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(V1.xx) Boating Modlet, BathTub Boat, FanBoat, JetSki and Raft Modlets

Hi Ragsy, love your work. Thanks a lot for doing it. 

I've downloaded and extracted the mod in "The Boating Modlet for V1.0-1015-1-0-8-100-1722531588.zip" but it's not working in my v1.1 world. The models don't appear in the Creative Menu. I'm guessing it's a v1.1 thing. The previous one worked fine in my world in v1.0.

I realize you're probably just sitting around, bored and casting about for something to do. haha  Yeah, I know you've got a lot on your plate. :-)

If you get a sec to look at this, that'd be great. Thanks a lot.

Par

 
Last edited by a moderator:
Hi Ragsy, love your work. Thanks a lot for doing it. 

I've downloaded and extracted the mod in "The Boating Modlet for V1.0-1015-1-0-8-100-1722531588.zip" but it's not working in my v1.1 world. The models don't appear in the Creative Menu. I'm guessing it's a v1.1 thing. The previous one worked fine in my world in v1.0.

I realize you're probably just sitting around, bored and casting about for something to do. haha  Yeah, I know you've got a lot on your plate. 🙂

If you get a sec to look at this, that'd be great. Thanks a lot.

Par


I had a quick check in V1.1 and appears in the crafting and creative menu's for me odd,  do you have any warnings in console for the modlet not applying ?  in F1 Type version and check to see if it has actually loaded.

Creative.jpg

Stuffboats.png

BoatsStuff2png.png

regards

Ragsy !!

 
I had a quick check in V1.1 and appears in the crafting and creative menu's for me odd,  do you have any warnings in console for the modlet not applying ?  in F1 Type version and check to see if it has actually loaded.

View attachment 32573

View attachment 32572

View attachment 32571

regards

Ragsy !!
Hi Ragsy and thanks for the reply.

A bit of amusement: I've been a coder for a lot of years. There have been a bunch of times that a user has said to me, "hey, this isn't working, can you take a look?" And as soon as I look over their shoulder to see the issue, it's suddenly working. It doesn't fail in my presence. 

Same thing happened with your response above. haha. I relaunched, and the mod was working right. Thanks very much for your magic remote touch that fixed my issue.

I do have another question, though. I'm using the boats as a pretty important part of the world I'm making for our play group, and I want to increase the storage capacity of the flatboat and the dingy.

I've been looking at the .xml, and it seems I need to add lootcontainer descriptions for the two boats to the /loot file. I've done that, but still no joy.

I added a loot.xml file to the Boat_Modlet_For_V1.0/Config directory, but no joy. I'll paste my loot.xml file below. Could you tell me what I've done wrong, or what I need to do increase the storage.

my loot.xml file:
 


<!-- Par increse boat storage -->
 

<configs>
<append xpath="/loot">
<lootcontainers>
 

<!-- vehicleFlatBoat storage -->
<lootcontainer name="vehicleFlatBoat" count="0" size="9,5" sound_open="UseActions/vehicle_storage_open" open_time="0" sound_close="UseActions/vehicle_storage_close" loot_quality_template="qualBaseTemplate">
</lootcontainer>
 

<!-- vehicleDinghy storage -->
<lootcontainer name="vehicleDinghy" count="0" size="9,5" sound_open="UseActions/vehicle_storage_open" open_time="0" sound_close="UseActions/vehicle_storage_close" loot_quality_template="qualBaseTemplate">
</lootcontainer>
 

</lootcontainers>
</append>
</configs>
 
Thanks a lot, Ragsy.
 
Oh, I'm also using the Vehicle Madness mod and LittleRedSonja's AmmoRecycling and T2IT3weapons.

 
Last edited by a moderator:
This is the way of mod support ... remote fix initiated ;)

Looking at your XML the actual parent node for loot.xml is lootcontainers so this append would be under lootcontainers and not loot. 

<configs>
<!--par increase boat storage -->

<append xpath="/lootcontainers">

<!-- vehicleFlatBoat storage -->
<lootcontainer name="vehicleFlatBoat" count="0" size="9,5" sound_open="UseActions/vehicle_storage_open" open_time="0" sound_close="UseActions/vehicle_storage_close" loot_quality_template="qualBaseTemplate">
</lootcontainer>

<!-- vehicleDinghy storage -->
<lootcontainer name="vehicleDinghy" count="0" size="9,5" sound_open="UseActions/vehicle_storage_open" open_time="0" sound_close="UseActions/vehicle_storage_close" loot_quality_template="qualBaseTemplate">
</lootcontainer>

</append>

</configs>






regards

Ragsy!!

 
This is the way of mod support ... remote fix initiated ;)

Looking at your XML the actual parent node for loot.xml is lootcontainers so this append would be under lootcontainers and not loot. 

<configs>
<!--par increase boat storage -->

<append xpath="/lootcontainers">

<!-- vehicleFlatBoat storage -->
<lootcontainer name="vehicleFlatBoat" count="0" size="9,5" sound_open="UseActions/vehicle_storage_open" open_time="0" sound_close="UseActions/vehicle_storage_close" loot_quality_template="qualBaseTemplate">
</lootcontainer>

<!-- vehicleDinghy storage -->
<lootcontainer name="vehicleDinghy" count="0" size="9,5" sound_open="UseActions/vehicle_storage_open" open_time="0" sound_close="UseActions/vehicle_storage_close" loot_quality_template="qualBaseTemplate">
</lootcontainer>

</append>

</configs>






regards

Ragsy!!
Hi and thanks. The boats are still appearing with just the default 9 storage slots. Fresh launch and a new game.

Any ideas?
 

Thanks,

Par

 
Hi and thanks. The boats are still appearing with just the default 9 storage slots. Fresh launch and a new game.

Any ideas?
 

Thanks,

Par




I am looking at vanilla vehicle storage options and there is already a loot container option with 9,5  ( vehicleGyrocopterr)  so the loot.xml will not be needed as it would be easier to just change the lootlistalive  property in the entityclasses.xml to vehicleGyrocopter .  

Also did you change the lootlistalive in the entityclasses for the new loot names ?   the code is fine I use that it Vehicle Madness for setting bigger storage on the big trucks and RV . 

Ragsy!!

 
Last edited by a moderator:
I am looking at vanilla vehicle storage options and there is already a loot container option with 9,5  ( vehicleGyrocopterr)  so the loot.xml will not be needed as it would be easier to just change the lootlistalive  property in the entityclasses.xml to vehicleGyrocopter .  

Also did you change the lootlistalive in the entityclasses for the new loot names ?   the code is fine I use that it Vehicle Madness for setting bigger storage on the big trucks and RV . 

Ragsy!!
YES!

THAT's the thing I was looking for. I knew the definitions of the other vehicles were there, but I didn't know how to use them in the new boat models.

Thanks a lot, Ragsy, this works great.

 
The JetSki Modlet Returns for V1.1

 ​

*******  MODLET MUST BE ON BOTH CLIENT AND THE SERVER
TO USE THIS MOD IN MULTIPLAYER *******



jetski22e.png

20241023232758_1.jpg

20241023232722_1.jpg



Brand New Experimental Physics 'Work in progress'  for version 3 of the JetSki

(There were no updates that worked well enough in A21 for a release but the JetSki returns in V1 Series with major physics updates and has some new options).




Launch

Place the JetSki on/in water in a 'shallow water' area that has fairly flat ground underneath, if you have no shallow water in your map then
build a small launch dock using standard blocks, add some fuel to the JetSki and off you go.

The JetSki will not work on land (It may move very very slightly due to Motor torque but will have no steering or control over direction)

Controls

Standard WASD controls for this version as it is based on the motorcycle and the JetSki can now be steered with the mouse like a standard vehicle.

The new JetSki can 'hop' using the same functions as the motorcycle to avoid any obstacles that may be in the water and is also very hard to sink it.    

S will act as brake and spacebar will stop the JetSki quicker.

Crafting

The JetSki is craftable in a 'standard workbench' with no progression needed at the heavier cost of resources by creating the required assemblies to

build it of which some parts are from a standard motorcycle (Handlebars and Chassis).

Other information

The 'actual top speed' wont show the real speed in the vehicles display for some reason in V1.1 but a manual check was done to ensure the boat has enough speed without exceeding the games limits.  The JetSki can be picked up into inventory, if you crash it at any point, although be careful if you crash or get stuck too far away from the shores as it could be a long swim back or to find an area where it can be relaunched.
 
Best to not store stuff in a boat or Jetski as Zombies can attack water vehicles in game.

Changelog: Version 3
1. Adapted to V1.1 XML system  
2. Brand new physics used based on the Motorcycle giving option for JetSki to be able to 'Hop.  
3. Jetski will not work on land (will move very slightly but no steering or control over direction)

4. Added Chinese localisation from Croeater477427
 

Changelog: Version 2
1. Adapted to A20 XML including some physics changes  
2. Resized Jetski and adjusted seat positions to match  - may add option later for modding in the second seat at the moment has two 'fixed' seats.
3. Vehicle Mods enabled - Fuel Saver and reserve tank , dye useable and will tint the flash trim only, rest of jetski has a custom texture.

Additional Credits:
Textures by ActiniumTiger


 ​

Also on Nexus​




Installing the Modlet                                    

Note: Nexus manual downloads and Gitlab 'zip' downloads will double nest the folders so you will have to go down a folder level to find the actual modlet folder.

Example of what happens on Gitlab Downloads

When you have unzipped the downloaded file you would see this :

JetSki1.png

Double click and you will then see this :

Jetski2.png

Above is the actual name of the JetSki Modlet folder ( Ragsy_Jet_Ski_V1.1)  you can then drag this folder into your Mods folder.

If you are using the old Mods location it is located here:  YourDrive :\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods

If using the new Mods folder (recommended) it is located here:  YourDrive :\Users\YOUR USER NAME\AppData\Roaming\7DaysToDie\Mods

You can type   %AppData%\7DaysToDie\Mods  in the address bar in Windows Explorer or in the Search Box on your desktop and it will take you to the correct location.

Happy Boating in V1.1

Ragsy and Tiger !!

 
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The TFP Raft Modlet
 
 
*******  This MODLET MUST BE ON BOTH CLIENT AND THE SERVER
TO USE THIS MOD IN MULTIPLAYER AND EAC MUST BE OFF ******

V1 version is not backward compatible with A21 and A20

20240924183744_1.jpg

20240924213238_1.jpg

 ​



Another water craft Modlet returns from Hiatus in A21
 

The 'Working TFP Raft'. 

The TFP raft model was extracted and rigged as a 'working vehicle entity' initially by DUST2DEATH and then 'Raft float xml physics' applied by myself.

 
Launch
The Raft can be placed in shallow water with level ground underneath
much the same as the latest version of the 'boating modlet'.
Once in the water level the Raft and off you go.

Controls
Normal keys W and Shift for forward momentum and Space bar and C
control the up and down angles (same as a gyro) which you may need to
adjust slightly as you travel on water. Although once levelled the Raft
is much more stable than a boat. Steer the Raft with the A and D keys.
 
If you let go of W and shift (Turbo) then the Raft slowly comes to a
stop, there is no reverse on a raft although pressing S will slow the
Raft down more quickly this replaces Spacebar as the brake key.
 
To 'anchor the Raft' and stop it drifting away use C and Spacebar to
level the Raft until it stops drifting, useful if you have a fishing mod
installed.
 
Crafting
The Raft is craftable in a standard workbench with no progression
needed at the heavier cost of having enough resources.
 
The recipe's are simple and use standard in game resources...

Please feel free to alter the recipe if you wish and offer back a

recipe or build system improvement with due credits given to

the person that does do an alternate recipe and build system.

Seating
The Raft has 4 seating positions ... two can be added via the vehicle mod system 
let me know if there are any issues with multiple passengers.

ChangeLog version 4:
1. XML Updated to V1
2. Seating redone for V1 Pose system
3. Texture pass for V1 world lighting.
4. Added Chinese localisation from Croeater477427

Additional Credits : DUST2DEATH for the extracting the TFP Asset model and conversion in unity. TFP for the 'Actual Raft Model' asset in the game.

                                  ActiniumTiger for Conversion of the blend file version to unity package for allowing physics updates for this V1 version.
 

Raft Download Link : Nexus Download

 ​

Raft Download Link : GitLab Zip Download





Install Information

Note: Nexus manual downloads and Gitlab 'zip' downloads will double nest the folders so you will have to go down a folder level to find the actual modlet folder.

Example of what happens on Gitlab Downloads

When you have unzipped the downloaded file you would see this :

Download01.png

Double click and you will then see this

Download1.png

Above is the actual name of the Raft  Modlet folder (Ragsy_Raft__Modlet_V1.0)  you can then drag this folder into your Mods folder.

If you are using the old Mods location it is located here:  YourDrive :\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods

If using the new Mods folder  it is located here:  YourDrive :\Users\YOUR USER NAME\AppData\Roaming\7DaysToDie\Mods

You can type   %AppData%\7DaysToDie\Mods  in the address bar in Windows Explorer or in the Search Box on your desktop and it will take you to the correct location.

7 Days to Die Forum community for wanting water based vehicles.
Guppy's Modding Discord for their support along the way.

Happy Rafting in V1

Regards

Ragsy and Tiger !!

 
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Time to grab the cooler of beers, the duffel of pipe bombs, and the whole team to go fishin' for some zombies, yall! Can't wait to kick the hull of this mod again in our server, Ragsy! As well thanks to Black Wolf and Actinium Tiger, too, for there respective efforts, too.

 
Time to grab the cooler of beers, the duffel of pipe bombs, and the whole team to go fishin' for some zombies, yall! Can't wait to kick the hull of this mod again in our server, Ragsy! As well thanks to Black Wolf and Actinium Tiger, too, for there respective efforts, too.


Hope you enjoy this version and thanks for the comment.   

When just one person likes a modded effort then the modder's  job is accomplished .    :fish2:   

Regards

Ragsy !!

 
With the quality river systems we can get thanks to Teragon, these mods are more fun and useful than ever. Thanks for making these!

And speaking of fun, any chance of the hang glider coming back? I loved that thing!


Yeah I love what the mod makers are putting out in general and yes some quality water based worlds have appeared.   Hmmm the hang glider is in mothballs somewhere in my archives and does need some tender love and care ,  I will dig that out and  check for V1.xx series at some point as a few have asked about it.  

Regards

Ragsy!!

 
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Small localisation updates pushed to gitlab for Chinese translation for the following modlets.   

TFP Raft

Jetski

Bathtub Boat

Many thanks to Croeater477427 on nexus mods

regards

Ragsy !!

 
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