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Thread: Craftworx

  1. #1
    Ranger Latheos's Avatar
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    Craftworx


    Craftworx is compatible with Alpha 16.4b8

    Current version: Craftworx 2.95

    There is now a wiki for Craftworx, located within the Github repository. It should help with understanding the differences between this mod and the vanilla game. You can access it directly by going here.

    Craftworx features a modified Sirillion's SMX UI, modified LavenderJosh's Quality of Life and Firearms Improvement Mod, skullpoker's Deep Diving perk, Valmar's Working Ovens & Sinks, numberz's Expanded Minibike Storage, Katt's New Foods, three08's Third forge input slot, dretch's Junction Box, JaxTeller718's Junk Items - Golden Egg - Scrap Iron Shiv - Electrified Spiked Club. Credit for those parts of this mod goes to them. Additionally, Valmar, Sirillion and StompyNZ were extremely helpful in getting parts of this mod working properly. Thanks, guys!

    There is a Discord channel for Craftworx here.

    EAC MUST be disabled for this mod to run.

    What this mod includes:
    Spoiler: 

    New Weapons and Tools:

    • Scoped Hunting Rifle
    • Suppressed Scoped Hunting Rifle
    • Suppressed Pistol
    • Suppressed SMG
    • Suppressed AK47
    • Scoped AK47
    • Suppressed Scoped AK47
    • Suppressed Sniper Rifle
    • Repeating Crossbow (assembled from crossbowStock, crossbowDeck, crossbowLimb, crossbowScope)
    • Iron Bow
    • Poop Mortar (Assembled from poop mortar parts)
    • Poop Launcher
    • Kukri
    • Flamethrowers (assembled from flamethrower parts)
    • Scrap iron shiv, axe, pickaxe, and shovel to ease gap between stone and forged iron
    • Potato Guns
    • Burning Iron Club
    • Electrified Spiked Club


    Signature Items:

    • Lumun's Little Friend, an enhanced flamethrower
    • The Tatoress Express, an enhanced potato gun
    • Aviary's Lawbreaker, a custom crossbow with unusual ammunition
    • Red Specs, red-tinted glasses with a useful ability


    New Parts:

    • Scoped Hunting Rifle and AK-47 Parts
    • Rifle Scope (can be used as a monocular distance viewer)
    • Crossbow Scope
    • Suppressor
    • Suppressed Firearm Barrels


    New Items:

    • Craftable Beaker in the forge
    • Carbon Steel
    • Alternate Arrow and Crossbow Bolt recipes
    • Refined Coal (craftable at workbench; costs 25 coal to craft, but burns for 15 minutes)
    • Salted Meat, crafted from rotted flesh
    • Flaming crossbow bolts
    • Spring Cable (craftable at workbench from springs, used in recipes that formerly used scrap cable)
    • Magazines for all skills - read to increase skill level
    • Working elevator
    • Scrap arrows, for when stone is scarce in the early game - not as good as iron arrows
    • Lockpick


    New Armor:

    • Helmet lights for cloth hat, cowboy hat, black cowboy hat, football helmet, iron helmet, military helmet, leather hood, scrap helmet, swat helmet, plant fiber hat, hazmat mask
    • Craftable clothing with the perk Tinker, Tailor, etc.
    • Carbon steel armor


    New Perks:

    • Carpentry
    • Fletching
    • Advanced Tooling
    • Heavy Weapons
    • Silent But Deadly
    • Masamune, Jr.
    • Paul Bunyan
    • William Tell
    • Gun Bunny
    • Tinker, Tailor, etc.
    • Lockpicking


    New Quest

    • A Shifty Way to Die - kill five zombies with the poop launcher


    Includes:

    • Modified Sirillion's SMX UI
    • Modified LavenderJosh's Quality of Life and Firearms Improvement Mod
    • skullpoker's Deep Diving perk
    • Valmar's Working Ovens & Sinks
    • numberz's Expanded Minibike Storage
    • Katt's New Foods
    • three08's Forge Third Input Slot
    • dretch's Junction Box
    • JaxTeller718's Junk Items - Golden Egg - Scrap Iron Shiv - Electrified Spiked Club




    DOWNLOAD

    How to Install
    --- BACK UP YOUR CONFIG FILES BEFORE YOU MAKE ANY CHANGES WITH THIS MOD ---

    In order to play nicely with the 7D2D Mod Launcher, the mod is set up with the correct folder structure to put files where they need to be to run the game properly. Installing this mod is a great deal easier as a result. Simply unpack the archive and copy the contents of Craftworx-master into your \Steam\SteamApps\common\7 Days To Die\, and the files will go where they need to go.

    I do strongly recommend using the 7D2D Mod Launcher, as it makes keeping your game updated a great deal easier.

    Please be aware that if the game updates, that will overwrite this mod, and you will have to reinstall it.

    --- Servers ---

    Craftworx was designed for use in single-player games, so running this mod on a server may present some difficulties I haven't foreseen. If your players are missing the icons from this mod, have them download the icon pack; extract the archive and copy the \Mods folder to their 7 Days to Die folder.

    In the case of the expanded backpack, download THIS file, and copy the 7DaysToDieServer_Data folder to the root level of the dedicated server. For more information about the expanded backpack, check the thread here.

    There are more directions on setting up a dedicated server in that post.

    Craftworx Icon Pack

    --- Links ---
    7 Days to Die Modding Forums

    Sirillion's SMX UI

    LavenderJosh's Quality of Life and Firearms Improvement Mod

    Magoli's CompoPack (Prefabs)

    stallionsden's Expanded Backpack

    Andy's Mods

    7D2D Mod Launcher


    Changelog (Complete changelog included in download)
    Spoiler: 

    <----- 23 Dec 2017 ----->
    Craftworx 2.91
    Includes modified Sirillion's SMX UI, modified LavenderJosh's Quality of Life and Firearms Improvement Mod, skullpoker's Deep Diving perk, Valmar's Working Ovens & Sinks, numberz's Expanded Minibike Storage, Katt's New Foods, three08's Third forge input slot, dretch's Junction Box, JaxTeller718's Junk Items - Golden Egg - Scrap Iron Shiv - Electrified Spiked Club
    Added new loot entry for generic crates with some decent low-level loot

    <----- 30 Dec 2017 ----->
    Craftworx 2.92
    Changed loot list entry for working oven to enable a better sound file
    Changed behavior of the first aid kit to now remove bleeding effects, not just cure infection and provide first aid buff
    Changed behavior of the icon for Handcrafting magazine and bagged meat (that bloody escaping icon issue again)
    Added lockpick, lockpicking skill, and ability to pick locks on safes
    Fixed incorrect storage size on generic crates (Thanks, Tatoress!)

    <----- 01 Jan 2018 ----->
    Craftworx 2.93
    Added AviaryLaw signature weapon, Aviary's Lawbreaker, utilizing weaponized eggs for ammo
    Changed the text descriptions for crafting skill magazines to make their use clearer
    Changed the projectile for the potato guns from uzi to potato
    Changed the name of the enhanced potato gun to The Tatoress Express
    Changed the name of the advanced flamethrower to Lumun's Little Friend

    <----- 05 Jan 2018 ----->
    Craftworx 2.94
    Reduced the craft time for poop bolts to 2
    Increased the drop percentage for smallEngine from .25 to .29
    Increased the default weight of junk items to 5
    Added redSpecs, a signature item for RedSpecsGaming - a pair of nerd glasses with night vision features
    Disabled mechanicalparts junk, as it's not working as planned
    Decreased stack size on golden eggs from 500 to 250
    Added required skill level 1 of tool smithing to lockpicking perk for better sorting
    Rewrote the descriptions of skill magazines to increase clarity
    Removed text in weapon smithing perk that refers to bows and crossbows
    Renamed Poop Cannon to Poop Mortar, with a better description of how it fires
    Changed loot list for coffins from 1 to 75, same as mortician's drawer
    Reduced crafting time on napalm from 150 to 50
    Reduced the sham sandwich amount for making moldy bread from 4 to 2

    <----- 06 Jan 2018 ----->
    Craftworx 2.95
    Enabled mechanical parts again, making them scrap to scrap iron to fix any problems opening chests containing them that some players have encountered
    Last edited by Latheos; 01-06-2018 at 08:32 AM. Reason: Updated to Craftworx 2.95

  2. #2
    Colony Founder LuckyStar's Avatar
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    This mod is worth it just for the poop cannon alone!

  3. #3
    Ranger Latheos's Avatar
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    Updated to Craftworx v1.3

    New in this build is the scoped AK47 (with scoped suppressed variant as well), and a melee attack on shotgun-type weapons instead of an aiming ability. I may make some other projectile weapons with a melee secondary attack at a later date, depending on how much people like the changes to shotguns.

  4. #4
    Ranger Latheos's Avatar
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    Updated to Craftworx v1.31

    Fixed problem with out of array error on looting player-dropped backpacks (looting window size was off by 1 in windows.xml). There should no longer be a problem with picking up items dropped on death. Added scrap iron tools (axe, pickaxe, and shovel) to ease the gap between stone and forged iron.

  5. #5
    Ranger Latheos's Avatar
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    Updated to Craftworx v1.33

    I've disabled the breacher rounds in this build, because they're not damaging safes as expected. I'm a bit puzzled by this, as they worked in A14. I'm not sure what I'm doing wrong with them. This is the round as it stands currently:

    Code:
    <item id="2048" name="breacherRound">
        <property name="Meshfile" value="Items/Weapons/Ranged/SawedOffPumpShotgun/shotgunShellPrefab" />
        <property name="Material" value="lead" />
        <property name="HoldType" value="21" />
        <property name="Stacknumber" value="250" /> <!-- STK ammo -->
        <property class="Attributes">
            <property name="GetQualityFromWeapon" value="true" />
            <property name="EntityDamage" value="50,75" />
            <property name="BlockDamage" value="125,175" />
            <property name="DamageBonus.wood" value="20" />
            <property name="DamageBonus.metal" value="20" />
        </property>
        <property name="EconomicValue" value="70" />
        <property name="Group" value="Ammo/Weapons" />
        <property name="DescriptionKey" value="breacherRoundDesc"/>
        <property name="CraftingSkillGroup" value="Gun Smithing"/>
    </item>
    I'm perplexed.

  6. #6
    Colony Founder StompyNZ's Avatar
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    Try:

    Code:
    <item id="2048" name="breacherRound">
        <property name="Meshfile" value="Items/Weapons/Ranged/SawedOffPumpShotgun/shotgunShellPrefab" />
        <property name="Material" value="lead" />
        <property name="HoldType" value="21" />
        <property name="Stacknumber" value="250" /> <!-- STK ammo -->
        <property class="Attributes">
            <property name="GetQualityFromWeapon" value="true" />
            <property name="EntityDamage" value="50,75" />
            <property name="BlockDamage" value="125,175" />
        </property>
        <property class="Action1">
            <property name="DamageBonus.wood" value="20" />
            <property name="DamageBonus.metal" value="20" />
        </property>
        <property name="EconomicValue" value="70" />
        <property name="Group" value="Ammo/Weapons" />
        <property name="DescriptionKey" value="breacherRoundDesc"/>
        <property name="CraftingSkillGroup" value="Gun Smithing"/>
    </item>
    Thats how I have my projectile class ammo, not sure if it is the same for ranged class ammo

  7. #7
    Ranger Latheos's Avatar
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    Quote Originally Posted by StompyNZ View Post
    Try:

    Code:
    <item id="2048" name="breacherRound">
        <property name="Meshfile" value="Items/Weapons/Ranged/SawedOffPumpShotgun/shotgunShellPrefab" />
        <property name="Material" value="lead" />
        <property name="HoldType" value="21" />
        <property name="Stacknumber" value="250" /> <!-- STK ammo -->
        <property class="Attributes">
            <property name="GetQualityFromWeapon" value="true" />
            <property name="EntityDamage" value="50,75" />
            <property name="BlockDamage" value="125,175" />
        </property>
        <property class="Action1">
            <property name="DamageBonus.wood" value="20" />
            <property name="DamageBonus.metal" value="20" />
        </property>
        <property name="EconomicValue" value="70" />
        <property name="Group" value="Ammo/Weapons" />
        <property name="DescriptionKey" value="breacherRoundDesc"/>
        <property name="CraftingSkillGroup" value="Gun Smithing"/>
    </item>
    Thats how I have my projectile class ammo, not sure if it is the same for ranged class ammo
    It coughs up an error of missing class. I'll try assigning class=projectile, and see what it throws out next.

    *Edit*
    No errors, but still no damage to safes. This is weird.
    Last edited by Latheos; 12-02-2016 at 06:15 AM.

  8. #8
    Colony Founder StompyNZ's Avatar
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    Quote Originally Posted by Latheos View Post
    It coughs up an error of missing class. I'll try assigning class=projectile, and see what it throws out next.

    *Edit*
    No errors, but still no damage to safes. This is weird.
    im not at home for a couple days so cant test it for you, but im sure there's a way. Im changing most of my weapons to projectile based in my mod so that I can have long range shots, but with dropoff after a distance depending on weapon power. The ranged class is straight lines and no drop which I find annoying.

    The only issue with that is you cant have a multi raycast shot, so shotguns are limited.

    Edit: Just a thought, did you add the extra raycast number for the extra ammo types?
    Last edited by StompyNZ; 12-02-2016 at 07:41 AM.

  9. #9
    Colony Founder StompyNZ's Avatar
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    like this
    <property name="Magazine_items" value="shotgunShell, shotgunSlug, breacherRound"/>
    <property name="Magazine_item_ray_counts" value="8, 1, 1"/>
    <property name="Magazine_item_ray_spreads" value="0.75, 0.25, 0.25"/>


    Just checked the file history for items.xml and you had forgotten to add them

    <property name="Magazine_items" value="shotgunShell, shotgunSlug, breacherRound" />
    <property name="Magazine_item_ray_counts" value="8, 1" />
    <property name="Magazine_item_ray_spreads" value="0.75, 0.25" />

    With that added try your original breacherRound and it will probably work
    Last edited by StompyNZ; 12-02-2016 at 07:52 AM.

  10. #10
    Ranger Latheos's Avatar
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    Yeah, that works... mostly. The rounds now do damage, but it's not as much as I'd like. It's only marginally more damaging than regular shot. More tweaking, but it's progress. Thanks, Stompy.

  11. #11
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    I swore id asked ebfore but dont see my post or a reply. So ill ask again :-)

    And idea hwo compatible with valmod this is? "sorry if answered already but i cant find it :-("

  12. #12
    Ranger Latheos's Avatar
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    Quote Originally Posted by Dragons Nest View Post
    I swore id asked ebfore but dont see my post or a reply. So ill ask again :-)

    And idea hwo compatible with valmod this is? "sorry if answered already but i cant find it :-("
    I wouldn't recommend running both Craftworx and Valmod, since there would be a lot of conflicts with item/block IDs. I suppose if you really wanted to try manually merging them, you could, but there's a lot of overlap as well. If enough people ask about it, I might take a look at making a combined mod (with Valmar's permission), but it's pretty low on the list of things I want to do.

    -------

    Updated for 15.1, and added in 27 skill magazines, complete with icons and localization text. Took me far longer than I'd wanted to get them all in there, but they work great. I'm only missing magazines for heavy and light armor, which at some point I'd like to rectify. Maybe next update or two...

  13. #13
    Ranger Moloch's Avatar
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    Quote Originally Posted by Latheos View Post
    I wouldn't recommend running both Craftworx and Valmod, since there would be a lot of conflicts with item/block IDs. I suppose if you really wanted to try manually merging them, you could, but there's a lot of overlap as well. If enough people ask about it, I might take a look at making a combined mod (with Valmar's permission), but it's pretty low on the list of things I want to do.

    -------

    Updated for 15.1, and added in 27 skill magazines, complete with icons and localization text. Took me far longer than I'd wanted to get them all in there, but they work great. I'm only missing magazines for heavy and light armor, which at some point I'd like to rectify. Maybe next update or two...
    Entertainingly I've requested your mod be added to the pingperfect.com mod manager recently, they complied.

  14. #14
    Nomad KorruptkSwades's Avatar
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    hey Latheos ! thanks for this great simple and easy to use mod that really does enhanced the gameplay ! =D especially with the extra bag slots ! only one problem for my friend and I want to play together in survival mp (not a dedi server) and he cannot join even if he has all the same files :/ it just makes many red errors ... was wondering how to fix this please thx

    edit:
    heres my version of the icon for the flamingclubIron it has no icon ingame

    flamingclubIron.png
    (rightclick save)
    drop it in the craftworx icon area
    add this codeline to the item id="2015" under the mesh codeline:
    Code:
    <property name="CustomIcon" value="flamingclubIron" />
    enjoy
    Last edited by KorruptkSwades; 02-07-2017 at 04:47 PM.

  15. #15
    Ranger Latheos's Avatar
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    Quote Originally Posted by KorruptkSwades View Post
    hey Latheos ! thanks for this great simple and easy to use mod that really does enhanced the gameplay ! =D especially with the extra bag slots ! only one problem for my friend and I want to play together in survival mp (not a dedi server) and he cannot join even if he has all the same files :/ it just makes many red errors ... was wondering how to fix this please thx
    I have no idea. Can you elaborate on what the red errors are? That will help getting to the bottom of it.

    Quote Originally Posted by KorruptkSwades View Post
    edit:
    heres my version of the icon for the flamingclubIron it has no icon ingame

    flamingclubIron.png
    (rightclick save)
    drop it in the craftworx icon area
    add this codeline to the item id="2015" under the mesh codeline:
    Code:
    <property name="CustomIcon" value="flamingclubIron" />
    enjoy
    Odd. I must've forgotten to copy all the new icons over. I did have an icon for the flaming club, but (as sems to be the usual) I like yours better. I'll make the change shortly. Thanks! The mod is now updated for 15.2, by the way...

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