after I changed the ModInfo.xml:
https://ibb.co/TkLG3KK
 
 


I didn't forget anything., The modlet is formatted for Modinfo V2 as per A21 modding instructions.

I do NOT care about Vortex. Stop using it.

Also that error isn't my mod. It's someone elses.

Lockable Inventory Slots mod doesn't save locked slots after reentering game is this a bug or is this how the mod works first time trying it.
That's how it works

 
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Also that error isn't my mod. It's someone elses.


That doesn't seem quite right.

The message does not come "from someone else" or through Vortex.
I don't use Vortex myself and I also have this message for ALL A21 mods
whose Modinfo is not adapted. The message appears in the 7D2D Log
after the start and thus comes from the game itself if I'm not mistaken.
 

The message states
"2023-07-03T14:29:01 4.352 WRN [MODS] ModX_Y_Y/ModInfo.xml in legacy format. Please consider upgrading to V2 for future compatibility."

Obviously the mofinfo should/can/must look like this now, so that no
message appears in the log. I don't know if the Funpimps changed anything there
 

<?xml version="1.0" encoding="UTF-8" ?>
<xml>
     <Name value="ModXYZ" />
     <DisplayName value="MOD_X_Y_Z" />
     <Version value="1.0" />
     <Description value="Mod that changes something" />
     <Author value="StrikerMack" />
     <Site value="https://www.xyz.com/7daystodie/mods/xyz" />
</xml>

So if the Modinfo corresponds to the V2 standard, the message should not

appear with reference to V2 in connection with future compatibility. It's only

a message and not a real error, and not in the Mod itself, but as a modder you

can deal with it if  someone notes something like that.

 
The comment you quoted was in relation to the user posting a screenshot, WITH A RED ERROR, for a mod that IS NOT MINE.

And yes, TFP changed something. What you posted is the new ModInfoV2, which as far as I know all of my stuff is updated to.

I do not deal with errors/warnings/whatever on other people's mods otherwise i'd never get anything done, would I? ;)

 
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