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Khaine's V1.0 Modlets! (Bigger backpacks, Lockable Slots, Behemoths, Random Wandering Hordes, etc)

Not sure if this is by design, but the Dangerous Cities mod doesn't spawn any zombies in the wilderness. It's set up to spawn them whereever there is a wilderness tag, but most of the wilderness chunks aren't tagged. Only the ones that contain some kind of POI (like an abandoned house) have tags. You can see this by looking at the spawn code for the chunk you're in while exploring in debug mode. I figured out how to fix it and fixed it in my own game, but wanted to make sure this is even a bug with the mod before offering a suggested fix, since maybe you want it to be this way. Cheers, and thanks for the mod, which led to me learning a lot about how biome spawns work.

 
Could anyone help with getting the real values on the food/water bar numbers?  Not asking for Khaine to make and post a new version, just if anyone here could tell me what to edit since all I really want to change is the number displayed from a percentage to the real value.  Mostly love the modlet but needing a calculator to be sure what 82% of 162 food is so I can eat enough before heading out hasn't been working out for me.  May be the laziness and lack of mathematical talent, but who can be sure. :)

 
Specifically for me I'm doing a playthrough for each skill tree (still on perception as my first one for now) where I have to max that tree before putting any points anywhere else.  Without even that first easy point in Iron Gut I end up thirsty and hungry long before the day's out and I'm not harvesting as much to get ahead of food supply with no point in living off the land either.  I realize it's likely not an issue for most people at all though, which is why I asked if anyone could just tell me what to change in the file.

Edit: Also I'm reluctant to give up 2 slots of inventory to carry food/water when being able to fill up without wasting a lot of food and drink would cover it.  Just unwilling/unable to always do the math. :)

 
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For the Headshot Only mod, I'm unable to skin the zombie dogs and vultures.  I get one "hit" in, then it stops taking damage and giving resources.  Disabling the mod made skinning work again.

I am using other modlets from Khaine and a couple from another person (relics and rings, I believe).  Not sure if it's a conflict or not.

 
2024-08-22T13:34:48 65.686 WRN XML patch for "XUi/windows.xml" from mod "FoodWndWaterBars" did not apply: <remove xpath="/windows/window[@name='windowToolbelt']/rect/rect[@pos='563,-77']" (line 7 at pos 3)




Keep getting the above error when loading the mod?

 
2024-08-22T13:34:48 65.686 WRN XML patch for "XUi/windows.xml" from mod "FoodWndWaterBars" did not apply: <remove xpath="/windows/window[@name='windowToolbelt']/rect/rect[@pos='563,-77']" (line 7 at pos 3)




Keep getting the above error when loading the mod?


Hi AaronG85

You can ignore that warning because it is for Khaine 15 SlotToolbelt or you can close it so that the warning does not appear.

Regards

Gouki

 
Getting this error for the tool belt. EAC is off and game version is v1.0 b336 stable. I can see the extra slots but can't interact with them

Initializing mod 155lotToolbelt 2024-08-30T19:48:51 3.427 INF [MODS] Found NodAPI in 15SlotToolbelt.d1l, creating instance 2024-08-38T19:48:51 3.428 ERR [MOOS] Failed initializing ModAPI instance on mod 155lotToolbelt' Frow DLL '15SlotToolbelt.dl] 2024.08-W0119:48:51 3.429 EXC Could not load f11e assembly '@armony, Version-2.11.0.0, Culture-neutral, PublickevToken-null at Mod.InitModCode () [0x0009d] in <6d1a8548522046dc83d70764cc5f4032>:0

 
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Well, 7 Days to Die is now in it's release version, so here's another new modlet post!
 

This is all the modlets that will work on V1.0. Basically it's all my A18/A19/A20/A21 ones updated and adjusted as required.
 

Modlets will be seperated into sections. XML only (for folks who want server-only), XML + Assets (needs to be installed on client and server) and C# (needs to be installed on client and server).
 

If anyone wants to buy me a coffee as a thank you, then you can do so on Paypal. This is not required OR expected.
 

Enjoy. :)
 

XML Only Modlets (can be installed on servers with no client download).

3 Slot Forge - Adds an extra input slot to the forge and moves the UI around a little so there's no window overlap.
12 Slot Crafting Queue - Increases the crafting queue from 4 slots to 12. Scrap everything!
60 Slot Backpack - Pretty self explanitory.
96 Slot Backpack - Pretty self explanitory.
Always Open Traders - Removed the open/close times from traders so they always remain open.
Dangerous Cities - Increases the amount of zombies in cities and towns, while lowering the amount in the wilderness.
Food and Water Bars - Just the food and water bars from my above backpack mods so users can use larger backpacks if they so wish.
Headshot Only - Zombies take minimal damage from non-headshots for most weapons. Explosives, electric batons and molotovs still work normally, and animals still take full damage.
Headshot Damage Adjust - Increases damage dealt on headshots for Warrior or higher difficulty to help off-set the damage reduction those difficulties have and reward good aim.
HP Bars - Remember the red HP bar that was shown off in A17? This adds that back into the game for folks who liked that idea.

Lockable Vehicle Inventory Slots - Adds the lockable slots feature that the backpack has to vehicle storage. Warning, this may not save or may over-write the inventory saved slots. You have been warned.
Pickup Plants - Allows the player to press the 'E' button (default. May be different for other languages/controllers) to pick up plants. This does NOT grant extra harvest based on perk. You have to punch for that.
Remove POI Names - You know the pop up that shows the POI name and how difficult it is when you approach it? A few folks said they didn't like it, so I removed it (the info is still available in the top right).
Remove POI/Biome Name Tracker - Removes the window in the top right that tracks POI and Biome names with the skulls listed.
Max Animals/Zombies and Claim Blocks - Adds options to the main menu for the player to select max spawned animals/zombies in the world in SP. Also allows the player to have more than 1 claim block via menu option.
Steel Ammo - Adds the steel ammo from A17 for players who enjoyed that option.
Zombie Reach Adjustment - Halves zombie reach so they can't hit you outside of zpear range anymore.
 

XML + Assets Modlets (cannot be server only).

Log Spikes - Makes Wood Log and Iron Spikes craftable again.
Return of the Behemoth - Adds the unfinished A16 behemoth and the A17 unfinished radiated behemoth to the game. Random spawns in the wasteland and horde nights.
Return of the Hornet - Adds the cut hornet from A15 (and earlier) back to the game. Spawns as an enemy animal in the forest biome. Does not spawn on horde nights.
Chicken Coops - Adds a chicken coop to the game that works the same way as the Darkness Falls one. Unlocked with Living off the Land 1. Craft, place, wait, loot. Once you've looted it, hold animal feed in your hand (so toolbelt and select it), then right-click on the chicken coop to "feed the chickens" so they can start producing again. See end of file for terms of use with this modlet
 

C# Modlets (cannot be server only, EAC must be off!!!)

15 Slot Toolbelt - Increases the toolbelt to 15 slots.
Custom Main Menu Music - This is more for modders to add in custom music for their overhauls. However, it does include the ORIGINAL music from around Alpha 9 for users who enjoyed that.
Extra Tool And Output Slots - This is mostly for other modders. It increases the maximum amount of tools a workstation can have to 6 (so stops duplicating anything after slot 3) and the maximum output slots to 12 (was 6).
Larger FOV - Increases the max FOV to 150, though anything above 90 is a bit distorted. Might be good for folks with motion sickness.

Screamer Zombie Amount - Changes screamers drastically. They ALWAYS spawn at 100% heat. The cooldown on generating more heat has been lowered from 15 minutes to 5 minutes, and screamers can summon more than 5 zombies. The zombie amount summoned by scream is XML configurable in the blocks.xml included in the modlet.
Vehicle Damage Patch - Increases the amount of damage a zombie takes when you run it over. Amount of damage depends on how heavy the vehicle is and how fast you hit the zombie.
Vehicle Sound Fix - This is more for modders. It fixes that horrible noise when driving custom vehicles.
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.

IMPORTANT NOTE:  The wandering horde mod is ONLY FOR VANILLA!!! It is not for DF. Also please note this version seems to spawn 3-5 zombies more than the maximum you set, for some reason. I do not know why.
 

Zombie Fall Damage - Removes the cap on the amount of damage zombies take when falling from heights, so drop pits from older alphas are now a semi-valid form of defense.

TERMS OF USE.

Modlets are provided as-is. I bear no responsibility if you break your save, your back, your PC, whatever. They've been tested on both of my machines and my wife's and are working as intended when installed correctly. No restrictions on personal use or mod use, just give me a thank you, except for the following modlets.

If any modlet above does not have a link for download, that means it is currently not working/not ready. It'll be done when it's done.
There is a question, and how to increase the number of zombies on the server? That is, if I start the server not through the game.

 
For if it matters, and whenever, for the KHV1-FoodWater Mod windows.xml HUDStatBar

The running man toggle icon update for V1.

<sprite depth="8" visible="{sprintactive}" name="sprint" atlas="{uiatlas}" sprite="server_z_always_run" size="48,48" pos="170,-23" pivot="left"/>
 

 
Is there a way to add the stack quantity to the tooltip on the 60 slot backpack mod?  It can be hard to see the quantities with the slot sizes reduced.  Thanks.

 
So i added always open trader mod to my server, the trader still closes until 405 theres no errors it loads the mod server sided as it says its only needed server sided not sure if its broken in 1.1(b14)?

 
So i added always open trader mod to my server, the trader still closes until 405 theres no errors it loads the mod server sided as it says its only needed server sided not sure if its broken in 1.1(b14)?
I had the same trouble while using this with the Preppocalypse mod.  It turns out that Preppocalypse actually defines open and close times in their trader.xml file.  So I replaced it with 04.00 open and close times.  And now they never close.  This may work on vanilla games, But not in a situation like mine.

 
I had the same trouble while using this with the Preppocalypse mod.  It turns out that Preppocalypse actually defines open and close times in their trader.xml file.  So I replaced it with 04.00 open and close times.  And now they never close.  This may work on vanilla games, But not in a situation like mine.
im using preppo so explain to me or show me the edits you mand and where as i look at preppo trader xml and it shows trader open times but no close times

 
Hi all, love these mods, but can anyone explain why the wandering hordes stop spawning when the spooky atmosphere is enabled in 0-Score?

 
Hi, @KhaineGB, I have a small issue with the pick up plants modlet. The fully (player) grown hops and cotton plants are invisible.  They are there and can be punched, when you hgover over them you get the text showing you're hovering over a cotton plant or hops plant but they are not visible.

 
As of 1.2 Stable's release the Max Spawns/Claim Blocks mod breaks the New/Continue Game menus(you can't click on anything or back out of them) as the two new menu entries for crossplay are missing. Specifically, these entries should be added into 'windows.xml', between the 'Server Visibility' and 'Server Password' entries.

 

Code:
		<gameoption name="ServerEACPeerToPeer" title="goEacEnabled" value_wrap="false" value_type="bool" values="" display_names="" value_localization_prefix="" has_default="true" enabled="{servereacpeertopeer}"/>
		<gameoption name="ServerAllowCrossplay" title="goServerAllowCrossplay" value_wrap="false" value_type="bool" values="" display_names="" value_localization_prefix=""  tooltip_key="{crossplayTooltip}"/>
 
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