• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Vehicle Madness for A21

You can get a random spawn repeat when a spawn block is in a 'dip' in a road surface but its quite rare and can depend also on the vehicle collider height ,   i will check out the oldsmobile.  

At some point will move over to either a full c# code based spawn system or use the new gamevent system when that works properly in multiplayer . 

Ragsy !!


I for one can't complain. I was driving around with that little MotoGuppy until it was almost completely broken and out of fuel and then I found ... an ambulance. :D Well at least it has bigger storage. :D

 
Hello I was wondering if anyone has had issues with vehicles disappearing / getting teleported. I am playing with a couple of my friends and we have lost 2 cars because of it we were just curious if anyone else has had an issue. I have also noticed that the compass icon and in-game sprites are not visible sometimes and if they are visible they aren't accurate (sometimes)

 
Last edited by a moderator:
Hello I was wondering if anyone has had issues with vehicles disappearing / getting teleported. I am playing with a couple of my friends and we have lost 2 cars because of it we were just curious if anyone else has had an issue. I have also noticed that the compass icon and in-game sprites are not visible sometimes and if they are visible they aren't accurate (sometimes)
That's a vanilla issue TFP is currently working on. 

 
Thanks for providing this mod, it's certainly been fun so far!

I do have some issues with the difficulty so I will look into that.

I like the ability to find working vehicles in the world but I must say it's been a bit easy so far.  I am under level 10, have not got my forge or workbench yet but I do have 3 oldsmobiles, a vespa, a police car and a forklift truck! lol

Now I quite like the ability to find rare working spawns (I will look into how rare they are) but I certainly wouldn't like to see them removed.  I think maybe I will look into altering the repair item needed to repair these vehicles, especially as I have the extra car damage mod on which absolutely wrecks the Vespa rofl, you can only hit 2 zombies and it breaks (which is fine actually!).  If the new repair kit was either expensive to craft or locked behind the VM workbench then it would make these working vehicle spawns super valuable early game and I would actually need to be careful using them :D

At the same time I will probably look into the rarity of spawning repairable vehicles too, my world is teeming with them to the point some roads are impassable 🤣  I actually don't mind the wrecks and whatnot (though some turn into vanilla spawns when they are wrenched lol) but ive seen quite a few what I would think should be rare spawns spawning in a very not rare way (unless I am SUPER lucky, hint... I am not!).

Let me know if opinion pieces like this are not wanted on the forum, happy to not post them and just get on with my customisation :)   Cheers!

 
For anyone wondering about how the balance is affected by having drivable vehicles, I have been playing with drivable vehicles for quite a while now and I will say that although it changes how you play, it's not in a negative way. It doesn't necessarily make your play easier, just different.

 
Thanks for providing this mod, it's certainly been fun so far!

I do have some issues with the difficulty so I will look into that.

I like the ability to find working vehicles in the world but I must say it's been a bit easy so far.  I am under level 10, have not got my forge or workbench yet but I do have 3 oldsmobiles, a vespa, a police car and a forklift truck! lol

Now I quite like the ability to find rare working spawns (I will look into how rare they are) but I certainly wouldn't like to see them removed.  I think maybe I will look into altering the repair item needed to repair these vehicles, especially as I have the extra car damage mod on which absolutely wrecks the Vespa rofl, you can only hit 2 zombies and it breaks (which is fine actually!).  If the new repair kit was either expensive to craft or locked behind the VM workbench then it would make these working vehicle spawns super valuable early game and I would actually need to be careful using them :D

At the same time I will probably look into the rarity of spawning repairable vehicles too, my world is teeming with them to the point some roads are impassable 🤣  I actually don't mind the wrecks and whatnot (though some turn into vanilla spawns when they are wrenched lol) but ive seen quite a few what I would think should be rare spawns spawning in a very not rare way (unless I am SUPER lucky, hint... I am not!).

Let me know if opinion pieces like this are not wanted on the forum, happy to not post them and just get on with my customisation :)   Cheers!


Glad you have had fun so far !! 

Well the point of a beta point release is that it is a work in progress and feedback is appreciated on the overall balance to get the feel of how people are getting on and bugs they may encounter....  probably wont please everyone on the gameplay side but we always try.  From this feedback we as a team can evaluate the feedback and look to improve as time goes by. 

One point you bring up is that you wrench a vehicle and you get a vehicle spawn ...there is no code for that in VM ,   the only other mod/overhaul  i know that does that is AOO .

Unless i am mis reading what you are saying on that point .  ?

Repair tool kits for the vehicles on the roads are already gated to the VMworkbench in recipes,  with the exception of the Motorcycle and Bicycle repair tool (Both are issues atm with bicycle not spawning in world and there was one report on repair tool not working for the motorcycle ).   Some parts for repair kit are rare in world .

Vehicles in VM can when damaged be repaired with a 'standard repair kit' , all vehicles in VM have lower degredation levels already . 

Regards

Ragsy !!

 
Last edited by a moderator:
Glad you have had fun so far !! 

Well the point of a beta point release is that it is a work in progress and feedback is appreciated on the overall balance to get the feel of how people are getting on and bugs they may encounter....  probably wont please everyone on the gameplay side but we always try.  From this feedback we as a team can evaluate the feedback and look to improve as time goes by. 

One point you bring up is that you wrench a vehicle and you get a vehicle spawn ...there is no code for that in VM ,   the only other mod/overhaul  i know that does that is AOO .

Unless i am mis reading what you are saying on that point .  ?

Repair tool kits for the vehicles on the roads are already gated to the VMworkbench in recipes,  with the exception of the Motorcycle and Bicycle repair tool (Both are issues atm with bicycle not spawning in world and there was one report on repair tool not working for the motorcycle ).   Some parts for repair kit are rare in world .

Vehicles in VM can when damaged be repaired with a 'standard repair kit' , all vehicles in VM have lower degredation levels already . 

Regards

Ragsy !!


Thanks for the reply.

What I meant with the wrenching is that I wrenched a bus or a tanker or something and the 2nd stage breakdown went back to a vanilla chassis which I could wrench.  Nothing spawned it was just jarring for the tanker to turn into a car on the 2nd stage of wrenching :)  ( I guess I could have been hallucinating!!)

Regarding repair kits I did not mean the repair kits to turn repairable vehicles into drivable ones.

What I meant was that I could find working vehicles so early in the game and use the standard vanilla repair kits to repair them which are super easy to find (I repaired the vespa, the oldsmobile and the police car when it got damaged).   For it not to feel game breaking I will probably alter the VM vehicles to require a special repair kit only the VMWorkbench can create (to repair an already working vehicle, not to turn a repairable vehicle into a drivable one).   

For anyone wondering about how the balance is affected by having drivable vehicles, I have been playing with drivable vehicles for quite a while now and I will say that although it changes how you play, it's not in a negative way. It doesn't necessarily make your play easier, just different.


I had not thought about this but you could be right, I may just not be used to being able to have a bunch of cars/bikes on day 3 which are easy to repair with standard kits (when they degrade).

However, having vehicles early game very much does make the game easier, though I agree its different too, but definitely easier.  Which is why I will be changing the repair kit needed (hopefully, I have not looked at the XML) to repair the damage to existing VM vehicles.

 
Welp, I am not sure I can change vehicle repairs to use anything else, seems people have tried but noone has done it yet.  

Edit, well I found this mod kinda does it, but it seems pretty damn complicated for my poor old brain lol.

https://www.nexusmods.com/7daystodie/mods/1201?tab=description

Don't get me wrong anyway I think this mod is awesome, I only use it on my personal server to mess around with, trying to find the perfect mod combo without going overhaul (I like to play overhauls with no changes, as the dev intends! - Undead Legacy prob my fave, waiting for Subquake to stop changing stuff though before I play with A20 lol).

I am sure I will figure out a way to not ruin my own game hehe :D   Trying to make it fun though still challenging, hence a bit more focussed on extra skill points early game as the zombies are super tough to kill and hit like a truck.

For anyone interested,  server settings and mod list:

Settings:

GameDifficulty 5 (hardest)

Zombies always walk.

Feral sense at night.

No loot respawn.

Bloodmoon disabled (ImprovedHordes is supposed to be amazing)

Mods:

7DTD-Zombiepedia_Skillpoints-7DTD-Zombiepedia_Skillpoints-A20_1.0
ActiveIngredients (really nice QOL)
Advanced First Aid Kit
AGF-A20HUDPlus1.03E
AGF-Backpack72Plus1.00 (edited to have only half unlocked)
Better Quest Rewards
BetterBirdnestLootMid
BoostExpAtNight50
BrazmocksArcheryMod
BugfxFlickerTAA
Devs Traps and Plates
Doughs-PunishingWeather-Core (did not want it easy to wander into snow etc)
Doughs-PunishingWeather-Effects-Light
DxM-Rarities
Faster_Bellows
FRK_Armor_Mods (I have added a few more backpacks to this to work nicely with the 72 slots)
GK Texture Vulture Radiated A19
Harry's Vehicle Mods (installed before VM, unsure if I need it now!)
ImprovedHordes (supposed to be sweet AF, not had one yet tho!)
JaxTeller718-ActionSkills
JaxTeller718-HarsherDeathPenalties (dying was too easy)
JaxTeller718-ZombieReach (insane to play on servers without this, feels like SP now)
KHA20-12CraftQueue
KHA20-15SlotToolbelt
KHA20-3SlotForge
KHA20-AlwaysOpenTrader
KHA20-LockableInvSlots
KHA20-PickupPlants
KHA20-VehicleDamagePatch
KHA20-VehicleSoundFix
KHA20-z15SlotCompAGFHUD
KHA20-zCompatibilityAGF72
Longer Range Shooting
MadWorld_Item_Rarity_Colors
MadWorld_MoreDyes
MadWorld_More_Mod_Slots
Main Quest
MeanCloud__MedStackSizes
OcbPinRecipes (I was spoiled by Undead Legacy so thought this was amazing)
OcbStopFuelWaste
OcbWayPointIcons
Ragsy_Take_Out_The_Trash_V4_A20
SStorageStuff
StatsInDesc
StayClear (did not want zombies respawning in old pois)
TacticalAction (wish I could get rid of the chinese popup! - if anyone knows a decent A20 weapon mod?)
TacticalAction-JaxTeller718-ActionSkills-addon
TelricsHealthBarsV1A20 (this is @%$#ing awesome, so much better than normal health bars - works through bars!!!)
ThunderSn1per Corpse Remover (stops lag)
TOON Stove v2
Valmars Animal Snares
VehicleMadness_Overhaul_Beta2.0 (obviously the best!!)
WrathmaniacsBetterStartingItemsArcher

 
Last edited by a moderator:
What we ended up doing was having a lot more fun during horde nights, and the game became more about collecting cars and keeping up with them and building around them than the other vanilla aspects of the game.

Just a "different" type of play.   I agree, if you play as you would in vanilla, vehicles help; but then I think one misses out.

I do think gas is still too prevailent especially with loot respawns on, and the ability to craft gas, but blame vanilla for that. 

... Each model has to have a wrecked version of itself in order to downgrade and not look weird, I believe they're still working on making those wrecked versions.

 
What we ended up doing was having a lot more fun during horde nights, and the game became more about collecting cars and keeping up with them and building around them than the other vanilla aspects of the game.

Just a "different" type of play.   I agree, if you play as you would in vanilla, vehicles help; but then I think one misses out.

I do think gas is still too prevailent especially with loot respawns on, and the ability to craft gas, but blame vanilla for that. 

... Each model has to have a wrecked version of itself in order to downgrade and not look weird, I believe they're still working on making those wrecked versions.


Ah thanks regarding the wrecked version, I think it was a the tanker.

Yeah I like how Undead Legacy has done the gas, solves the problem nicely I think :D

 
View attachment 23033

These vanilla busses will be included in one of upcoming updates ....  on that note we are pleased to say that Éric Beaudoin has joined  the  Vehicle Madness Team and already has done some nice work on the workings stiffs truck , Mo Power truck  and the vanilla ambulance for the A20 first release version  .   🙂

Ragsy !!!
Any plan to work on the vanilla sedan and miltary truck?

 
Any plan to work on the vanilla sedan and miltary truck?


Yeah Ericbeaudoin is part of VM Team now so at some point will hope to get those included ...  I think Snufkins Server side vehicles has them in already I may be wrong but i am sure i saw the working vanilla sedan in that in the past .  

I absolutely agree... I feel like you get WAY too much gas from oil shale... I feel like they need to make us work harder for gas 😛


We did make it that you need more oilshale to make gas in VM .... wether it was enough is another thing lol ..... but in general even in my vanilla plays before integrating VM into A20  i felt that vanilla loot was for me in general way OTT I i was playing 100%  not 200% like some do ,   will address that as we move on but as TFP keep evolving the loot systems we have to fight for a balance each release lol

Ah thanks regarding the wrecked version, I think it was a the tanker.

Yeah I like how Undead Legacy has done the gas, solves the problem nicely I think :D


Yeah tanker needs a natural downgrade version maybe a couple of others in there too ... we are working to get all wrecks to the 3 stages in future releases and add more to the mix ..  always looking to improve variations in wrecks in long run. 

Regards

Ragsy !!

 
Last edited by a moderator:
If possible as well, could we get a standalone mod that just includes the vanilla vehicles?


Eric is producing the vanillas as standalone versions in his mods thread .... not sure at the moment wether he will expand that side as standalones ...   I am sure he will at some point . 

Ragsy !!

 
Yeah tanker needs a natural downgrade version maybe a couple of others in there too ... we are working to get all wrecks to the 3 stages in future releases and add more to the mix ..  always looking to improve variations in wrecks in long run. 
Did you look at "The Headquarters" mod? it has nice wrecks, it still works (with few fixes in config), just have black textures bug.

i suspect its abandoned mod, but it would be great to have those wrecks in VM mod (with fixed textures).

anyway, about gas, i personally play with decreased loot, (even set in MP) but its still lot of gas in the end, we don't even craft it, we simply use what we found :D

but as we travel a lot, especially when we finally get more than one vehicle, then we use lot of Gas. :D

decreasing loot is good choice i think

 
Last edited by a moderator:
Do the salvage changes to cars support wasteland treasures volume 3 (acid drops from car wrecks)? I have scrapped countless cars and I haven't gotten a single acid from them. And I doubled checked I had read that volume too.

 
Back
Top