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Ragsy' s A20 Modlets

It's working, just wasn't sure whether that entry had any effect anymore due to being "DEPRECATED" as stated in the vanilla files.
Smell doesn't seem to do anything as I hovered over them with backpack and toolbelt full of raw meat and they didn't aggro, sight and sound get's their attention though.

Having fun tuning the numbers for our setup, thanks!
Thanks for the feedback ... I will take a look at the whole thing again at some point . The smell thing may be different then from A17 but yeah tweaking stuff up or down can yeild interesting results :) .

Regards

Ragsy !!

 
Hang Glider Modlet Experimental



The Hang Glider

So you fought hard suffered blows but finally you kicked zombie butts and obtained all that glorious loot on your journey up the various tall buildings and skyscapers the game has to offer. After all the hard work then doesn't it really suck that you have to walk calmly down past all the stuff you made your spoils on the way up.. :dispirited:

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Now only if i had a way to get down from that roof quickly and carry on looting more stuff before the oncoming blood moon arrives to use up these newly found resources ( a grappling hook would be great but that is not yet a feature in the game and we all are thinking on that one as to how to implement so whats the next best option).

Well now if you were smart and had previously crafted the makeshift 'hang glider' before the accent you can now just take off from that roof and glide down for your next mission.

Glider Launching

Designed mainly for decent from tall buildings but you can use glider to decend from cliffs and hills if you make sure the ground is flat and there are no immediate obstacles that you might collide with.

Tall Building Launch

Place close to edge of a building roof making sure you have a clear run for take off ( probably 2 - 3 metres), if not find an elevated position on that roof or make a clear run by knocking down blocks to do so.

Py0GzvZl.jpg


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The glider is light and flimsy so may move after placing of it's own accord

Controlling the glider

Press E to mount glider and the glider catches the wind so to speak and takes off ....

When airbourne C becomes tilt forward and spacebar is tiltback... Whilst airbourne you can let go of W and use the A and D controls (strafe) and mouse to steer down to earth.... or for sustaining longer flights you need to use the spacebar to tiltback and maintain height .

The higher up you are the better chance you have of really long distance gliding .....

Landing

When landing press E to dismount near desired landing position ... and then pickup the glider for your next adventure (pick up is on the steering frame when looking at the glider from the rear view see above pre-launch pictures).

Crafting

The Glider is craftable in a standard workbench with no progression needed as this is something you could make in early game at the cost of resources and actually finding a working workbench. Finding a workbench in early game would be a bonus and allow you to make the Glider a lot sooner. The recipe is simple and uses in game resources.

Known Issues

1. If you hit another building or perhaps a tree during decent the glider may stick and leave you stranded , I put the exit for the glider at the top for now, when exiting the glider and standing on top the glider will slowly decend to the ground without you having to plunge to your death. So stay still and don't walk off ;)

2. You can not launch easily from the roof top raised edge blocks ( see launch instructions)

3. You can climb a bit when decending from smaller buildings but too much tiltback using spacebar can occasionally take glider so high it takes a while to correct it so don't over do the tiltback after launch.

4. Glider Storage ..not needed as this is a pick up and go although it's still in the xml at present .. will sort that later.

Credits:

Thanks again to Guppycur for having faith and supplying the model whilst I try to get to grips with making my own for the future.

Guppys Modding Community Discord for all the support and encouragement through the ups and downs of getting this far with the Glider.

The Community forums again for your input and support.






There are a few videos posted in this thread whilst in development so check them out ...

Have Fun

Ragsy !!

 
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Your Better Gyro Handling Is fully intact in alpha 18 b5 I used it for several hours today and it's a huge difference compared to the game controls.

 
Thanks for giving it a go in A18 :)

I really had not had time to check it out....if the huge difference is in a good way then I will update it on the OP and my Gitlab mod info .

Regards

Ragsy !!

 
Thanks for giving it a go in A18 :) I really had not had time to check it out....if the huge difference is in a good way then I will update it on the OP and my Gitlab mod info .

Regards

Ragsy !!
In a very good way.

 
In a very good way.
Many thanks for the feedback much appreciated ..... I have updated OP and pushed updated modinfo.xml to Gitlab, link the same as OP and should show under A18 modlets in launcher too.

Ragsy !!

 
Hey! thank you for your work and your mods! I could use some help tho, and I'm sorry if the questions turns out dumb, as I'm new to 7dtd modding. I'm trying to get 1st person camera to work and for the life of me I can't. Is it just incompatible with A18.2 or am I doing something wrong?

 
Hey! thank you for your work and your mods! I could use some help tho, and I'm sorry if the questions turns out dumb, as I'm new to 7dtd modding. I'm trying to get 1st person camera to work and for the life of me I can't. Is it just incompatible with A18.2 or am I doing something wrong?
Thanks for trying them :)

It is throwing an error in console after I updated the version compatability in modinfo.xml a while back, I have uploaded the fix to Gitlab ... please re download the modlet and should work fine.

Thanks for bringing that to my attention .

Ragsy !!

 
Thanks for trying them :)
It is throwing an error in console after I updated the version compatability in modinfo.xml a while back, I have uploaded the fix to Gitlab ... please re download the modlet and should work fine.

Thanks for bringing that to my attention .

Ragsy !!
Damn, thanks man! This makes my day. You have a good one too and I'll be looking out for your future mods!

 
Thanks !

I have a few things planned for the future but limited time at present .

Also working with others on projects , I must try finish updating and reworking of Guppy's Vehicle Madness for A18.

Also involved in another 'massive vehicle project' that promises lots and lots of vehicles in it ........including 5 classic, 5 sports , 5 vans , 5 Sedans ,5 trucks, 5 4x4's , 3 EMS , 5 APC's , 4 military trucks , 5 military Jeeps , 1 Armoured bank truck and a military tanker ..... then the special version upgrades to certain vehicles in the Madmax stylee .. :smile-new:

Regards

Ragsy !!

 
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Small Update:

I have updated my Modlet index page and as of today any Modlets that are deemed/designated as 'A17 only' are now on the second page of this thread for those that are still using A17 and do not wish to stay on A18.

Hope this helps avoid any confusion :smile-new:

Also added the TFP Raft Modlet so click on the description link to see the forum post.

Regards

Ragsy !!!

 
Hey Ragsy, I've taken your HDHQ Pickup plants modlet and modified it to work against all vanilla plants without HDHQ installed. I had someone point out that the E to pickup plants does not appear to be scaling with the perkLivingOffTheLand. As best as I can see, there doesn't seem to be ANY way to adjust the HarvestCount of the Class CropsGrown. I was curious if you know of any way to make this work to scale as the perk increases? At the moment, if I punch a cotton plant, I get several cottons.. but if I hit E to pickup the plant, I only get one cotton.

 
That was the problem when I first did the HDHQ version, the only reason i did the modlet for HDHQ was that in the early days of A17 there where many people who wanted the E to pick up plants back as they were so used to it in A16 and the stamina in early A17 was very over the top.

Once they realised the new perk was effected then some abandoned the pickup ...some did a bit of both when they wanted quick pickups...and to be honest I have not though about the modlet since other than the pickup still worked in A18.

Edit add : Just noticed that Khaine has posted in your thread ...sorta ties up with what I said above and like you said the pickup helps clear up large areas and is still useful.

Ragsy !!

 
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I know you made it as a request, but FYI "Find Vehicle Parts In Airdrops" doesn't seem to be scaled properly for 18.3. Everything in the vanilla airdrop is prob=0.2. With bicycleParts at prob=1 and minibikeParts at prob=0.8, my first airdrop contained nothing but parts. :dejection:

 
Thanks for the feedback .... I have taken a glance at this for A18.3.

I did an adjustment for A18.3 for the vehicle parts detailed above to use the 'probability template' 0.5to1.0 that way should not need adjusting for future updates unless TFP remove the probability template or renames them in future updates. I tested a few airdrops for early game (days 3,6,9 and 12) and got laser sights , a wooden club and 2 bandages in the first 2 airdrops along with bicycle wheel a minibike chassis on later drops.

This modlet though will however still give higher probabilty of vehicle parts as that was what it was intended to do when I did it originally in A17 .....

My personal gripe with A18 is that one thing i do see is that loot in general is over the top and you can be self sufficient in food, water, tools, bandages, ammos and weapons by the end of day one.

I will probably go for a complete overhaul of loot for my 'personal game' although many overhaul mods do address or are in process of addressing the over abundance of loot in general that A18 has.

Download link on OP

Regards

Ragsy !!

 
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Ragsy, wanted to say thanks for the mods--I've had fun messing around with the boats and the hang glider is an insanely good time. Just wanted to point out that the included recipe for the Hang Glider consists of 6 different parts, but if you're building it at an unmodded workbench it only shows the first 5 (no wheels shown). Might cause some head scratching for folks who try to craft them instead of just spawning them in.

Keep up the good work!

 
Ragsy, wanted to say thanks for the mods--I've had fun messing around with the boats and the hang glider is an insanely good time. Just wanted to point out that the included recipe for the Hang Glider consists of 6 different parts, but if you're building it at an unmodded workbench it only shows the first 5 (no wheels shown). Might cause some head scratching for folks who try to craft them instead of just spawning them in.Keep up the good work!
Glad you are having fun with the boats and glider .... :smile-new:

Yeah thats a fair point .... I will look at removing 1 item to save confusion.

Regards

Ragsy !!

 
For Information

Some of my Modlets are compatible with A19 Experimental and some are not ..... will update as things get checked out. 

Tested ok

Hang glider Modlet

Motorcycle Tune up Modifications

The TFP Raft modlet

Boating Modlet

Find bicycles in Dumpsters

Pick up HDHQ Plants  (yes HDHQ plants also work in A19 as do the HDHQ Particles Modlet)

Ladder control Modlets

Better Gyro handling

Vehicles first person

Updated For A19

Take Out the Trash  ...  (removed conficts with drone loot id)

Not Working yet

Classic Style Zombies  (headshots not working known issue)

Not tested yet ( these  may or may not work)

Find vehicle parts in Airdrops

Vehicle brighter headlights

Remove R/H stat bars

Replant Crops and wild plants

I will get these checked out over the next week and feel free to let me know if you have tested these yourselves.

On a Brighter Note

Coming Soon in A19

The return of the Vehicle Madness Modlet with new spawning system (Thanks to HaidrGNA for this)  It will be released as a WIP Beta so when i have ironed out some wrinkly bits I will release.  Big Thanks to Guppycur for allowing me to take this system over and for his input on the future direction.   So this currently works alongside Dust's UVM system with no compatibility issues so far which is good news for those that may want to mash them together.

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Youtube Video here

https://www.youtube.com/watch?v=OMJrv8MNPlY

Regards

Ragsy !!

 
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Ragsy_Take_Out The_Trash_V3_A19e

Updated for A19

This modlet is will allow the destruction of all trash/garbage bags and also the foul trash/garbage piles after you loot them.

This version will not destroy all the small waste bins you find in toilets/bathrooms  (as they used same lootlist id's) .

Keep your local zombie infested neighbourhood clean without destroying it completely :)

Please be aware that you have to start a new save if you install this modlet. --> Download

Regards

Ragsy !!

 
I can confirm that your Finding Bikes in Dumpster still works.  I checked the XMLs and all seems to be just fine and found one in game so it seems to work.

 
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