Server Admins
Server Issues => Server Announcments => Topic started by: Sandman[SA] on January 25, 2022, 12:24:27 am
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I have been thinking about this for a little while and finally decided to make it happen. I setup a 24/7 dedicated 7d2d server for us to play on whenever we want. And I have admin setup and working as well. So, anyone that likes to play 7d2d, is welcome to join. It's called "The Sandbox Fun House". No password. As of patch 20.7, if you can't find the server normally by name, you can try connecting to the server IP address. 174.173.174.231 port 26900. It should show up from then on. Just remember to set it to your favorites.
You will need to download and install this mod pack in order to play. It gets updated fairly regularly. So remember to grab a fresh download if you haven't played in a while. Mods.rar (http://killerz.dns2go.com/files/Mods.rar) Note: This mod pack has been consolidated for client required files only.
This is new. But if you want the complete server package, download this file. ModsFull.rar (http://killerz.dns2go.com/files/ModsFull.rar)
If anyone here would like admin, please PM me your steamID64. You can find it here. Steam ID Finder (https://www.steamidfinder.com/)
EDIT: To connect to my server, you will need to disable EAC (easyanticheat). Just right click on 7d2d from your steam games menu and select "show game launcher". Then remove the check mark from EAC and click "Run & Save as default".
** General game discussion (not server specific is here: http://www.killerz.dns2go.com/smfbb20/index.php?topic=43.msg386#msg386 (http://www.killerz.dns2go.com/smfbb20/index.php?topic=43.msg386#msg386))
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Congrats, Sandman. Hope it gives you many happy playing moments. I won't be joining you, but that isn't because I don't like you. I just don't play anything that intense anymore.
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It's only as intense as you want it to become. You won't lose anything if you die. And on my server, traders are a safe haven and won't kick you out at night. So, you can use them as an indestructible horde night shelter if you like. You still can't build inside them. Also, gathering, crafting and building has been made noticeably easier and you can level up really fast.
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Ah THIS is the thread I need! Thank you!!
Plus you already KNOW my SteamID ;)
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Plus you already KNOW my SteamID ;)
Not your Steam64ID.
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So, I just finally upgraded the processor in the 7D2D server. Went from a Intel Core i7 930 to a Intel Xeon X5690. I will eventually make this system the replacement server.
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Plus you already KNOW my SteamID ;)
Not your Steam64ID.
If you have one, it is relatively easy to find the other.
Many sites such as http://www.steam64.com/ or https://steamid.io/lookup/
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I just updated to first post. So, if you're planning to play soon, please have another read.
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I just updated to first post. So, if you're planning to play soon, please have another read.
Roger that
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I've made some updates on the first post. Mainly, Server IP has changed, and the server is now open to the public.
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I have been doing some work on the current 7D2D server to help improve the system performance and playability. I've done tons of mod tweaks and adjustments to help get all the mods I have to work together smoothly. Lots of tuning to the system itself to help keep the speed up and the heat down. And just today, I replaced all the ancient Cat 5 cabling in my house to brand new Cat 6 to better support my new gigabit network hardware.
The server mod list is constantly changing as I'm regularly trying and testing out new content to see what works and what doesn't. And without getting too out of hand with entire game altering mods that completely change the way the game is normally played. Darkness falls mod is a prime example of what I don't want for the server.
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Wow I am really impressed on how this game has come along! Finally with Sandman's help got back into the server! So glad that when I die I won't lose all my crap.
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Yeah, it has changed a lot since you last played. It was nice to see you pop in.
By the way, I made a bunch of mod tweeks and repairs on the server over the past week. So, the mod pack dated 9/14 has been updated with those new changes.
The furious turrets had lots of problems. Fixed all of the botched crafting parameters. Gave them small descriptions besides "it's a decoration". lol. And gave them colors so it's easier to identify as a mod weapon. The HD Junk turrets got new names and now have descriptions. They are similar to the regular junk turret, only slightly updated.
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Yeah, it has changed a lot since you last played. It was nice to see you pop in.
By the way, I made a bunch of mod tweeks and repairs on the server over the past week. So, the mod pack dated 9/14 has been updated with those new changes.
The furious turrets had lots of problems. Fixed all of the botched crafting parameters. Gave them small descriptions besides "it's a decoration". lol. And gave them colors so it's easier to identify as a mod weapon. The HD Junk turrets got new names and now have descriptions. They are similar to the regular junk turret, only slightly updated.
So I download from your OP post and replace the mod in the mods folder?
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So I download from your OP post and replace the mod in the mods folder?
Well, it's best to download the latest mod pack to replace your existing one. Where I sometimes post update news, it's generally only big highlights. Some smaller updates and fixes won't get announced.
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As of today, the 7D2D server got a fresh map reset. No new mods but several new POI's. Most have been altered from the downloadable originals. Including a military base where I did include the original and modified versions. And there is a huge mall to explore. Also, it's a bigger environment now too. Went from 6k to 8k.
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I did a few more small changes to the furious turret lineup. Each exotic turret will now require that specific weapon schematic in order to craft it. Also made some other adjustments to them. Damage output, repair cost, craft cost, economic value, fire rate and so on. And lastly. A new 44 magnum turret that's been added to the lineup. But is still a work in progress. It's a little bit stronger than a basic SMG turret and has a little more craft cost, repair cost and range as well. If you have a pile of cash burning holes in your pockets, all of these turrets will be randomly available for purchase from any trader's secret stash.
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I've been working feverishly on what I have in store for the next 7d2d server reset. I've got a couple more custom POIs. Including a fairly large welcome center that houses 5 traders inside of a moat style base. It's unprotected so you can do what you please there. Also, no hope mall is back and better than ever! Many previous custom POIs have some small reworks like growing gardens and working (not broken) workstations and lights are turned on. Only a bit on the dim side so it's not blinding during the day. I'm not sure if this is going to work as planned, but all traders should be getting a similar treatment. Minus the growing gardens. Those places are protected and you wouldn't be able to harvest them without a modded lawn tractor.
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A fresh map has been started and the mod pack has some updates. Some plugins have reworks. And a couple of new QoL mods added. Namely a lock pick mod and a couple of new foods. Also, 2 new big POI's. A moat style welcome center with 5 traders inside (NOT PROTECTED) and No Hope Mall makes a return. Not to be confused with the dod mall. Other POI's had some noticeable changes. Mostly growing gardens, lighting changes and general repairs. The biggest of the POI changes are the traders. All 6 of them. Including The Mechanic. They all got (let's just say) a major overhaul. The Mechanic now has a large garage door. Other things like every trader now has fully functional work stations. All new lighting. All new shelving and counters, and they are all lootable. And some other noticeable changes around their bases.
Edit: Sorry about the confusion. I thought I had uploaded the final reworks of all the traders to the server, but I missed 1. Trader Rekt only has the work in progress version. Maybe I will reset the world again if no one joins by tomorrow so it has the final version. We will see.
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If anyone want's to come and look around at the work that I put into the server, now is the time. A21 is coming soon and it will all be gone when the update drops in a week or so.
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If anyone want's to come and look around at the work that I put into the server, now is the time. A21 is coming soon and it will all be gone when the update drops in a week or so.
So has A21 come out yet? Should I wait until after Dave does my upgrade? I contemplated about heading in tonight out of curiosity but .. I don't know how long I could really stay in for anyway with having to be up for 9am Sunday.
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Alpha 21 hasn't dropped yet. I suppose they are still working out some issues with it.
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Just a heads up. The 7d2d server is down until farther notice. I had accidently hit the reset button while it was running. And now, it simply won't load into windows. It stalls on the windows logo screen.
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Just a heads up. The 7d2d server is down until farther notice. I had accidently hit the reset button while it was running. And now, it simply won't load into windows. It stalls on the windows logo screen.
(https://media.tenor.com/jHDXiZUlaTAAAAAC/what-the-hell-eric-cartman.gif)
Just when I had the time to jump in too ... Oh well ... my mom will be calling anyway ... guess I can just .. do that.
So what is your ETA on a fix?
My ex Steve currently is playing 7DTD but I wanted to play with you as you are nicer and your server I already know. :P
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I'm not certain. The computer is pretty old now and it has been struggling to keep up with the demands I place on it. So it might just be that time where I break down and build a cheapish modern system that can keep up.
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I'm not certain. The computer is pretty old now and it has been struggling to keep up with the demands I place on it. So it might just be that time where I break down and build a cheapish modern system that can keep up.
OKay I understand. Well, keep me updated
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So, I was unsuccessful in getting the 7d2d server PC to boot back into windows 7. I tried swapping everything but the mainboard, nothing seemed to work. Even with a fresh install of windows 10 on a new SSD, it would lockup 2 minutes after windows loaded. So, I went ahead and spent a good bit of money to build a brand new server PC.
So here are the specs...
Intel Core I7 13700K
Asus Prime Z790-P Wifi
64gb G-Skill Ripjaws S5 DDR5-6000 (4x16)
ASRock Challenger Pro AMD Radeon RX 6750 XT
Samsung 980 Pro NVMe PCIe 4.0 1Tb
DeepCool AK620 tower cooler
Lian-Li Lancool 216 case
Windows 10 pro
(I did get a copy of windows 11 pro with this package, but I don't like it. So I won't be using it any more.)
The system is built and up and running. I just have a ton of updates and such to do to get it up to speed. Then the tedious task of getting everything moved over to it and getting it all working.
EDIT: The 7D2D server is restored.
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Woohoo!! I remember you telling me about this when you called!! :)
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Woohoo!! I remember you telling me about this when you called!! :)
I did, didn't I?
So, 7D2D has updated to A21 with a huge list of new changes to the core of the game. Most are subtle to notice. But they even made a huge assortment of new POI's. Including all 5 trader bases are brand new. I've made some mild changes to them on my server. I've spent weeks porting old mods, trying out new mods and rebuilding custom POI's, trying to get the server back to the way it was before. And it's almost there. I've been play testing it for a while now, trying to sort out as many bugs as I can. So if anyone is willing to come play, pay attention to the mod pack date as I have been updating it frequently.
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Okay the way I figure things, after Uncle Alfred is moved to his new apartment on Aug 1st my mom will have less to do over there and once I have the 2014 CRV instead of my 2005 Pontiac that will be one less thing to worry about and I want to get Dave to upgrade by PC finally for August. That is my plan anyway. Been long enough but I have been awfully busy.
Point being I hope to be playing 7DTD on your server within the next 2 weeks.
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Okay, sounds good. I've been working hard getting the server dialed in and working smoothly. So far, it's looking really good.
There are some new features in the game that I find a bit taxing. Like for instance, now you have to read a literal ton of books to progress and unlock stuff. But there is a couple of mods in place to help with that. Mega book looting is nearly guaranteed that you will find books and schematics and you can craft and read any and all schematics and books with schematic crafting. Giving that you have the resources for it. CJ's super tools, weapons and traps is a mod that follows the old progression method. Meaning you need to read all 7 perk schematics for a particular perk that governs the weapon, tool or trap you want. Easy to unlock with schematic crafting but expensive to craft those super items. But then again, with how OP these super items are, I feel it's worth the expense.
This is special to my server only, but trader bases can be a safe haven to help you get on your feet to build a base. All traders have working work stations and are always open. You just can't build there. Trader Jen even has an on-site water source. Default to A21, empty water jars were removed from the game. But on my server, they are still there. Perfect for making drinking water the old fashioned way. Dew collectors are the new thing now. And on my server, they produce 3X the amount of water, 10x faster.
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I've been doing a lot of testing on my own. For what I can see, everything seems to be working very well. Only an issue with the claim repair tool where it gets stuck trying to repair a block that can't be repaired. You will normally see it glow green when it's working. But when it locks up, the glow turns red. A remedy that seems to work so far is, turn the claim repair tool off, find and destroy the block inside your claim zone that can't be repaired at all. This could be something like an abandoned car or truck or vending machine causing it. Turn the tool back on. If it glows green again, you found what it got stuck on.
Edit: Issue fixed by changing the load order of that mod by renaming it so it loads first.
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Dave is working on my PC with the updated parts but now I need a power supply. So still a bit of a wait but Dave did let me borrow his gaming laptop. I still have my dad's laptop plugged in (which I am posting from right now) but will switch it his after I get in touch with my mom. I did not get home in time for prayers with her at 3pm. But once my computer is up and going it will be exciting to see all the new changes in 7DTD!
I sent a text to your cell
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Yeah, the server has changed drastically. There is a ton of new things to see and do. And craft, if you're into that sort of thing. You can craft just about anything available in the game. And then some. Good luck with your system update. I hope that new PSU comes in soon.
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Yeah, the server has changed drastically. There is a ton of new things to see and do. And craft, if you're into that sort of thing. You can craft just about anything available in the game. And then some. Good luck with your system update. I hope that new PSU comes in soon.
Ya turns out it took it out of my bank account leaving me minus and PayPal takes 3-5 days to put the money in, but it does seem to be paid successfully and will get here by Friday. Amazon is pretty good with deliveries. My bank asked me if I wasn't to set up online auto deposit, so I don't have to go through PayPal anymore, but I am not sure how that works internationally.
I love crafting and designing and building and all relaxing things like that. :) I can't wait until I am able to join again. :)
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I don't know how relaxing your crafting environment is going to be. Most people these days just take over a POI until at least mid-game stage. Then go build a base. But on my server, the settings are a bit relaxed. Difficulty is set to Scavenger. Horde night is every 10 days. But it will be 10 zombies per player in the server come horde night. Up to a max of 64 zombies. But 7 or more players would be required to hit that limit. Trader bases are open 24/7, are indestructible and have fully functional crafting stations on sight. So, you can use them as a safe haven to get your crafting started. And did I mention, you can craft almost anything in the game?
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It's called "The Sandbox Fun House". No password. As of patch 20.7, if you can't find the server normally by name, you can try connecting to the server IP address. 174.173.174.231 port 26900. It should show up from then on.
You will need to download and install this mod pack in order to play. It gets updated fairly regularly. So remember to grab a fresh download if you haven't played in a while. http://killerz.dns2go.com/files/Mods.rar (http://killerz.dns2go.com/files/Mods.rar)
If anyone here would like admin, please PM me your steamID64. You can find it here. Steam ID Finder (https://www.steamidfinder.com/)
EDIT: To connect to my server, you will need to disable EAC (easyanticheat). Just right click on 7d2d from your steam games menu and select "show game launcher". Then remove the check mark from EAC and click "Run & Save as default".
Okay I dropped the mod pack you compiled into the 7DTD Steam game. Will play tomorrow night. Time for bed now.
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Good deal. Just make sure EAC is disabled and you should be good to go.
I think I am done making and dramatic edits or changes with the mods used on this server for a while. I've actually integrated a small number of mods together to get all the features, settings and values I wanted consistently.
Oh, by the way. I just reset the world. So, it's a fresh start with hopefully some new POI's to loot.
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Good deal. Just make sure EAC is disabled and you should be good to go.
I think I am done making and dramatic edits or changes with the mods used on this server for a while. I've actually integrated a small number of mods together to get all the features, settings and values I wanted consistently.
Oh, by the way. I just reset the world. So, it's a fresh start with hopefully some new POI's to loot.
Ya and in case Dave ever wants to join (I forget if he has 7 Days to Die or not but likes shooting things in games) I took screenshots for how to disable the EAC.
(http://www.killerz.dns2go.com/smfbb20/index.php?action=dlattach;topic=175.0;attach=868;image)
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I've always used small mode. So this is the first time I've seen it done from the large mode. Kind of cool though.
But in small mode, you just right click on the game of choice and the same menus appear.
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I've always used small mode. So this is the first time I've seen it done from the large mode. Kind of cool though.
But in small mode, you just right click on the game of choice and the same menus appear.
It was odd because the last time I logged into game I realized I had a shortcut to STEAM on C and on H and I guess I was using H which is an old short cut from 2 PC versions ago but it still works since Steam is installed (? not sure if that is why). Launching from C last time it looked differently than that. Still not small mode but showed me a selection of how I wanted to launch the game and there was the option to Launch without EAC so much easier. I should have taken a screenshot of that but it was unexpected.
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It is said that they have fixed the directory listing for steam games. I haven't tried fixing mine in a while. But I still have a small handful of games that only want to run from the C drive.
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There has been a small update to the server pack as of today. Just a few config changes really. If you have the mod pack dated for 09/09, you won't need to download it again. Any config changes made server side, will show up for you client side.
From this point on, I will not post any update information unless you need the new files in order to play on the server.
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There has been a small update to the server pack as of today. Just a few config changes really. If you have the mod pack dated for 09/09, you won't need to download it again. Any config changes made server side, will show up for you client side.
From this point on, I will not post any update information unless you need the new files in order to play on the server.
Thank you Jeff and also thank you for teaching me wiring in the game! :tup:
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Thank you Jeff and also thank you for teaching me wiring in the game! :tup:
You're welcome.
I know I said I wouldn't do this but... The mod pack was updated again. The CJ's Super Tools and Weapons mod had a small bug fix. The "Repeating Crossbow" would not display the intended info. And I just added a new custom weapon to that same mod. It's named the "Aggressor". It's a shock buffed 9mm pistol. Lastly, fixed a issue with the Lawn Mower mod, where you can't craft 3 of its addon mods. Even though you have all the required ingredients. It seems the devs made a change in the game mechanics, so that you can no longer use mods to craft other mods. ::) :duh:
Anyway, this should all be available server side. You should not need to download the mod pack.
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Ah okay good. I will probably play late tonight maybe after my mom's night prayers. So perhaps 11pm?
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I just added a new tool. It's called the "Super Pickaxe". It's fast. Almost too fast. lol
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I just added a new tool. It's called the "Super Pickaxe". It's fast. Almost too fast. lol
oooooh diggy diggy hole :D
https://www.youtube.com/watch?v=ytWz0qVvBZ0
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So, I am tinkering around with coloring the new turrets so that they can be visually identified at a glance as to what they are.
White = Default
Orange = AK47
Yellow = Sniper
Blue = Magnum
Purple = RPG
Red = Dart
Green = Heavy Caliper
There is a side effect that comes with this. The targeting cone that becomes visible when you have the wiring tool in your hand, becomes the color of the gun in question. Which is not a big deal. The problem is, it's extremely difficult to see through. And aim for that matter. There is very little opacity to the cone and I can't figure out a way to combat this.
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So, I am tinkering around with coloring the new turrets so that they can be visually identified at a glance as to what they are.
White = Default
Orange = AK47
Yellow = Sniper
Blue = Magnum
Purple = RPG
Red = Dart
Green = Heavy Caliper
There is a side effect that comes with this. The targeting cone that becomes visible when you have the wiring tool in your hand, becomes the color of the gun in question. Which is not a big deal. The problem is, it's extremely difficult to see through. And aim for that matter. There is very little opacity to the cone and I can't figure out a way to combat this.
So with that you are still going forward with this?
Wait why aren't you at work?
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So with that you are still going forward with this?
Yeah, why not. Let's see how it plays.
Wait why aren't you at work?
It's slow today so I took the day off.
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So with that you are still going forward with this?
Yeah, why not. Let's see how it plays.
Wait why aren't you at work?
It's slow today so I took the day off.
Ah well I have been rather busy all day lol. Finally have time just now .. if my mom stops calling back telling me everything else she remembered after hanging up :P (She does this EVERY night)
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In a recent update, I added a few powered lights to the working stuff mod. There are three LED panel lights in the following border colors. White, Grey and Black. I added an end table lamp. And two street lights. One tops a 1/2 round pole as a normal street light. The other is a classic, old school street light with a lantern style lamp.
If there any other lights that you want to see made powered, let me know.
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I found it funny that when you logged out my lights started partying reminding me it is NOW your BIRTHDAY!
(https://cdn.discordapp.com/attachments/269301671836778507/1158643042979430400/90AD3C4C51858F7272A0C5B984C1FA7BB24A408A.png)
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I see the exact same effect to the lights in my base after I leave yours. It happened twice so far.
But I have made some changes recently, so let's see if it made any difference.
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I see the exact same effect to the lights in my base after I leave yours. It happened twice so far.
But I have made some changes recently, so let's see if it made any difference.
Okay good.
Even though I have been wanting to jump back in my sleep is so messed up and I have also gotten into that game that Frosty gifted me called Baldur's Gate and I remember once again why back in the 90's or was it already early 2000's that I really loved Baldur's Gate and the characters Minsc and Boo in it. Even though they are not necessarily in the game I read in the wiki that they can be found but I haven't reached even past Act 1 yet..
Anyway I appreciate all your help in 7DTD with the lights! I want to work on my own anti-mob base next but not sure where yet. I did find a spot last week that I might use but only have a tower there so far. You might come across it one of these days. :) It sucks :P
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You can call it a horde base. Captionrun is always trying something new to perfect the ultimate AFK base. Once we built a pyramid base and covered every available inch of the exterior with turrets. It worked great but it was too loud. Another was a tower with a wide spiral stairway, fully lined with blade traps. But every now and then, a zombie would get a little too far for comfort. As the bodies would stack up, there is a small window where they can climb above some blade traps. Below ground bases don't work because zombies won't jump down very far, but instead, love to dig.
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You can call it a horde base. Captionrun is always trying something new to perfect the ultimate AFK base. Once we built a pyramid base and covered every available inch of the exterior with turrets. It worked great but it was too loud. Another was a tower with a wide spiral stairway, fully lined with blade traps. But every now and then, a zombie would get a little too far for comfort. As the bodies would stack up, there is a small window where they can climb above some blade traps. Below ground bases don't work because zombies won't jump down very far, but instead, love to dig.
I miss the days of my underground mining base ;) lol
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You could always use a blood moon injection and avoid horde night all together. ;)
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A little heads up for upcoming 7D2D players using mods. They will be changing the way the game loads mods in the near future. So instead of putting your mods in the games route directory, you will have to start using the following directory.
C:/Users/[USER NAME]/AppData/Roaming/7DaysToDie/Mods
You can start using it now if you want. It won't hurt anything. And you will be ahead of the game when the new change takes effect.
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Just a little update news.
Added mod = Faster bicycle. The name speaks for itself.
Updated mod = 3 Slot Forge. Should now work with admin forge from admin block mod. Thanks KT. :tup:
Updated mod = CJ's Super Tools and Weapons. Added a couple of new items and adjusted a few more recipes. Also fixed the info page for the Repeater Crossbow.
Aggressor. A shock buffed 9mm pistol.
Super Pickax. A buffed steel pickax.
Just a note. CJ's Super Tools, Weapons and Traps are very overpowered, late game items. Thus, why they seem to have such high resource requirements. They are worth the effort to grind for. But if anyone has a favorite default tool or weapon that they want to have a buffed version of and it's not already in the mod, I am taking requests.
You won't need to update your modpack when joining the server. But if you plan to play single player, you will need to download the update to see the new changes.
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A little heads up for upcoming 7D2D players using mods. They will be changing the way the game loads mods in the near future. So instead of putting your mods in the games route directory, you will have to start using the following directory.
C:/Users/[USER NAME]/AppData/Roaming/7DaysToDie/Mods
You can start using it now if you want. It won't hurt anything. And you will be ahead of the game when the new change takes effect.
AH so on my SSD main drive that Dave tells me to have no games on :P
Did you see my "castle" by the lake that I was so tired from being on the server so late that I forgot to put a door to get into it? lol
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AH so on my SSD main drive that Dave tells me to have no games on :P
There will always be game saves going on your boot drive. Regardless of where your actual games are stored. But yeah.
Did you see my "castle" by the lake that I was so tired from being on the server so late that I forgot to put a door to get into it? lol
I did. I couldn't find an entrance. So, I made one. It's 2 vault doors thick. lol.
By the way, I have been working on a pretty big castle POI called Castle Keep ironically. It's at least twice the size of yours though. I'll try to setup a walk through for you some day.
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Another new mod added to the server.
Health and Stamina mod. When maxed out, can boost health and stamina up 500 above the default 200. It will cost the user 50 XP points each to upgrade that. You can find them in your health skill points.
As usual, clients on the server won't need to update their mod pack to see this.
I am thinking about adding a boat mod to the server if anyone is interested. But that will require the mod to be installed on both server and client for it to work.
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Another new mod added to the server.
Health and Stamina mod. When maxed out, can boost health and stamina up 500 above the default 200. It will cost the user 50 XP points each to upgrade that. You can find them in your health skill points.
As usual, clients on the server won't need to update their mod pack to see this.
I am thinking about adding a boat mod to the server if anyone is interested. But that will require the mod to be installed on both server and client for it to work.
That sounds really cool! I need to come back in! Been busy lately and still have to work on my apartment clutter but ... want to jump in and do more and such :)
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That sounds really cool!
Which sounds cool to you?
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That sounds really cool!
Which sounds cool to you?
ALL of it but especially the Health and Stamina mod!
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The health and stamina mod is installed. But I want to work on the boating mod a little before I try it on the server.
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Another new mod added to the server.
Lighted Junk Turret mod. When you deploy a junk turret, (any junk turret) it will have a bright flashlight stuck to the end of the barrel that will pan back and forth with the weapon. The flashlight is not available when you're holding the turret. Only when deployed. No mod is required for this. It's there by default.
As usual, clients on the server shouldn't need to update their mod pack to see this.
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As of today's patch A21.2, the mod OCB Stop Fuel Waste has broken. Please remove this mod from your mods folder. It will be removed from the server until farther notice.
Edit: Attached below is the updated version of the stop fuel waste mod. Please replace it with this one.
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Another new mod added to the server.
Lighted Junk Turret mod. When you deploy a junk turret, (any junk turret) it will have a bright flashlight stuck to the end of the barrel that will pan back and forth with the weapon. The flashlight is not available when you're holding the turret. Only when deployed. No mod is required for this. It's there by default.
As usual, clients on the server shouldn't need to update their mod pack to see this.
That is cool!!!! That will LOOK cool too!
As of today's patch A21.2, the mod OCB Stop Fuel Waste has broken. Please remove this mod from your mods folder. It will be removed from the server until farther notice.
Edit: Attached below is the updated version of the stop fuel waste mod. Please replace it with this one.
I will have to remember to do that. Right now feeling under the weather. Been up and down in temps here. Perfect storm for getting sick.
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New mod added.
Better Vehicles AC & Heater
Basically, you finally get environmental protection from the elements while in any vehicle that you can operate. This includes hot, cold, rain and snow. Not radiation though. And it applies to ANY vehicle.
And as usually, only server side needs it. Clients won't need to download it.
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New mod added today.
Wire Length
This mod allows you to run wires to any preset length. Default is 15 blocks. This mod doubles that to 30 blocks. I changed it to 50 blocks. So, you can now use existing telephone poles to run wires from a distant power source to your base without worry. Or light up streetlights in your area with power from your base.
As usual, this is an XML mod that is server friendly. Users shouldn't need to download it.
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Nice! And no reset of the server so I can keep building while enjoying these new mods?
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Nice! And no reset of the server so I can keep building while enjoying these new mods?
Yup. You can keep building. And since you have admin, you can also learn how to save your work for a potential future POI if you want.
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Nice! And no reset of the server so I can keep building while enjoying these new mods?
Yup. You can keep building. And since you have admin, you can also learn how to save your work for a potential future POI if you want.
Which is nice and exciting :)
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I found a bug in the trader mechanic base last night. He kept falling through the world. I thought it was just a server glitch at first but tested again on my private server and it happened there too. So, I found a fix for it so it can't happen again. I also made some changes to his base so that ALL vehicles that are available in the BDub Vehicles mod are now on display. Even re-arranged a number of them. Including putting one car on a lift and the plane is on a pedestal on the top floor. It now also has a custom billboard out front and added some lighting to it.
These changes probably won't show until the next reset. But I have a few more new POI's to roll out in the next reset too. Including 2 new Castles, a Church and a house or 2 if I can get them to load in.
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I found a bug in the trader mechanic base last night. He kept falling through the world. I thought it was just a server glitch at first but tested again on my private server and it happened there too. So, I found a fix for it so it can't happen again. I also made some changes to his base so that ALL vehicles that are available in the BDub Vehicles mod are now on display. Even re-arranged a number of them. Including putting one car on a lift and the plane is on a pedestal on the top floor. It now also has a custom billboard out front and added some lighting to it.
These changes probably won't show until the next reset. But I have a few more new POI's to roll out in the next reset too. Including 2 new Castles, a Church and a house or 2 if I can get them to load in.
Oooh a Church! I would love to see that!
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Work continues on BDub Vehicles mod. Farther refinements to the POI itself. Moved some stuff around to make space for other variants of 2 vehicles. The Jeep and Humvee have both a topless and hard top version. Also added and tweaked some filler and paint for more ambiance. Way too many changes to list.
The following changes you should see now....
Fixed trader ID system (or at least, trying to). Trying to eliminate Trader Joel auto place marker duplication when visiting Trader Mechanic.
Fixed missing trader mechanic icon in the dev menu. Should now show as the Military Commando Mannequin.
Fixed Golf Club weapon. You can now craft it after unlocking "Batterup" and should follow normal progression under "PummelPete" perk points.
Also have 3 new mods slated for next reset.
Boating mod Adds 2 new boats to the game. A flat bottom boat and an air filled Dingy.
Light Saber mod You can be a Jedi knight to slay zombies. Has cool custom sounds and animations. Emits a dim glow to light a dark room. It's a very powerful weapon.
Recipe Tracker mod A better version of the default recipe tracker, but with larger icons and names of items required.
I will post them here and they will also be in the updated mod pack. Clients WILL need to install these.
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Oh nice! I know you were telling me that the golf club should do something instead of just being a thing that is useless when looted. :)
The recipe one will be nice and excited about the future of the boating one. Can explore more and see just how much use a boat can be in the game ;)
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You were able to craft a golf club before. There was a recipe for it. But it had no progression. So, you could only craft a tier 1 weapon no matter what. That's fixed now. I learned how to do that when I ran into the same situation with the light saber that I plan to add soon. It works the same way, only with different perks.
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You were able to craft a golf club before. There was a recipe for it. But it had no progression. So, you could only craft a tier 1 weapon no matter what. That's fixed now. I learned how to do that when I ran into the same situation with the light saber that I plan to add soon. It works the same way, only with different perks.
Ah okay! I didn't even think the golf club had tier 1 before. More like no tier. Did not have a colour at all. So it does now?
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Ah okay! I didn't even think the golf club had tier 1 before. More like no tier. Did not have a colour at all. So it does now?
It did have a tier level of 1 (brown) before. And you could craft it. But you couldn't progress it. Now you can progress it and it's even working with the craft tier 6 mod that adds one mod slot per tier level, up to tier 6.
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I started a new test platform to try out the revised trader mechanic. His base looks great, and he works exactly as intended. He won't send you on any missions, this is by design. But I can make him sell anything that the other traders do. In fact, he shares a lot of what he currently sells with trader bob and hugh. His auto placemark is "The Mechanic" and only his. Finally! That's been an issue ever since A20 when the devs introduced that feature.
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I started a new test platform to try out the revised trader mechanic. His base looks great, and he works exactly as intended. He won't send you on any missions, this is by design. But I can make him sell anything that the other traders do. In fact, he shares a lot of what he currently sells with trader bob and hugh. His auto placemark is "The Mechanic" and only his. Finally! That's been an issue ever since A20 when the devs introduced that feature.
Well that sounds great! :) :tup:
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I think I just accidently found a issue with this game engine. There seems to be a limit to complex shapes in a given area. Exceeding said limit can cause entitles to glitch out of your field of view. I just found this while editing the mechanic trader base again. And noticed when you do see an entity drop from your POV, the console starts flooding with warnings that mesh files can't be found. All those vehicles I have on display are pushing that limit. it appears that I need to reduce how many complex shapes I can use in a particular zone. So, some filler items will have to be removed or relocated.
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AH ok
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This weekend I am planning to do a server reset. I hope to get a custom map loaded in. But will include some new mods that must be installed on both client and server side. As well as some new custom POI's. Now the new POI's have been reconfigured as a mod for a reason. I am not sure when this will happen, but the devs do intend mandate this for random gen creation in future patches. I'm just trying to stay ahead of that curve.
New mods list.....
BdubsVehicles. It's already on the server, but what is in the patch contains a number of fixes to the trader and the golf club weapon and huge changes to his POI.
Boat Modlet V7. Adds 2 new craftable boats to the game. Dingy and flat bottom boat.
Modded POIs. As described earlier. There are 15 customized POI's in this pack. All made to work seamlessly in A21.2 random gen.
Nugs Lazersword. Adds a craftable Jedi light saber to the game. Has cool custom sounds and it glows in the dark. It's very powerful against zombies and animals.
Ramos Recipe tracker. Changes the way the crafting tracker system looks and works.
Ramos Zombie tracker. Adds zombie tracking as a new perk. It's just like the animal tracker perk. Only you can track zombies now too.
Here is the patch. newmods.rar (http://killerz.dns2go.com/files/newmods.rar) The main download pack will be updated once the server gets reset.
You can install the new stuff and still play on the server, even if it's not yet been reset. You will see all the new goodies once the server is updated.
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Can't wait to check it out!
Another mod I thought of is .. have you thought of how the day night transition looks crap? I know you are about realism.
What about this?
(https://i.imgur.com/eLor3y5.gif)
https://www.nexusmods.com/7daystodie/mods/133
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That was an awesome mod! Unfortunately, it's for A17 and not compatible with A21.2.
By the way, I have noticed a bug that crept in to the mechanic trader. He kicks you out at 22:00 hours on horde night only. Any other day he won't. I'm trying to figure that out.
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I still haven't figured out why the mechanic kicks you out on horde night yet. But I have found a work around if you get the mechanic as part of a quest. There is now a trader Joel in the tent behind the mechanic to help complete the starter quests and opening trade route quests. He can be used as a normal trader too.
I have also fixed 1 of 2 POI's that fail to spawn in RGW "Random Gen World". That one didn't meet the tile size criteria. Which is as follows...
These are by block sizes.
Very small = 25 x 25
Small = 42 x 42
Medium = 60 x 60
Large = 100 x 100
Xtra large = 120+ x 120+
My modern house POI was 44 x 28 :duh:
The other is an arcade that is 25 x 25. But can't spawn in the zone I assigned it to. I assume that Commercial, Industrial, City and Downtown all require POI's of small and up. It looks like I will need to give it a parking lot or something. ::)
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I have been working feverishly trying to fix all the random custom POI placement issues. Issues such as, not landing in zones I want them to place. Or not place correctly in a tile. As in, sits off centered in the tile and is too close or too far away from the roadway. (See my previous post. Precise prefab sizes make the difference.) Or just rotated in the wrong direction. I have also learned how to use add-in prefabs and driveways. Including how to make roads in random gen connect to massive POI's that sit outside a city, in the wilderness. Even learned how to make mesh files. These are low poly copies of POIs that you see from a distance. I have learned a lot.
I have had to resize a number of custom POI's to get them to place perfectly and learned a bit more about zoning rules so I can get a POI to land in a particular zone. Most of the custom POI's got a bit of a make-over as well. Some are more obvious than others. It's all about aesthetics and function, right? I still have a bit more work to do before I am ready to show it off. But I did come across a new mod that I think everyone will love. It has to do with fast travel between traders. I'll explain more about it if I decide to use it on the server.
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So, I was happy to see my early play testing went very well. I went and checked every custom POI in the pack and even remade all new mesh files for them. Almost every one of them has gone through some noticeable changes from repaint to relocation within its tile, to complete restructuring. So, you shouldn't see any discernable changes to the POI's as you approach from a distance. Although, the green house may look a little off high in the air with the glass panel roof. I didn't do anything to it to clean up the distant look. And there are 4 new POI's that didn't appear in the last reset. But they are in now.
#1: house_modern_30 = The Smith residence
#2: Zap_Arcade_Voltralux = Zap Arcade
#3: MafiaMuseum_Voltralux = Mafia Museum
#4: Hitman_Hawkes_Bay_Beach_House = Hawkes Beach House
There is also a new mod that is attached below. It's the trader fast travel that I had mentioned before. It uses the radio equipment near the hela-pad at every trader base so you can call for a fast travel to any other trader you had visited. It costs 1000 dukes to use. Trader Mechanic is now also equipped to use this. I have also attached the modded poi's if anyone doesn't want to download the entire pack to get them.
There is also a link to the mod if my attachment doesn't work. https://www.nexusmods.com/7daystodie/mods/4340
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Thx Sand :)
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I just uploaded a few touch-ups here and there to the server.
The greenhouse mesh file got a little more lovin. It's not perfect but it looks much better from a distance and as you approach it.
A few other POI's received some new cabinets that I didn't know about before in their kitchens. Namely the cabinets that surround ovens with cooking ranges and dish washers.
Bdubvehicles got a major rework on the localization file. This file is what gives a name to blocks and items available in this mod and also displays a description of said blocks and items. And for this mod in particular, also displays the name of the trader and his base. The original file did work, but just barely. It wasn't setup properly for all that info.
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Work continues some more. I had been noticing greenhouse and serial killer POI's had far fewer zombies dwelling in them then what I had been seeing in the editor. But just yesterday, I finally got a "clear + retrieve" quest for the greenhouse. But was unable to complete the clear portion of it due to a group of zombies that failed to spawn. As it turned out, both POI's had sleeper volume listings for custom zombies that my server doesn't have. I have spent an entire day changing those volumes so that they call for default zombies and also adjusted the area sizes. I also learned that you can tie several of them in groups. Serial killer has a few of them. Anyway, I have play tested both of them to make sure you can complete all quests. Then uploaded them to the server. Hopefully they play nice without a map reset.
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I also learned that you can tie several of them in groups.
Wait can you have more of a certain type of zombies spawn in a certain area? That makes me think of .. wouldn't it be cool to have a specialized zombie hoard defence superstructure and zombies spawn all around it without ruining homes near by?
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Wait. You want a POI to have a group of select zeds to spawn outside to bum rush you as you try to enter? That would be a bit tricky, but it can be done.
Otherwise, random zeds spawn in the wild at a preset distance from the player during horde battles. You have little to no control over that.
Anyway, made a couple of minor changes to Castle Blackhearth. Basically small cosmetic changes really. And there is a new POI to lookout for on the next map reset.
#1. Alamo_Restaurant_Voltralux = The Alamo. It's a pretty nice tier 2 restaurant.
Also, I think I have figured out how to properly use the built-in random world generator customizer. So, all 4 biomes will be available next time.
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Some more QoL treatment on the server.
1: Craftable Hazmat mod got an overhaul. Hazmat suits now require a schematic in order to craft them. Should be able to find the schematics it in random loot and from traders. Or you can just craft the schematic if you want. Each piece of the suit is as tough as military armor and now has 4 mod slots. Quick note, install your mods before you wear the suit. Adding mods while you are wearing it could disrupt radiation protection.
2: Craftable cowboy hat mod got a small update to make the schematic easier to get. Similar to hazmat suit.
3: Incendiary Rounds mod got a small update to make the mod lootable in large loot cashes and in buried treasure. The trader should sell these more often now.
4: Shock Rounds mod got the same treatment as Incendiary Rounds mod.
5: Fixed some small details on Castle Keep and Compound POI's. Mainly just missing paint in key spots and added higher possibility to loot bookshelves.
6: Fixed clear mission objectives on Greenhouse and Serial Killer POI's. Greenhouse also got a number of detail changes.
7: All default traders had the invisible wall surrounding them removed. You can now go behind the counter to explore and loot. Traders such as Bob and Jen have back doors that are unlocked. There is a switch behind the counter to open the other door. Joel has a switch down stairs to open a hatch in the floor behind the counter.
8: Super tools and weapons mod got a small change to the super impact driver. Block damage increased from 75 to 150. 100 is max for the default tier 6 version.
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Some big changes are coming to the server. First, the client-side mod pack has been consolidated to just 25 mods currently. That is everything you need to join the server. But if you want the full package so you can play it solo, there is a link for that now too. Check the first post.
Coming soon will be some new mods.
Drone Weapons Mod (https://www.nexusmods.com/7daystodie/mods/4360). It is what it sounds like. Weapons for a drone.
Send Drone to Trader (https://www.nexusmods.com/7daystodie/mods/4356). It too speaks for itself. Will allow you to send a drone to the trader with what you want to sell.
They are too large to attach here so it's in the mod pack.
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So, the new map is up on the server with a brand-new custom POI by Captionrun named "Trader Market". Or as you should see it in-game is "Cross Trader Market Place". It's a one-of-a-kind trader base that houses 6 traders under one roof. You heard right. There are 6 of them. Traders Bob, Jen, Joel, Rekt, Hugh and the Mechanic are all there to serve you. In a food court style setting with fully functional workstations outside and a decent sized parking lot with 2 ways in and out. There is a decent amount of storage inside if you want to camp there for a while. And it is trader protected so you can't build there or damage it.
One mod has been removed. Fast_Travel. It's nice when it works, but it has proven to be unreliable and highly problematic in multiplayer.
I have very limited testing with the Send Drone to Trader mod. If you have a weapon equipped drone and ammo on board, remove the ammo before sending it. The drone will sell the ammo. So, if anyone cares to test it, I need feedback.
One last announcement. ChickenCoops mod has gotten a change. Particularly for the bird nests and the sounds it makes. Very annoying when closing the bird nest and it sounded like you just broke down a door. It's been changed to make default sounds.
A fresh download of the current mod pack is required this time.
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Now that Easter is done I will have to see about jumping into 7DTD again. My fingers hurt from the effects of Chemo but I miss the game for my creative outlets.
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Been eager to see you pop in, have a look around and get creative.
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Been eager to see you pop in, have a look around and get creative.
I ended up hospitalized Thursday and Friday. They have cancelled my last chemo because of bleeding, the rash on my hands and my red nailbeds. The bleeding out of my butt caught their attention even though once admitted the hospital doc just said it is probably just hemorrhoids and never even made sure so the scope was cancelled and my stay a waste of time. It is good to be home but now that chemo is done (early) and a heart Echo and a breast ultrasound and the tumor lumpectomy coming up very soon I am hoping to get feeling back in my fingers and jump in to play finally. :) Health and life come first before game and pleasure.
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Of course. Health and life in general always come first. It sounds like you are really having a rough go but I hope you get to feeling better soon KT.
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Got another update.
A new map has been started. The last map got corrupted somehow.
Updated mods.
ClaimAutoRepair. Update fixes random glitches.
A few new poi's have been added to the mix.
#1. Trader_Market = Cross Trader Market place (This one was created by Captionrun and heavily modified by me. Has 6 traders under 1 roof.)
#2. store_book_04 = Crack-A-Book Haven (Was an incomplete concept POI that is already in the game as store_book_03. Now RWG ready and has plenty of books to loot.)
#3. TheAfterLife = Club Afterlife (Custom T5 night club poi with custom sound and texture)
#4. WUK_BKSOSHouse = SOS House (Requested by Captionrun. Modified by me to play on any server)
Club Afterlife has custom files and will need to be installed. The Mods pack has been updated to include all new material. The Malibu Club now includes the same custom files.
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So today, just made a few adjustments.
Reduced XP points gained each level from 5 to 3.
Raw Meat Spaghetti mod (Can of Pasta) = reduced craft output count from 5 to 2 and replaced ingredient of 1 empty water jar for 5 pieces of scrap iron.
Chicken Coops mod = Increased craft output of Can of Chicken from 1 to 2 and added two more canned food recipes. Can of Beef and Can of Lamb.
All new recipes should unlock with 2 XP points in perk Master Chef for sure. It may take just 1 point but I'm not certain of that yet.
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Thanks to a very good friend of mine (LepeR) he took the liberty to create us a custom 7d2d server info description. I think it looks awesome!.
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You will need to download and install this mod pack in order to play. It gets updated fairly regularly. So remember to grab a fresh download if you haven't played in a while. http://killerz.dns2go.com/files/Mods.rar (http://killerz.dns2go.com/files/Mods.rar) Note: This mod pack has been consolidated for client required files only.
This is new. But if you want the complete server package, download this file. http://killerz.dns2go.com/files/ModsFull.rar (http://killerz.dns2go.com/files/Mods.rar)
EDIT: To connect to my server, you will need to disable EAC (easyanticheat). Just right click on 7d2d from your steam games menu and select "show game launcher". Then remove the check mark from EAC and click "Run & Save as default".
The 2nd link to the ModsFull.rar is the exact same as the Mods.rar. Was this intentional? Or are they supposed to be 2 separate zipped files?
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Oooh I can make my character look better now!!
https://www.youtube.com/watch?v=c-br_lL4HaY
also is playable in VR
https://www.youtube.com/shorts/-GaVy2BhAKM
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You will need to download and install this mod pack in order to play. It gets updated fairly regularly. So remember to grab a fresh download if you haven't played in a while. http://killerz.dns2go.com/files/Mods.rar (http://killerz.dns2go.com/files/Mods.rar) Note: This mod pack has been consolidated for client required files only.
This is new. But if you want the complete server package, download this file. http://killerz.dns2go.com/files/ModsFull.rar (http://killerz.dns2go.com/files/Mods.rar)
EDIT: To connect to my server, you will need to disable EAC (easyanticheat). Just right click on 7d2d from your steam games menu and select "show game launcher". Then remove the check mark from EAC and click "Run & Save as default".
The 2nd link to the ModsFull.rar is the exact same as the Mods.rar. Was this intentional? Or are they supposed to be 2 separate zipped files?
They are 2 separate zipped files. Although nearly similar in file size, Mods.rar is all the files the client needs in order to play on our server. The ModsFull.rar is a complete copy of the mod files that the server has on it.
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They are 2 separate zipped files. Although nearly similar in file size, Mods.rar is all the files the client needs in order to play on our server. The ModsFull.rar is a complete copy of the mod files that the server has on it.
Mouse over them Jeff. The link is the same file.
Also just a few hours ago this gaming group did a video talking to the creators of 7DTD so I think I will add that here:
https://www.youtube.com/watch?v=6R2yXivnPXs
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Mouse over them Jeff. The link is the same file.
:o OMFG! :o How did I make that mistake and keep missing it? :duh: I'm very sorry. The links have been corrected. Please check the first post again.
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Mouse over them Jeff. The link is the same file.
:o OMFG! :o How did I make that mistake and keep missing it? :duh: I'm very sorry. The links have been corrected. Please check the first post again.
Haha that is what I was trying to point out :D
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Haha that is what I was trying to point out :D
But here is the kicker. I did check it 3 times. The name of the file was correct. What I didn't notice was the forum did that auto BBC code thing and changed it. >:[>
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Haha that is what I was trying to point out :D
But here is the kicker. I did check it 3 times. The name of the file was correct. What I didn't notice was the forum did that auto BBC code thing and changed it. >:[>
or was it brower autocorrect? Well at least it is correct now :)
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Anyway, I've been still working on the server some more.
Craftable Hazmat got some more tweeking. You still need a schematic to unlock crafting it. But now it should have a progression system. You can see what tier level it is and no more being stuck at tier 1 crafting. Putting perk points into Advanced Engineering will advance its crafting tier. You can eventually craft tier 6 hazmat, but it's limited to 5 mod slots.
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Anyway, I've been still working on the server some more.
Craftable Hazmat got some more tweeking. You still need a schematic to unlock crafting it. But now it should have a progression system. You can see what tier level it is and no more being stuck at tier 1 crafting. Putting perk points into Advanced Engineering will advance its crafting tier. You can eventually craft tier 6 hazmat, but it's limited to 5 mod slots.
Yay no more being radiated!!
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Yay no more being radiated!!
Not just protection from getting radiated and water resistance but can also take the same mods that you can equip on any armor. So, helmet lights, hat mods, hot and cold liners, armor inserts. The works.
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Not just protection from getting radiated and water resistance but can also take the same mods that you can equip on any armor. So, helmet lights, hat mods, hot and cold liners, armor inserts. The works.
That makes me happy :D
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Fixed a small issue with CJ's super tools, Super NailGun. I noticed that it wasn't displaying a progression tier level. I guess that was legacy code from A18 or earlier when the nail gun didn't have or need a progression level or mods? Anyway, it has levels now.
Major repairs for the Steel Polish mod....
Fixed steel polish and box of steel polish not showing up in the chem station craft menu.
Fixed box of steel polish not being craftable at all.
Fixed the icon for box of steel polish.
Fixed the description of steel polish AND box of steel polish.
Adjusted both recipes.
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I was having trouble with the drone weapons mod. So, I found an update for it, and it's been added to the server. If you still have the old one, you will need to update it.
Also, the mods packs have also been updated to include the new drone weapons mod.
Here is the link for the mod itself.
Drone Weapons Mod.rar (http://killerz.dns2go.com/files/DroneWeaponsMod.rar)
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Got a new custom POI.
Haunted Mansion = It's a tier 2 fetch & clear set in a dilapidated old 2 story mansion.
Got around to what I think are now finished POI's.
Castle Keep = Completely reworked from the ground up. It's a tier 5 / tier 6 fetch & clear, infested and restore power. Bring your A game for this one. But the loot rewards are worth it. Also made good use of a hidden room. If you can find it.
The Smith Residence = This one was made by an unknown author, and it didn't work at all. I have completely reconstructed it and made it my own. It's a tier 2 modern house that's a fetch & clear and restore power. It also has a fully planted growing garden.
Trader Market = This one was made by CaptionRun. It's a trader base that has 6 traders ready to do business with you. Lots of loot and plenty of storage if you want to hang out there for a while. It has ample parking and its well defended. lol.
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I changed another couple of POI's.
Trader Joel = Nearly everything in his store is now lootable. Also changed the key rack downstairs that opens the trap door to a reusable switch.
House of Pizza = Changed the parking lot a bit to give it more detail. Changed the trees to make it more biome specific friendly and made the POI a tier 1 fetch & clear quest.
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Fixed an issue with Castle Keep not spawning any zombies on the 2nd floor. It would appear that I made a mistake in the 2nd floor sleeper volume with the group spawn size allowances. Also, made a huge number of cosmetic changes though-out.
Made a few changes to Crack-a-Book Haven. I removed the spiral stairs and made nicer looking and easier to use staircases. Moved some bookshelves around and fixed up the parking lot.
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Sweet! Once my arm feels better I can log in again :) Just 3 more days and my dressing comes off. Hopefully, he says I can drive :)
If I can drive, then for sure I can play again. But man it is sore!
Have you been keeping watch on my home?
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Sweet! Once my arm feels better I can log in again :) Just 3 more days and my dressing comes off. Hopefully, he says I can drive :)
If I can drive, then for sure I can play again. But man it is sore!
I hope you get to feeling better very soon.
Have you been keeping watch on my home?
No I haven't. But as long as you have your land claim down, it should be fine.
Oh, CoffeeDream (spelling?) has been playing on our 7d2d server the past 2 days. Goes by the name Val now. If you see him, say HI.
On to the news.
Made a small change to the House of Pizza front parking lot. I noticed part of the painted lines were not loading after I did a chunk reset.
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KT, I took the liberty to rebuild the back of your house. It looked like something cut off the entire rear of it. Tell me how I did next time you return.
Also, because of recent power outages, I have done some things to make the server more resilient.
#1. Added a 1300 watt battery backup unit. It's dedicated to only that system.
#2. Added a new backup mod. This mod will make backups of the server save file every hour. It will even inform players via chat when it is performing said backup.
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KT, I took the liberty to rebuild the back of your house. It looked like something cut off the entire rear of it. Tell me how I did next time you return.
Also, because of recent power outages, I have done some things to make the server more resilient.
#1. Added a 1300 watt battery backup unit. It's dedicated to only that system.
#2. Added a new backup mod. This mod will make backups of the server save file every hour. It will even inform players via chat when it is performing said backup.
What would cause a chunk to be missing other than a chunk reset? Is my house too close to a POI or something?? What else would have caused that?
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My only guess is that a chunk reset that I had done, must have reached the back edge of your place. I am not certain of the size of a chunk. I thought it was 100 blocks which would be the maximum size a prefab can be to spawn inside a city.
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My only guess is that a chunk reset that I had done, must have reached the back edge of your place. I am not certain of the size of a chunk. I thought it was 100 blocks which would be the maximum size a prefab can be to spawn inside a city.
Who knows but it looks good again. How much of the house was missing? Did you take any screenshots?
Also can this texture (Sink WITH FILTER) be changed to look nicer :P so it doesn't look like someone took a dump in the sink?
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How much of the house was missing? Did you take any screenshots?
Count 6 blocks in from the back of the house. It was cut off clean. Sorry, I didn't think of taking any screenshots. Sorry.
Also can this texture (Sink WITH FILTER) be changed to look nicer :P so it doesn't look like someone took a dump in the sink?
If the question is, CAN IT be done? I'm sure it can be. But I don't know how to do 3D modeling and I don't have another model to replace it with.
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I've got a new prefab in the works. It's a purpose-built hardened horde base that's made almost entirely out of stainless steel and has been tested and proven to be extremely effective. I got the idea for its construction from my buddy LepeR. And it will work really well as it stands, giving that you have the weapons and ammo to defend yourself. But I have made some changes to its design so that a user can make it much easier to hold off a horde over later game stages. It's setup with solar power and battery backup, and a generator that can be used to power pre-placed turrets, lights and electric fencing. Pre labeled switches are also included. As well as ready to use workstations and a decent amount of storage.
The user will have to supply solar cells, batteries, engines, gas and ammo for the turrets. And will have to wire everything up. That is about as "turnkey" ready as I can make it. But once it is fully wired up and equipped, a user will have no problem holding off even the most aggressive of hordes.
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Also can this texture (Sink WITH FILTER) be changed to look nicer :P so it doesn't look like someone took a dump in the sink?
If the question is, CAN IT be done? I'm sure it can be. But I don't know how to do 3D modeling and I don't have another model to replace it with.
Oh I thought you could just remap the image onto the existing model. Oh well.
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Oh I thought you could just remap the image onto the existing model. Oh well.
What "existing" model would you suggest that I use?
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Oh I thought you could just remap the image onto the existing model. Oh well.
What "existing" model would you suggest that I use?
That same sink but a new skin. I thought it could be done the same way I used to reskin my HL1 game character skins (for like CS1.5 (pre-Steam), etc).
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Will we be moving to version 1.0 as soon as it is public and not in early release?
I posted about it here:
http://www.killerz.dns2go.com/smfbb20/index.php?topic=43.msg3485#msg3485 (http://www.killerz.dns2go.com/smfbb20/index.php?topic=43.msg3485#msg3485)
I love the improvements with the character looks but you know me. Of course I like that :P
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We will be moving to the latest stable version when it comes out. Although there maybe a few days for some of the mods we currently use to be updated. I will keep everyone posted.
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We will be moving to the latest stable version when it comes out. Although there maybe a few days for some of the mods we currently use to be updated. I will keep everyone posted.
Thx. I am aware once again we will lose our buildings so I was wondering if you would delay or not to make sure all are compatible (mods, etc)
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You know that since you have full admin, that you can save your work either locally or to the server itself? There are a number of YouTube videos out there that will show you how to do that. If you decide to save it, let me know so I can port it over and have it appear as a wilderness POI. You would only need to rewire all your electrical stuff and restock any turrets and power sources.
And I am pretty sure there will be a delay (at least on my server) to make what existing mods I have now, are compatible. I suspect that some may not be.
My friend LepeR's server (that I also host) will most likely get updated in a day or 2 after release. I'm sure he will want to create a new custom map.
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I have FINALLY figured it out! Well, the part about the new traders kicking you out on horde night. You need a trader_teleport entity inside the base grounds. I didn't understand how to use this before. But now I do. It's really interesting how the Devs used this entity block. Placing 10 or more of varying sizes in very strategic places. I assume that it's to prevent players from using exploits and building up against or inside a trader base?
I've tested this on my testing server and it's working perfectly. The new traders will no longer kick you out on horde night when the trader open 24/7 mod is active. Without it, you will get kicked out every night. lol. The next map reset will have the fixed trader bases.
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I have FINALLY figured it out! Well, the part about the new traders kicking you out on horde night. You need a trader_teleport entity inside the base grounds. I didn't understand how to use this before. But now I do. It's really interesting how the Devs used this entity block. Placing 10 or more of varying sizes in very strategic places. I assume that it's to prevent players from using exploits and building up against or inside a trader base?
I've tested this on my testing server and it's working perfectly. The new traders will no longer kick you out on horde night when the trader open 24/7 mod is active. Without it, you will get kicked out every night. lol. The next map reset will have the fixed trader bases.
So you fixed it?
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So you fixed it?
Yes I did! It works perfectly. And in fact, I was thinking of doing a vanilla game version of the trader market and submit it to nexus mods for public download once 1.0 goes public stable. You rarely see multi trader prefabs, and non this nice. But I am still not happy with the internal layout as it is now. It's all tables and chairs inside. Not much else to fulfill the shopping experience you might expect to see.
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So you fixed it?
Yes I did! It works perfectly. And in fact, I was thinking of doing a vanilla game version of the trader market and submit it to nexus mods for public download once 1.0 goes public stable. You rarely see multi trader prefabs, and non this nice. But I am still not happy with the internal layout as it is now. It's all tables and chairs inside. Not much else to fulfill the shopping experience you might expect to see.
I say go for it. After all, now would be the time since 1.0 is public now (isn't it? I thought it just came out or are those previews people are playing?) for PC.
The date for CONSOLE is Thursday, July 25, 2024.
(https://www.destructoid.com/wp-content/uploads/2024/05/7-days-to-die-roadmap-2024-2025.webp?w=1024)
New POIs with 1.0:
(https://www.destructoid.com/wp-content/uploads/2024/05/7-days-to-die-haven-hotel.webp?w=1024)
- Two Tier 5 POIs
- Grover High School
- Football Stadium
- A Tier 4 Army Camp which may have an underground section
- Haven Hotel
- one of the largest POIs to date, no tier was provided in the dev diaries but players suspect it is possibly the first Tier 6
- Many additional Tier 2 POIs that add more variety to the world
- Wilderness POIs that aren’t connected to roads
.[/list][/list]
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I say go for it. After all, now would be the time since 1.0 is public now (isn't it? I thought it just came out or are those previews people are playing?) for PC.
I already have Cap's approval. He came to look at it last night and appeared to love it.
But as of the writing of this post, 1.0 is still in experimental stage. I don't know what PC's official release date is.
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I say go for it. After all, now would be the time since 1.0 is public now (isn't it? I thought it just came out or are those previews people are playing?) for PC.
I already have Cap's approval. He came to look at it last night and appeared to love it.
But as of the writing of this post, 1.0 is still in experimental stage. I don't know what PC's official release date is.
Hmm... odd.
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Hmm... odd.
I know. It's already well past its initial projected launch date. As I said, it's still in experimental stage but it is playable now. They are working hard to work out some bugs and balance issues before it goes stable.
Now I have had issues in the past with playing experimental patches and it messes up stable saves. So I am not doing that again. Once A22 (aka 1.0) goes stable is when I will get working on getting my mods and prefabs up to par.
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So as of today, 7D2D has officially climbed out of Alpha and graduated to final product. 1.0 has been released today as the stable patch.
Tons have changed. Including having to create a new character model. I will be working on getting the server updated this weekend.
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So as of today, 7D2D has officially climbed out of Alpha and graduated to final product. 1.0 has been released today as the stable patch.
Tons have changed. Including having to create a new character model. I will be working on getting the server updated this weekend.
That sounds good to me. So did you? My sleep has been messed up where I sleep a few hours and 4 hours later I am tired again and go for a couple hour nap. It is hard to do anything. But I am looking forward to new character creation and checking out the changes with the full release.
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A whole lot has changed. I had a hard time just getting the new version to even run. I had to clear out everything to reinstall fresh. Since then, I have been working feverishly trying to update all my mods and prefabs to the new standard. But I am making very slow progress. It may take a week or 2 until it is ready to launch again. The new character creation tool is either broken or lame as hell. I hardly see much of any customization.
In the meanwhile, the A21.2 server is still up and running if you want to downgrade 7d2d and jump in the server to save your work. Otherwise, it will be lost in the update.
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So, at long last, our 7 Days to Die server is back online! Updated to the new current version 1.0. Please grab the latest Mods pack. Link is in the first post. Note: Mods Full is currently not available.
There have been many changes to the game. And along with that, many of the mods we used had to change and adapt. So, there are many mod features you may remember from A21. A few have been lost, but there are a few new ones too. Most, if not all of our custom POIs got a makeover. Some will be more noticeable than others.
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The fun pimps released yet another update. V1.1 is out now. I got almost every mod we had before back online, and everything seems to be working.
I did have an issue with the server rules mod. That has been replaced with something that looks a bit nicer IMO. A special thanks to my buddy LepeR for helping me out with that.
I have even released a couple of prefabs to the public.
Cross Trader Market Place (https://www.nexusmods.com/7daystodie/mods/5731). And Crack A Book Haven (https://www.nexusmods.com/7daystodie/mods/6254).
Both are only on Nexusmods.com