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Vanilla+ modlet collection

OK forget the firetrap for the moment, i dont want to mess with the fire buffs.

Instead i try now a tripple mine

Means a mine that can explode 3 Times

 
ok forget the triplemine.

Code:
<property name="DowngradeBlock" value="+TriplePlateMine1"/>
Dont work

....

I have 2 ideas left, if these dont work i delay new traps to 1.2 Stable or 1.3

 
You could have a base block that uses plantgrowing and then have the trip mine use plantgrowing.growontop as a workaround.

It means the player would need to dig a hole and plant it... but just a thought. :)

 
You could have a base block that uses plantgrowing and then have the trip mine use plantgrowing.growontop as a workaround.
It means the player would need to dig a hole and plant it... but just a thought. :)
THAT is a really, really, really nice idea

Thank you very much

I completly forgot this option

 
Perfect

A minelayer block that respawns the Mine on it.

The mine do arround 8 damage to the block that has only 11 HP

The white start block will downgrade to Red and then to rusty and finally end in a Scrap iron block

So every block(row) will cause 1-6 Mine explosions dependent additional damage from near mines or gunfire

EAACE58BE811C95AACCFC1DFE5105068F2A83C2D


That means i make now the receipe and then i test a last time all Vanilla+ Stuff.

Means i can upload the experimental 1.2 version in 1-3 Hours

I guess i make the costs like

Iron block + 3 Scrapmines + Gunpowder of one mine

Edit:

Hmm maybe i add a upgrade path for easyer fixing after a battle

 
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Version 1.2 experimental

Experimental means even more on own risk. I cant say currently if its compatible downwards or upwards.

I hope it is but i need some long term tests. Finaly it is a release candiate that has passed all short term tests

Known issues

-----------------

* Kill x Zombies quests doesnt count some rarer zombietypes (no other effects or consequences)

https://drive.google.com/open?id=1pEw2If7UfKet4hYax45Nc653NkOLowBa

Different to the stable release i offer no switchable files as options.

(Its not optimal for the idea behind modlets.But-)

The quest modlet contains stuff for different modlets, ingame these things will not show up without the additional modlets activating them.

This moment its all in the "startclasses all" modlet.

Startclass, long term quest (which include player own Vending machine) start all by finishing the vanilla quest to find the trader

Instead of changes here the complete list of features

For small server admins

For nomads

For Builders

Less painfull Startgame

Long term gaming

-------------------------------------------------------------

* Respawning Boulders

* Respawning Cars (Adapted mat1k Modlet)

* Respawning (over cross) Trashbags, Bird nests, Gore piles

* Broader Gameoptions (Adapted Red Eagles Modlets)

* Trader advertisements (Red Eagles Modlet)

* Undestroyable Blocks + Hoovering Plates + Tool (cm menue only)

* Bigger Backpack (Adapted Stedmans Modlet)

* Bigger storeroom for Vehicle (Adapted Stedmans Modlet)

* Expensive Ability Progression

* 0XP Bandana

* Additional Cloth recipes

* Easyer Survival/Stamina perks

* Golden Coin

* Gravel 5 Glue

* Sand 5 Glue

* More Coffee in Vending machines

* Trader reset all 2 Days

* Stacksize of Buff Notes = 20

* Selfupgrading Steelframes and wet Rconcrete blocks (Stacksizes 20 000)

* Boxes that give Skillpoints(cm menue only and in Starterclasses) (In Quest Modlet)

* Boxes that give XP(cm menue only) (In Quest Modlet)

* Optional Startclasses/Equipments (In Quest Modlet + enabled by swapable modlet)

* Questline that reduces RNG luck influence by offering Beaker,ToolnDie Set, Magnum, Ak, Chainsaw , Auger and vehicles during longer gameplay (In Quest Modlet + enabled by swapable modlet)

* Vending machine that sells you additional Ammo and some other stuff (Questreward) (In Quest Modlet + enabled by swapable modlet)

* Mine layer Block, a Block that spawns Plate mines above

Changes that 1.21 will have

* Added a 5 Skillpoint Box to the bedrol quest. (so that with the normal 6 Startclasses the player has again 10 Extra Skillpoints) (Didnt liked the starts with only 5 Skillpoints that came with the startclass Box)

* Reduced the proportion of gore piles in the stuff respawner a bit (i guess 10% of the goreblocks V1.2 Spawned are now trashbags and birdnests. Testplay will show it, want a bit less goreblocks as respawn)

* Add this moment a adapted version of "Quasi's Quicker Scrapping". Want it possible to scrap the items from cars during you are on a wrench tour, sorry 6 minutes for a stack of 5 Car coolers is not really fun

 
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released (link in previous post)

(i start now a long term testplay on a rwg map with the seed "xxx" )

Ahh and btw the Minelayer finally (all4 stages the last is a massive scrap block)

71BA8F24A62F69C3C4835078C5198572760900CC


 
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I dont want to add this to vanilla+ (Dont want changes in Vanilla+ that maybe dont work on weaker PC´s)

but i use additional a edited version of Razors "Modlet - Faster Vehicles "

https://7daystodie.com/forums/showthread.php?95488-Modlet-Faster-Vehicles

(Not really much tested but the short term tests feeled really nice)

I was so free to extend your modlet.Maybe you like it and offer a extended version ?

Makes more sense as if i offer a Vehicle speed mod too.

Just test it, its nice

Code:
<set xpath="/vehicles/vehicle[@name='vehicleBicycle']/property[@name='velocityMax']/@value">7,13</set>
<set xpath="/vehicles/vehicle[@name='vehicleBicycle']/property[@name='motorTorqueMinQ']/@value">1500</set>
<set xpath="/vehicles/vehicle[@name='vehicleBicycle']/property[@name='motorTorqueMaxQ']/@value">3000</set>
<set xpath="/vehicles/vehicle[@name='vehicleBicycle']/property[@name='brakeTorque']/@value">3000</set>	

<set xpath="/vehicles/vehicle[@name='vehicleMinibike']/property[@name='velocityMax']/@value">18,13.5</set>
<set xpath="/vehicles/vehicle[@name='vehicleMinibike']/property[@name='motorTorqueMinQ']/@value">3000</set>
<set xpath="/vehicles/vehicle[@name='vehicleMinibike']/property[@name='motorTorqueMaxQ']/@value">4000</set>	
<set xpath="/vehicles/vehicle[@name='vehicleMinibike']/property[@name='brakeTorque']/@value">4000</set>	

<set xpath="/vehicles/vehicle[@name='vehicleMotorcycle']/property[@name='velocityMax']/@value">24,16.5</set>
<set xpath="/vehicles/vehicle[@name='vehicleMotorcycle']/property[@name='motorTorqueMinQ']/@value">4000</set>
<set xpath="/vehicles/vehicle[@name='vehicleMotorcycle']/property[@name='motorTorqueMaxQ']/@value">6000</set>	
<set xpath="/vehicles/vehicle[@name='vehicleMotorcycle']/property[@name='brakeTorque']/@value">6000</set>

<set xpath="/vehicles/vehicle[@name='vehicle4x4Truck']/property[@name='velocityMax']/@value">22.5,16.5</set>
<set xpath="/vehicles/vehicle[@name='vehicle4x4Truck']/property[@name='motorTorqueMinQ']/@value">6000</set>
<set xpath="/vehicles/vehicle[@name='vehicle4x4Truck']/property[@name='motorTorqueMaxQ']/@value">9000</set>	
<set xpath="/vehicles/vehicle[@name='vehicle4x4Truck']/property[@name='brakeTorque']/@value">9000</set>

<set xpath="/vehicles/vehicle[@name='vehicleGyrocopter']/property[@name='velocityMax']/@value">24,10</set>	
<set xpath="/vehicles/vehicle[@name='vehicleGyrocopter']/property[@class='force1']/property[@name='force']/@value">0, 0, .22</set>	
<set xpath="/vehicles/vehicle[@name='vehicleGyrocopter']/property[@class='fuelTank']/property[@name='capacity']/@value">40</set>
That the vehicles have problems to accelerate in inclines is simply that the wheels have no grip. Found no value for that until now

Ahh and all vehicles except the bike have now max speed without turbo, turbo is slower but has more torque

Your little left finger will be gratefull

Max speeds are maybe a bit high for average computers. No idea, works fine with my I7 4790k
 
We tried the indestructible blocks, because we considered to make our server prison out of them, instead of bedrock blocks. But when someone manages to "destroy" them, in the moment when they downgrade to itself, they also drop a duplicated block. So for the moment we do not use them for the prison, because we do not want to get them in the hands of players. Is there a way to make them not dropping duplicated blocks?

 
With which block/shape you was able to destroy/pickup the block during downgrade ?

I was never able to do that

Hmm or you have been hit by the same (rare) bug that allowed some players to dig bedrock. Is that possible ?

 
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I love the indestructible block mod so much I went ahead and created an entire set of block shapes. Like all, 50. Plus the vault door and hatch.

I have not see any bugs. And with my tweaked ـber Digger. (1000rpm & 120000 block damage) I haven't been able to destroy any of them.

 
I love the indestructible block mod so much I went ahead and created an entire set of block shapes. Like all, 50. Plus the vault door and hatch.I have not see any bugs. And with my tweaked ـber Digger. (1000rpm & 120000 block damage) I haven't been able to destroy any of them.
Maybe publish it. I had a few requests for more blocks. But i never wanted to make so many.

Would be a win for the community.

 
Edit for future 1.21

Added (more or less again) a 5 Skillpoint Box to the bedrol quest. (so that with the normal 6 Startclasses the player has again 10 Extra Skillpoints) (Didnt liked the starts with only 5 Skillpoints that came with the startclass Box)

The good is that the player can throw away this box if he dont want these 5 Skillpoints

-------------------------------------

Anyone feedback.

Does anyone at all play the experimental ?

And if yes what class did you take. I am really courious.

My first testgame after i added the Classes was the Scrapper, the next one during i tested the Quests was the Trader, and now i took the soldier

 
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With which block/shape you was able to destroy/pickup the block during downgrade ?I was never able to do that

Hmm or you have been hit by the same (rare) bug that allowed some players to dig bedrock. Is that possible ?
I used a normal Steel Pickaxe. And not only me but also my co-admin and one player was able to get block copies during the downgrade by using steel tools.

 
For the dropping a duplicate block issue, the only thing I can think of is broken rwg. The blocks have a drop event, but they are set to count 0 and probability 0. I wonder if using the pickaxe increases the probability and count. I would suggest removing or commenting out all of the drop events in the blocks.xml and see if that fixes the issue.

Edit:Tested it out. Removing the drop events didn't work so I instead I changed the count to -10 for the drop events and that worked. So the drop event section looks like this

Code:
               <drop event="Destroy" count="-10"/>
	<drop event="Fall" count="-10"/>
	<drop event="Harvest" count="-10"/>
Edit Edit: I changed all the drop events in the experimental 1.2 one. I have my own version of undestroyable blocks so I can't guarantee it will fix the issue but it should. You can test it out and if it works, royal deluxe can update it with their next version. I don't think there is a difference between the 1.1 and the 1.2 for that particular mod so you should be able to use it with the 1.1 as well. Just replace the blocks.xml in the mods folder with this one.

VPlus-BlocksUndestroyableInCM.zip

 

Attachments

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DOWNLOADS
1.2 Experimental release,

download post here along

https://7daystodie.com/forums/showthread.php?103985-Vanilla-modlet-collection&p=942391&viewfull=1#post942391

Version 1.1

[Mid term tested with A17 Expect no issues with A17.1e B8 but only short term tested]

Is not compatible with 1.0, all modlet own Items/Blocks are renamed. (Means the items/Blocks will disappear if you install 1.1 over 1.0 during a game, or worse you get neverending Bugreports)

So better start a new game or wait for the 17.1 release when you anyway start a new game

Changes since 1.0

* All modown items/blocks have a "+" in the name, for easyer finding (reason for the incompatibility)

* Questgiving crates that allow to give other XP, Skillpoints and a "Hunter" startequip

* New Undestroyable blocks: Bars, Hatch

https://drive.google.com/file/d/1xEG2Og7sQg32yU2LuCRMwXPIJqpaD1qn/view?usp=sharing

Version 1.0

[Mid term tested with A17 Expect no issues with A17.1e B8 but not teted]

https://drive.google.com/file/d/1Dh-4Fae8qYGbeGWOhQClWPXWng196E8T/view?usp=sharing

Modlet, what means that

-------------------------------------------------------------

Different to XML edits which means you cant mix different mods, modlets are a kind of links with a change.

Means you dont go in a XML and change a value. Instead you say the game. Go in file xyz, and change value xyz to X. Means you install many small files in a mod folder (its real the folder named "Mods" you place in the mainfolder of the game) and as long as the same value is only once changed you can have so many mods as you wish. Means too you can download this mod as collection and simply remove single changes you dont like.

0136657888990DBE3D8F3943030B3FF63795E952
Lovely quick way of explaining the modlet = )

 
Hmm would be nice if you can check this sollution Puschpa

My problem is that i was never able to pickup a block so first i need to try to do it on my own.

If and after i succeed i will try scwanobis fix and if it works as intended i add it to 1.21

---------------------------------------------------------------

Changes for 1.21 so far

[Done]

* Added a 5 Skillpoint Box to the bedrol quest. (so that with the normal 6 Startclasses the player has again 10 Extra Skillpoints) (Didnt liked the starts with only 5 Skillpoints that came with the startclass Box)

* Reduced the proportion of gore piles in the stuff respawner a bit (i guess 10% of the goreblocks V1.2 Spawned are now trashbags and birdnests. Testplay will show it, want a bit less goreblocks as respawn)

* Add this moment a adapted version of "Quasi's Quicker Scrapping". Want it possible to scrap the items from cars during you are on a wrench tour, sorry 6 minutes for a stack of 5 Car coolers is not really fun

[(maybe) to do list]

* Fix undestroyable block pickup

* Move the start of the Killx Zombies Questline in a startpacket the player can throw away if he dont want this questline

 
Its not that you can pick it up, it is that when you destroy it, one gets added to your inventory like seeds do when you destroy trees. I never noticed it because I usually had several of that block in my inventory anyways.

 
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