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Vanilla+ modlet collection

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.
Yep, this is what I meant. Maybe my description was a bit confusing. It slips into the inventory :)

 
Thank you all for reporting the bug and help me with feedback

1.21 comes soon

Edited the folowing to clear and current list

* Undestroyable blocks put no more blocks in your inventory

* Undestroyable blocks give no more scrap iron

* Gun safes give more steel when harvested (arround 1 per Gun safe)

* Gun Safe respawner

* Bedrol quest give a 5 Skillpoint Box

* Bedrol Quest start now the KillXZombies Questrow as a item the player can throw away if quest is not wished

* Added 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

* Changed the Skillpoint giving Startboxes (Dont work as expected, still redoable, but no drawbacks to prior system. Maybe i can later make it work as i hoped)

* Fixed that only white cars respawn

* Raised the chance for a oil barrel in the Car respawner from arround 3% to arround 5%

* 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)

* Stuff has a new placeholder model for the respawner (Safe has this too, fits better into houses)

* Cars new respawn time (720 Minutes/12h)

* Boulders new respawn time (720 Minutes/12h)

* Stuff new respawn time (720 Minutes/12h)

* Boulder give no more overdamage to the placeholder

Things i need to check during longer testplay

* All respawner now 12 Real hours

 
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Anyone last wishes for 1.21

I testplay now the start once and if this works i upload 1.21.

The 12h respawn timer i test during a new longer term game. But i checked the respawner with a 1 minute timer and then i changed only the timer. So if 720 Minutes are no problem for the engine it should work

 
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Version 1.21 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)

* Possible exploit if Death is Death played on a server (Get Skillboxes, die use Old skillpointboxes with new char)

Sollution is to replace the optional Skillpoint Boxes with fixed skillpoints as reward

https://drive.google.com/open?id=1ZH9YtemlSBsXEAfMUz5F0nKZJ7E2CLQU

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

Since 1.21

* 5 Skillpoint Box for the Bedroll startquest

* adapted version of "Quasi's Quicker Scrapping

* Respawnable gun safes that give now more Steelingots (1 with low perks on average)

+ Fixed some issues (dont list them again, look in the last posts if you care)

 
No problemo!

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.
Absolutely! I wouldn't want to have published/shared anything based off of someone else's idea. But I'm more than happy to since you say it's ok. :D

I've added (I think) every shape of block. Plus the Heavy Vault Door and Hatch. As well as a full size garage door.

I commented out a Fire Buff on the barbed wire. I have the mod that adds a heated barbed wire trap that sets zombies on fire.

I'm not sure if it would work without the other mod. But if you have that mod installed. Or if anyone wants to apply that buff to the barbed wire, just remove the <!-- and the -->

http://s000.tinyupload.com/index.php?file_id=09425963737442864787

 
Anyone see problems with A17.2E ?

[To do]

* Remove blockdamage from broader gameoptions (its now 2 different values i add later)

* Reduce Coins from trader startclass (well, maybe i guess i need a testplay to be sure if that make sense)

- - - Updated - - -

But I'm more than happy to since you say it's ok. :D ...http://s000.tinyupload.com/index.php?file_id=09425963737442864787
Perfect, when 17.2 goes stable and your file is still compatible i can link it in the download post at start of this thread

 
* Removed the outdated Blockdamage option

* Reduced amount of Coins in Trader Startclass by 500

* Raised Amount of coins from trashbags by arround 2000% (means ionstead of 1-5 you get arround 70-100, but you need really many trashbags to get money at all)

* Raised the chance for closed Registers (from 25% to 66%)

* Raised amount of money in registers from arround 40 to 200

Anyone see other sensefull edits for V+1.22 for A 17.2 ?

Edit:

Added additional values to the new blockdamage options (Based on Red eagles modlets)

Added additional values to the Loot respawn time

7931E6E785F719CD1EAA5E098804D2C223C95E6F


 
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Royal Deluxe -- Thank you so much for your hard work on this! I really appreciate it. I'm looking to utilize your Modlet collection in a Dockerfile to quickly and easily build a 7DTD server that contains your modlets.

I'm having trouble getting the Google Drive link you post to download via command-line in Linux. It seems no matter how I try to download this via wget, curl, or lynx utilities.. I'm unable to download and end up with a file that I am unable to unrar. Google Drive works great when using a normal web browser, but it seems like it is not easily geared to allow the files to be downloaded via a script.

This problem would be resolved for me if you released your collection via github. You could still provide a static URL link via your first post here, but everyone could download it from github instead of Google Drive. From the perspective of anyone downloading your collection via browser, it would actually be more streamlined than Google Drive as Github allows direct link & download of a file unlike Google Drive where you have to click the link and then click the download button. Github is totally free and there is even free GitHub Desktop software that can be run from Windows to make it easy to upload new versions of your collection, if that is your OS. You could publish different releases of your collection through github, which is how you could differentiate different branches of your collection for the different game server versions.

Github was designed for the managing software releases, which when you think about it, is more or less what your collection is (a collection of software 'code').

I know I may be in the far minority here using Docker to create a 7DTD server. But my goal is to make it easier for people to create 7DTD modded servers, and try to take some of the technical complexity out of the process. Even if you don't switch to Github, I implore you to please consider at least changing to a service that would allow you to create a file something like "latest.zip" where the download URL would not change with each release but would always refer to the latest version. Github would do this for you automatically via its master branch raw URL to your download .zip file. As time moves on, I am confident more people will be using Docker and others will encounter the same challenge I have.

 
One more thing I noticed.. Linux cares about the case-sensitivity of filenames, unlike Windows. I noticed in your collection your files are named modinfo.xml instead of ModInfo.xml. The 7DTD game server is specifically expecting "ModInfo.xml" so when you start 7DTD, the game server skips installing any of your modlets as it is unable to find the ModInfo.xml file. Your entire collection requires the installer to go through and rename each modinfo.xml to ModInfo.xml. Your modlet collection would be more readily usable under Linux if you could rename these files as part of your release cycle to include them as ModInfo.xml inside your .rar file.

While it is trivial for an experienced Linux admin to find and rename these files.. it would be more ideal if you could correct this on your end so as to not require this extra step. I'd imagine most people running 7DTD under Linux would either encounter this problem and not know what to do (and move on away from your collection) or would realize what is wrong and would have to rename all these files by hand.

For anyone on Linux encountering this currently, here is a one-liner you can use to find and fix all of these filenames:

find . -name modinfo.xml -exec bash -c 'mv "$0" "${0/modinfo/ModInfo}"' {} \;

* Run the above command from inside your $7DTD_INSTALL_DIR/Mods directory, after you install this modlet collection

Thanks

 
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I renamed all modinfo files (Will be in 1.22 release)

Github....

i really really hate it when webpages like github want to force me using special characters in my passwords.I have a simple system i use for all my passwords.

As a example (with a diferent formula)

Github would be

7 for G

i overtaken from github

33 as a string i add allways on this place

hub again overtaken from the webpage

= 7i33hub

This way i can have different passwords for all my 50 Websites and other stuff i use passwords.

But NOOOOOOO a very smart ♥♥♥♥♥♥♥ of programmer means i am not allowed to do that.

So i set a password i am sure i forget in 2 months and i will never again be able to access my stuff

Rant over

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

ohh sorry, thought i wrote in my mod thread. Anyway
I try it later again. After accessing it i simply was not able to find out how to upload files.

10 000 tons of (for me) useless gimicks . But the 2 things i really want i was not able to find

* Simple drag and drop upload

* Download counter

 
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I did find a way to get your download to work via Linux CLI script. That was really my biggest issue. The code is a bit tricky. But in case anyone else runs into this issue, here is the code I'm using to perform the download via Linux CLI.

# bash function:

# Syntax: gdrive_download <google_doc_unique_id> <output filename>

function gdrive_download () {

CONFIRM=$(wget --quiet --save-cookies /tmp/cookies.txt --keep-session-cookies --no-check-certificate "https://docs.google.com/uc?export=download&id=$1" -O- | sed -rn 's/.*confirm=([0-9A-Za-z_]+).*/\1\n/p')

wget --load-cookies /tmp/cookies.txt "https://docs.google.com/uc?export=download&confirm=$CONFIRM&id=$1" -O $2

rm -rf /tmp/cookies.txt

}

Thanks for adjusting the capitalization on your modinfo.xml files! I really appreciate it and the fine collection you have here!

 
Time to cleanup the startposts

(so that i can posts new pictures i make totad during my last testplay of A1.22 before release)

Dont wonder the next 1-3 Posts are backups of the earlyer version release posts

 
The old thread starter from before 1.22

Aims of the mod-------------------------------------------------------------

I try to make a mod that remove the pain at gamestart and fill all these gapes you will perceive if you dont play the game on default settings as singleplayer. Specially towards Death is death playing on a 10-20 slot server with a half time admin.

Thats why some edits are only available for the admins. But builder and nomads get a few goodies too.

I try to make the whole collection so that the server can push the files to the client. Cant guarantie that for ever, but until now its this way, and i guess i can keep that.

For small server admins

For nomads

For Builders

Less painfull Startgame

Content 1.0

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

* Respawning Boulders

* Respawning Cars (Adapted mat1k Modlet)

* 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

* +10 Skillpoints for Bedroll Quest (V1.2 make it a option)

* 0XP Bandana

* Additional Cloth recipes

* Easyer Survival/Stamina perks

* Golden Coin

* Gravel 5 Glue

* Sand 5 Glue

* More Coffee in Vending machines

* Trader reset Daily (1.2 change that to 2 days)

* Stacksize of Buff Notes = 20

* Selfupgrading Steelframes

Content since 1.1

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

* Questgiving crates that allow to give yourself or others XP, Skillpoints and a "Hunter" startequip (cm menue only)

[WIP 1.2] In Testplay

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

Fixes

* [Done] Undestroyable Blocks = Weight only 1

* [Done] Selfupgrading Steelblocks need one additional Concrete mix in future

* [Done] Selfupgrading Steelframes Stacksize 20000 (Enough balanced by materialcosts)

* [Done] "+Placeholder" scrap to Fibers

New Content

* [Done] Optional Startclasses/Equipments

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

* [Done] Craftable wet rconcrete block (Cost 2 Concrete mix more than the normal way)(Stacksize 20000 too. Enough balanced by materialcosts) )

* [Done] Questline that reduces RNG luck influence by offering Beaker,ToolnDie Set, Magnum, Ak, Chainsaw , Auger and vehicles during longer gameplay

* [Done] Add Pillars and Ramp corners to the undestroyable blocks

* [Done] Vending machine that sells you additional Ammo and some other stuff (gated by the Barter Perk)(needs testplay for balance)

Additional Ideas or content maybe for later. Thats no real planing, only ideas i could mod.

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

(RWG EDITS not before TFP overworked RWG)

* Change of biome Dekoration

* Larger biomes

* Rebalance of RWG Trader amount ?

(Item and IMod EDITS not before TFP overworked Items and Item mods)

* Torches = greater chance to burn enemys

* Super expensive, Buy only, Purse emptying, Endgameitems

* A way to craft color mods in other color mods. No idea how i would balance it

* Mainmenue edit to show that mods are installed

* Craftable blueprints (Heating, Cooling, Bags)

* Really only as a idea i like but dislike too: Raised loot @ the startbuff

* Make Grilled and boiled meat available without perk

Dear Google

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

Vanilla+

Vanilla Plus

Vanilla plus

VanillaPlus

Vanillaplus

#Vanilla+

#Vanilla Plus

#Vanilla plus

#VanillaPlus

#Vanillaplus
 
The old second post from before 1.22

DOWNLOADS
1.21 Experimental release,

download post here along

https://7daystodie.com/forums/showthread.php?103985-Vanilla-modlet-collection&p=945023&viewfull=1#post945023

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
 
Backup of old posts i edit this moment

Golden Coins for easy transport. Craft 1000 Casino coins in one golden coin or the other way

81C3286E4E6CF41B94319D5A5D8F6BE0D08F2DE1


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

More Clothes you can craft, expensive at material costs, but if there is nothing to loot you have a chance to survive the weather.

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

Bully Bandana with -100% XP, if you dont want to learn anything

CA3179CC390D937AF949D6A3698F4E8CEAC38040


You like to make pillars until bedrock, or fill rooms with steelblocks.You are allways annoyed that you need to wait until the concrete is dry until you can upgrade it to steel, and you need so to make breaks after each layer ?

Here they are

Selfupgrading Steelframeblocks

Place them and wait, they "dry" into steelblocks

And cost you only one steel ingot more as if you take the Rebar > Rconcrete > steelblock route

B59F8FD5DA67C26D6306C783E077CE0A2FACF70E
 
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Undestroyable blocks(inclusive a door, Barbwire (with a bit more damage) and a cubic storage crate)

Well not really undestroyable, but de facto

These blocks are CM menue only

(Search for "tit" to find the titanium Blocks and tool)

D988BD402354F8C9824AF2A46BA16F0EC492199D


As you can see at the door these blocks can take a normal amount of damage.

But as soon as these blocks break they will downgrade in a undamaged version of themself.

The only way to get rid of them is upgrade them into a normal haybale

Before more damage + Upgrade

D2A788868C5664D213C943F8073D067E46151C27


After more damage + Upgrade

9E3A10CB1EFB8C30CF872396543D126806155B33


Additional i added hoovering blocks that if placed on bedrock or a pillar of undestroyable blocks from bedrock can make your "(Spaceship-)Poi" hoovering

8D3B786D9A7AE4B3EB45F561A59EB14D661C176F


Be carefull and NEVER give a untrusted person the Titanium Ingots, to upgrade the unbreakable blocks you need the titanium Wrench and ingots as material.

The idea behind this modlet is the abilty to offer Griefer protected Bunkers and/or Storage

Further until fixed you can make ramps your vehicle will not destroy

1.1 Added

* Hatch

* Bars
....

template

....

Explanation:

Testet: Yes

Compatible: Yes, all Modlet and game versions

Affected Modlet files:

Adapt this Modlet: Medium, edit values in the modlet or remove modlet.

Code:
Credits: Thanks to ....

color%5D



img%5D



img%5D


 
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EDITED: I had a question about the rock respawner mod, two actually but i figured one out, so on my main single player game my placeholder grass turns into metal sheets that are lootable instead of rocks... but I made a new test game file and it seems to be respawning them fine on there with the same mods and whatnot I'm not sure what I'm doing wrong... here is the mod folder if u would like to take a look https://drive.google.com/open?id=1ONruMoKJ2Zd0bnDim2nJVtzvvnQYk2Fr

 
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See no issue in that file.

ohh wait values cant be much bigger than 30 000

the 500 000 can screw the table

Btw: My new version remove the damage passtrough.

Because of the A17.2e patch today i release it later in arround 18 Hours after testing all my modlets with the new version

Damn testing and writing the startposts take really too much time :crushed:

 
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