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sphereii's DMT Mods

Thanks sphereii for updating the core, legacy distain terrain and the whole package, they work fine, great job what you do, improve performance a lot.

Heya,

D/L the a19exp, and moved the core, and distant terrain into my mods folder, however, upon launching the 7D2D launcher, and going to manage modlets, it shows them as A18.4 and A18.3 respectively.

Is something wrong, or is it supposed to state that?
Hi Pra3t0r 0f R0m3

When you compile the files with DMT, the program automatically copies them to the mods folder, it is not necessary that you copy them, you must create a folder outside (it can be on the desktop), there you must put the files that you are going to compile, at except for me so the program marks me, I use DMT 2.0.

 
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Thanks sphereii for updating the core, legacy distain terrain and the whole package, they work fine, great job what you do, improve performance a lot.

Hi Pra3t0r 0f R0m3

When you compile the files with DMT, the program automatically copies them to the mods folder, it is not necessary that you copy them, you must create a folder outside (it can be on the desktop), there you must put the files that you are going to compile, at except for me so the program marks me, I use DMT 2.0.
From what I understand, the 7D2D mod launcher handles the DMT on it's own, both through D/L and use.

Regardless, the mod versions are still in question.

 
does the distant terrain modlet add a little cluster of three white circles on the terrain that disappear as you get close to them or did I do something wrong?

 
From what I understand, the 7D2D mod launcher handles the DMT on it's own, both through D/L and use.

Regardless, the mod versions are still in question.
The Mod Launcher does not have a listing yet for A19. I'll see what I can do today to register them as a seperate profile.

does the distant terrain modlet add a little cluster of three white circles on the terrain that disappear as you get close to them or did I do something wrong?
I am not sure what you mean, however, I wouldn't be surprised if there was strange visual artifacts with it.

 
Update to the alpha19experimental branch:

Pushed a new update with some fixes and tweaks to the NPCs. I've also removed the SphereII Cave Project, and rolled it into the 0-SphereIICore. This is configured via the blocks.xml, and is disabled by default.

Here's a video of the Cave System:



 
2 hours ago, sphereii said:

Update to the alpha19experimental branch:

Pushed a new update with some fixes and tweaks to the NPCs. I've also removed the SphereII Cave Project, and rolled it into the 0-SphereIICore. This is configured via the blocks.xml, and is disabled by default.

Here's a video of the Cave System:



Thanks Sphereii

Simply wonderful, great work, what TFP should have done in a long time, accomplished by someone skilled, excellent work.

PD.  How do I enable the caves, I know it's in blocks.xml, but in what section.

 
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Thanks Sphereii

Simply wonderful, great work, what TFP should have done in a long time, accomplished by someone skilled, excellent work.

PD.  How do I enable the caves, I know it's in blocks.xml, but in what section.
Look for 0-SphereIICore/Config/blocks.xml:  


<property name="CaveEnabled" value="false"/>


 






<property name="CaveType" value="Random" />


 


<!-- Mountains, Random, All, DeepMountains -->





Random will spread them outrandomly, some with cave openings. If you just want to play around, you can change that to All, and every chunk will have a cave. You'll have to dig through to it, as there's no opening yet; but it should only be a few blocks below terrain.

 
CaveEnable and caveType do not appear in blocks.xml, so I can add them, but under what section or only that option appears until you compile with DMT.

 
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I downloaded it from the main post, apparently it is not updated, check this new link that you put and there is everything about Cave.

 
I downloaded it from the main post, apparently it is not updated, check this new link that you put and there is everything about Cave.
I haven't released it as stable yet, since Alpha 18.4 is still stable, thus the experimental build.

 
can you enlighten me on how to implement those mods?
Im interested in your work, but I have no idea how to "install them".

I'm using the DMT tools that comes with ur download. I set the mod folder where ur mod is, nothing appears in the list of mods.
Any idea? :(
dmt1.png

 
ok, the mods are listed now  😎
I selected the core mod, clicked build, it said it couldn't find the assembly dll in the server_data folder. Are those mods for server side?

I download the server build of the game or just move my assembly to the expected folder?

edit: this one "F:\Jogos\steamapps\common\7 Days To Die\7DaysToDieServer_Data\Managed\Assembly-CSharp.dll'"

 
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can you enlighten me on how to implement those mods?
Im interested in your work, but I have no idea how to "install them".

I'm using the DMT tools that comes with ur download. I set the mod folder where ur mod is, nothing appears in the list of mods.
Any idea? :(
View attachment 12438


Hi danielspoa

In Mod folder you select the folder where the unzipped sphereii mods are and in Game locations is where the main folder of the game is, and when you have it ready, press Save.
After executing the DMT.exe the sphereii mods should appear, select the ones you are going to install, although some have dependency on others, then just press build and voila.
Download the latest version of DMT 2.0, if you do the whole process with the sphereii launcher, the program itself takes care of the mods.

To use it on the server, I'm not sure what the process is, I can make it the same and you just have to copy Assembly-Csharp.dll, so that it detects it and can compile it.

 
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Hi Sphereii

The life bar for zombies and animals does not work, since I checked Sphereii-core and it is enabled, I have downloaded the latest version that you shared.

 
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