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War of the Walkers mod

Custom icons folder needs to be installed client side as well. Same with the localization file.

ok so i have to download these files to my computer and then place them into a specific file? where are these files and where exactly do i place them. I can completely new to this so i appreciate as much help as i can get thank you in advance.

 
ok so i have to download these files to my computer and then place them into a specific file? where are these files and where exactly do i place them. I can completely new to this so i appreciate as much help as i can get thank you in advance.
Copy MODs folder and Data folder and paste just inside the 7 days to die directory where it's installed on computer.

 
In order to have the rabbit trap upgrade properly, I replaced this:

Code:
<block id="2005" name="RabbitTrap(Bated)">
[b][u]<property name="Extends" value="cropsGrowingMaster" />[/u][/b]
<property name="CustomIcon" value="RabbitTrap" />
       <property name="Material" value="wood" />
       <property name="Shape" value="Ext3dModel" />
       <property name="Mesh" value="models" />
       <property name="Model" value="LootContainers/shopping_basket_empty" param1="main_mesh" />
<property name="PlantGrowing.Next" value="RabbitTrapFull" />
<property name="DowngradeBlock" value="RabbitTrap(Unbaited)" />
       <drop event="Destroy" name="RabbitTrap(Unbaited)" count="1" prob="1" />
<drop event="Fall" name="RabbitTrap(Unbaited)" count="1" prob="1.0"  stick_chance="1" />
<property name="Group" value="Tools/Traps,Food/Cooking" />
</block>
with this:

Code:
<block id="2005" name="RabbitTrap(Bated)">
[b][u]<property name="Class" value="PlantGrowing" />[/u]
[u]<property name="PlantGrowing.FertileLevel" value="0" />[/u]
[u]<property name="PlantGrowing.GrowthRate" value="30" />[/u]
[u]<property name="PlantGrowing.LightLevelStay" value="0" />[/u]
[u]<property name="PlantGrowing.IsRandom" value="true" />[/u]
[u]<property name="PlantGrowing.GrowIfAnythinOnTop" value="true" />[/u]
[u]<property name="Place" value="TowardsPlacerInverted" />[/u][/b]
<property name="CustomIcon" value="RabbitTrap" />
       <property name="Material" value="wood" />
       <property name="Shape" value="Ext3dModel" />
       <property name="Mesh" value="models" />
       <property name="Model" value="LootContainers/shopping_basket_empty" param1="main_mesh" />
<property name="PlantGrowing.Next" value="RabbitTrapFull" />
<property name="DowngradeBlock" value="RabbitTrap(Unbaited)" />
       <drop event="Destroy" name="RabbitTrap(Unbaited)" count="1" prob="1" />
<drop event="Fall" name="RabbitTrap(Unbaited)" count="1" prob="1.0"  stick_chance="1" />
<property name="Group" value="Tools/Traps,Food/Cooking" />
</block>
The same can be done for the unbaited block if you want that to carry loot as well. You might want to increase the GrowthRate value for it so that it takes longer (otherwise it would be pointless to have the trap baited).

The GrowthRate value might also need some tweaking as I just threw a number in there. Adjust to your tastes. From what I have read, it relates to real time minutes e.g. 30 = 30 real time minutes.

LightLevelStay specifies how much light is needed for it to "grow" but I believe that it always needs light and there's no way to make it grow indoors.

IsRandom can be used to make it a random timer for the growth stage or a static timer. I believe that having it random, would make it in the region of 30 minutes, whereas having it static would make it exactly 30 minutes.

I don't know how much of what I said I have right or wrong. This is all based on a quick search of the forum and I may have this wrong. If anyone with more knowledge on the growth code can clear up anything I have wrong, that would be great!

I don't kow why the <property name="Extends" value="cropsGrowingMaster" /> isn't working in this case, but I think it might have something to do with cropsHarvestableMaster.

 
Last edited by a moderator:
@ Alienz,

Thanks for looking at that. I have made a few modifications to what you posted to require placement on fertile land outside.

Code:
<block id="2005" name="RabbitTrap(Bated)">
<property name="Class" value="PlantGrowing" />
<property name="PlantGrowing.FertileLevel" value="1" />
<property name="PlantGrowing.GrowthRate" value="60" />
<property name="PlantGrowing.LightLevelStay" value="0" />
<property name="PlantGrowing.IsRandom" value="true" />
<property name="PlantGrowing.GrowIfAnythinOnTop" value="false" />
<property name="Place" value="TowardsPlacerInverted" />
<property name="CustomIcon" value="RabbitTrap" />
       <property name="Material" value="wood" />
       <property name="Shape" value="Ext3dModel" />
       <property name="Mesh" value="models" />
       <property name="Model" value="LootContainers/shopping_basket_empty" param1="main_mesh" />
<property name="PlantGrowing.Next" value="RabbitTrapFull" />
<property name="DowngradeBlock" value="RabbitTrap(Unbaited)" />
       <drop event="Destroy" name="RabbitTrap(Unbaited)" count="1" prob="1" />
<drop event="Fall" name="RabbitTrap(Unbaited)" count="1" prob="1.0"  stick_chance="1" />
<property name="Group" value="Tools/Traps,Food/Cooking" />
</block>
I also changed the time to 60 as I felt that was more /realistic/.

 
@ Alienz,Thanks for looking at that. I have made a few modifications to what you posted to require placement on fertile land outside.

I also changed the time to 60 as I felt that was more /realistic/.
Cool, I thought about the fertile ground, but then figured it's not really a plant, so I'm not going to bother. :)

I have changed mine to 90 random and the unbaited trap to three times that.

 
@AlienZ,

MY Thoughts behind this were similar, however, I wanted to limit people from just placing the traps in their base or their kitchen for that matter. I suppose that could be limited with just <property name="PlantGrowing.GrowIfAnythinOnTop" value="false" />

However, i figured the best spot to catch rabbits would be on the ground outside, so i decided to add the fertile 1 limitation. This just means it has to be on ground (dirt,snow,sand,etc). and with the nothing ontop limit, it pretty much has to be outside. I think that's a good balance for me.

I also personally didn't give unbaited traps a chance to catch anything. I did this to avoid free food with no effort.

 
Hey guys,

So I have been hard at work on V4.4 and its near done now with features. Mainly doing some polishing work on it now and then I will start testing it. The List is getting pretty big so its a lot I got to go through so I'll do my best to release as soon as I can.

Notable Features:

-Class System 2.0 (7 Total Classes now, all with unique recipes that they craft and bonuses. Also note that its not done where you choose one and that's all you get to be for that game. Its designed that over time you can master more than one.)

-Biomes (I have gone through them and done some serious polishing to them and some changes. For instance Pine Forest has more trees now but has open spaces, Forest has more trees with more clusters of dense forest. Plains now has less trees but still a little more than vanilla, Desert has way less grass now, Plus more like potatoes and mushrooms can spawn in certain biomes. Loot Crates now spawn differently in the wilderness and are less abundant. Different Resource Piles added like Oil Shale ones in Desert and Iron ones through most biomes plus more. New Resource Rocks in certain biomes for instance the Desert has Rocks that can drop Oil Shale.

-Weather Survival (Now the snow biome should be way more dangerous to survive in without the right gear, its now colder. Desert is now hotter. Forest has high chance for rain, Pine Forest is more sunny, plains is a mix, desert really low chance for rain, snow biome now has higher chance for snow.

-Immune System (20 Level System like Rest where it will effect your chances of getting sickness type buffs. Higher Immune will make it harder to get Infection, plus more.)

Bite Mark Buff - Zombies and Wildlife have a good chance of buffing you this which untreated (First Aid Bandage, First Aid Kit and Trauma First Aid Supplies Cure it) will turn into infection.

-New Bleeding System - Bleeding Buffs don't trigger the way they used to but now use a system similar to the new food healing buff system The Fun Pimps did.

-Prefabs - 5 New Prefabs to find and explorer! Including a new Class Store Prefab that has 7 Separate Rooms for each class which you need a Class Key (Crafted) to upgrade the door in order to unlock it. Inside you will find loot crates that will benefit your class

-Plus More - The List is long, I may have missed something, feel free to check the Development Road Map Link on the First Page for the extreme detailed list

 
Hey guys,
So I have been hard at work on V4.4 and its near done now with features. Mainly doing some polishing work on it now and then I will start testing it. The List is getting pretty big so its a lot I got to go through so I'll do my best to release as soon as I can.
Sounds great!

 
What about rebalancing the loot crates and storage chests,@dwallorde? The storage chests especially. They ALWAYS have a ♥♥♥♥ ton of useful loot,no matter the loot % setting. Feels kinda gamebreaking for me.

 
Hey Guys

Check out my first play test session of V4.4

[video=youtube_share;ZYnpjO5C6Vc]

Sorry for no voice, I had the video capture on push to talk...

 
Looks terrific. Wouldn't tallow be a more logical fuel for torches, though?
As far as I know fuel is fuel, I cannot have it specify which Fuel is accepted or not. So if Tallow has a fuel rating then yes it can work as well but I cannot make it the only accepted fuel type. (without making Tallow the only fuel source in the game)

 
As far as I know fuel is fuel, I cannot have it specify which Fuel is accepted or not. So if Tallow has a fuel rating then yes it can work as well but I cannot make it the only accepted fuel type. (without making Tallow the only fuel source in the game)
Ah, I didn't realize that. Thanks.

 
I know torches with fuel from true survival and after a short time you will use candles than, because to fill torches with fuel again and again is no fun.

 
Hey Guys
Check out my first play test session of V4.4

[video=youtube_share;ZYnpjO5C6Vc]

Great job, I can not wait to play this version. Excellent mod, well balanced and with many new things to do, no bugs so far, congratulations for work, loving :D

 
Check out Video #3

[video=youtube_share;6B_ucvscyY0]

Yes I would highly recommend a new map for V4.4, If not then issues may occur.

 
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