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Thread: Currently Available Mods

  1. #1
    Community Moderator Red Eagle LXIX's Avatar
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    Cool Currently Available Mods

    Currently Available Mods - This is a copy and a paste of a post I did on the Steam forums with some slight edits. As such it is very Steam Forum centric (links to recipes.xml guide, and additional recipes as examples were both there instead of here where such things were mostly likely posted first).
    If I missed anything, let me know. I know AussieWombat had a hotels prefab out, but the link has been dead for a while so it was not included.

    Guide Adding/Altering Recipes by Captain Hatts
    http://steamcommunity.com/sharedfile.../?id=214769375
    Guide New Recipes by TheTruRealBroski
    http://steamcommunity.com/sharedfile.../?id=219140635

    http://steamcommunity.com/app/251570...16742724117554
    Quote Originally Posted by Requiem
    Air Drops + More Zombies Easy Mod
    If this is against the rules, please remove.

    If you guys want more zombies, larger hordes, and air drops in Survival, I found a way to do that in single and multiplayer.
    One of the first tools, AussieWombat's Prefab Builder Updated - Alpha 6 V0.63 which allows for adding prefab buildings to the game world:
    http://7daystodie.com/forums/showthr...-Alpha-6-V0-63

    And some Prefabs released by Laz Man:
    http://7daystodie.com/forums/showthr...ll=1#post30304
    Quote Originally Posted by Laz Man
    Greetings Survivors!!!

    The following is a download link for a new version of my bomb shelter prefab. See change log below. Enjoy!!!

    https://www.dropbox.com/s/9uif08kf0d...20Shelters.zip

    Bomb Shelter v2.0 (Alpha 6.3 Tested)

    ^^CHANGELOG^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^

    v1.0 (01/14/14) - Initial release. Forest Bunker (Alpha 5 Tested)

    V2.0 (02/03/14) - Added additional bunker in destroyed biome and snow biome (Alpha 6.3 Tested)

    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^

    Video:

    http://www.youtube.com/watch?v=OH2zR-atnBg

    Screenshots:
    http://steamcommunity.com/sharedfile.../?id=224280907
    http://steamcommunity.com/sharedfile.../?id=224280833
    http://steamcommunity.com/sharedfile.../?id=224285153
    http://7daystodie.com/forums/showthr...ll=1#post28376
    Quote Originally Posted by Laz Man
    Hello Fellow Survivalist! My next custom prefab is almost ready for release. For those not familiar with prefabs, this allows custom buildings/changes to the world to be populated into your new games.

    Here are a couple of teaser screenshots of the "School"

    http://cloud-3.steampowered.com/ugc/...FE6CA68FD5148/

    http://cloud-4.steampowered.com/ugc/...0EF8CEDE8A352/

    Video and download links coming very soon...Enjoy!!!
    Quote Originally Posted by Laz Man
    Video Tour of Prefab is up! Will make another with added zombie spawns. Enjoy!

    http://www.youtube.com/watch?v=fT7ec...ature=youtu.be
    http://7daystodie.com/forums/showthr...ll=1#post28633
    Quote Originally Posted by Laz Man View Post
    Here is an additional video with zombie spawns add (1 medium, 2 large). The spawns came out surprisingly well.

    http://www.youtube.com/watch?v=BtWLr...ature=youtu.be

    If you would like to test out this prefab, you can download via the link below (instructions included). Enjoy!!!! =)

    https://www.dropbox.com/s/c6xnk72u9594u5k/School.zip

    http://7daystodie.com/forums/showthr...ll=1#post33155
    Quote Originally Posted by grimreefer24601
    So I figured out how to use multiple spawn points. A pseudo fast travel as was requested here earlier. I also figured out how to make the view reset to normal when your Aiming Down Sights and reload your weapon. I don't want to make a new thread, or or even massive release at this point, but if you want to test it I'm making it available.

    First, don't use it on a multiplayer server without permission. I'm not certain at the moment how the game handles loading DLLs in multiplayer. If you run a server please let me know if everyone gets the mod if you put it on your server, or if individual users only get the mod if they have it installed.

    There's two different ways for multispawn. One allows placement of multiple sleeping bags or beds, the other allows selecting a starting point spawn as the current spawn point. Both are selectable on the map.

    You can choose any combination of functionality. Just follow the instructions in the read me file.

    Any comments or questions please ask here.

    Note that the sleeping bag spawn is kind of buggy at this point. I'll let you know when I get it worked out better.

    Grim's Mod 0.1
    Which got followed a few posts later by Fun Pimps Staff Lead:
    http://7daystodie.com/forums/showthr...ll=1#post33169
    Quote Originally Posted by Lead
    Modding is only bad if it is griefing people, such as joining somebody else's server and doing things they had not themselves set up the game to do.

    In the future we'll add more options and built in modding tools so people can mod the game with much less technical skills, etc.

    In the mean time we have to develop the general game, so what sleeping bags do or don't do and other things are in a biy of a fluid state in the mean time. Kind of like how campfires were originally only lighybulbs but soon will be full cooking stations and more.

    http://7daystodie.com/forums/showthr...ll=1#post36426
    Quote Originally Posted by grimreefer24601 View Post
    I had an idea. Unfortunately to test it out I have to give it to people test it on a server. Since it's close to the release for Alpha 7, which will surely break any DLL mod that isn't made with the new library, I think I will give out a test version.

    It's the Respawn Loot Daily Mod. It also tattles on the players who use it. I attached a bit of text when the player joins the server that says they're running the mod. I could also attach it to when a player kills something or dies, but I think that might get annoying. It also tattles that it was loaded in the debug logs to help the devs know if they get a bug report that the game has been modded. It doesn't work with cars yet.

    Please give it a test if you run a server, or have permission from a server admin.

    RespawnLootDaily.zip
    Grim's Unity Asset Editor V0.1 is a very well written, probably the best Unity Asset Tool:
    http://7daystodie.com/forums/showthr...et-Editor-V0-1
    Quote Originally Posted by grimreefer24601
    Unity Asset Editor is a plug-in based asset editor, exporter, and importer for modding games created with the Unity Game Engine. It can import and export any asset in raw data format. It can also be extended to support any kind of asset type through the use of plug-ins.

    This is an early version of UAE, so expect some bugs. I also can't guarantee it will work with every game or every file. If you find a file or game it doesn't work with let me know so I can figure out what's wrong. Also any suggestions will be listened too, and if I can do it I will.

    Included are the main program, the Text File Plugin, the Texture Plugin, and the Audio plugin.

    Also included is a Visual Studio 2008 project and source files for making a plug-in DLL.

    Make sure to read the readme file for more information about the tool.

    Have fun modding.

    Media Fire

    ModDB (may not be immediatly available)

    http://7daystodie.com/forums/showthr...ll=1#post36635
    Quote Originally Posted by Red Eagle LXIX
    ok, well, since grimreefer24601 is super awesome and actually had one of my requests implemented already you can all have this:

    No Specials v0.01 - A 7DTD Alpha 6.4(b1) mod by Red Eagle LXIX

    This mod replaces three of the special mobs in the spawn lists with other mobs
    ZombieDog is replaced with ZombieCrawlers
    Hornet is replaced with ZombieGal04
    fatzombieCop is replaced with fatzombie
    Quote Originally Posted by Red Eagle LXIX
    This mod is ONLINE compatible. This will only work when user is host, or server is running it. Tested against local dedicated server run from an unmodified folder.

    So, if you are running this mod, your single player games (any you host) will not have ZombieDogs, Hornets, or Fat Zombie Cops.
    If you join a server NOT running this mod, you will still see dogs, hornets, and fat zombie cops.
    If you join a server running this mod (doubt there is even 1 out there), then you would not see them even if you were not running the mod.

    I'm not updating the README.
    Last edited by Red Eagle LXIX; 02-26-2014 at 08:37 PM.

  2. #2
    Leader Laz Man's Avatar
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    Wow good job pulling all of these posts together. Would it to be to early to ask the mods/devs for a new modding sub fourum

  3. #3
    Zombie Hunter brostoevsky's Avatar
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    Great thread Red Eagle! If you keep this updated it should be a sticky!
    Quote Originally Posted by Laz Man View Post
    Wow good job pulling all of these posts together. Would it to be to early to ask the mods/devs for a new modding sub fourum
    +1 to that idea, I think a modding forum would be great, even this early in the development process... I've been modding games since I was a kid and I fully intend to dig into 7DTD too!

  4. #4
    Reconstructionist
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    Quote Originally Posted by Laz Man View Post
    Wow good job pulling all of these posts together. Would it to be to early to ask the mods/devs for a new modding sub fourum
    +1 - would definitely help the modding scene. And then possibly adding a sticky to that subforum that gets constantly updated with a list of available mods, so that players have an easy time finding things.

  5. #5
    Community Moderator Red Eagle LXIX's Avatar
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    Thanks. It actually looks a bit neater on Steam due to the way Steam parses out some of the links and the support for h1 tag.
    http://steamcommunity.com/app/251570...49190405083476

    FWIW, I had another mod in progress, but I'm holding back on distribution due to the online issue.
    I was working on a mod to let you pickup many of the containers after destroying them (cardboard boxes, backpacks, etc). Technically the mod is done. The problem, it works even if the server is not running it. I expected that might be the case for that functionality, hence why I tested that one before even an initial release.
    Last edited by Red Eagle LXIX; 02-26-2014 at 09:21 PM.

  6. #6
    Zombie Hunter brostoevsky's Avatar
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    I'm slightly concerned about how much of the functionality seems to be client side (based on what I've seen so far about mods, and on the need for mod tattle scripts). It seems like this makes the game incredibly vulnerable to unfair exploits in multiplayer.

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