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MeanCloud's Modlets Collection

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    [MODLET] MeanCloud's Modlets Collection

    If you have feedback or problems with any of my modlets, try to post them in their specific topic (most of these modlets link to their own topic).

    Major Mods
    Name Description Compatibility Version Link
    Cannabis Adds usable cannabis to the game. Who says you can't enjoy the end of the world? A18 1.01 topic
    Fishing Adds active and automatic fishing and new cooking recipes A18 1.04 topic
    Mining Adds copper and zinc (including ore generation, salvaging, and looting) and mining machines. A18.0, A18.1+ 1.01, 1.04 topic



    Minor Mods
    Name Description Compatibility Version Link
    Barbed Wire Returns the missing or removed barbed wire sheet from A17. A18 1.00 topic
    Don't Use Up Water Prevents empty jars from depleting water sources that the player placed with a bucket. A17, A18 1.00 topic
    Enemy Reach Shortener Reduces enemy's reach to a more reasonable distance. Credit to JaxTeller718 for concept: this is a copy of his but with an even shorter reach, fixes to falloff damage, and is forward-compatible with new and custom enemies. A18 1.01 download
    Increased Animals Adds more peaceful animals spawning in the game (about double). Credit to stallionsden for concept: his version spawns way too many animals because the game engine doesn't respect modlet spawn limitations like it used to. A18 1.00 download
    Med Stack Sizes Updates all of the medical supplies (consumables and ingredients) to stack to +5 more than they used to (stacks of 5 are now stacks of 10; stacks of 10 are now stacks of 15). A17, A18 1.01 download
    Regenerating Boulders Boulders (even ore boulders) will regenerate after they have been mined. A17, A18 1.03 topic
    Scrap Bone Knives Allows bone knives to be scrapped back to bone. A17, A18 1.00 download
    Supplemental Pumpkins Finishes and supplements The Fun Pimp's Halloween-themed content. A18 b149+ 1.01 topic



    GENERAL INSTALL INSTRUCTIONS:
    Download and extract modlets to your 7 Days to Die /Mods folder.

    For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist).

    Once extracted if the mod contains a /Prefabs folder, then move the files in the mod's /Prefabs folder to your 7 Days to Die /Data/Prefabs folder.

    For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Data\Prefabs ('Prefabs' will already exist; if you can't find it, you're in the wrong place).

    Some mods require (or strongly recommend) you to start a new game.

    SUPPORT ME:
    PayPal Donation if you enjoyed my work and want to encourage me to do more.
    Last edited by psouza4; 2 weeks ago.

    #2
    So did they Fix the Max 30k Bug thing that we had back in the older versions ? & A Big Thanks...

    Comment


      #3
      Originally posted by Tallon View Post
      So did they Fix the Max 30k Bug thing that we had back in the older versions ? & A Big Thanks...
      Previously, the game engine stored the units in a forge as a signed short integer (2 bytes), which has a range of -2^15 - 2^15 (-32,767 to 32,768). Anything over 32.7k would cause the forge to 'wrap around' to negative amounts. It appears that The Fun Pimps have evolved to larger storage sizes for holding this data (the ItemStack.count member is an 'int' now -- 4 bytes -- and no longer a 'short' -- 2 bytes).

      I tested this between multiple game sessions and didn't seem to lose any of the hundreds of thousands of units I had in my forges with this mod.

      (P.S.: with the current storage of 4 bytes, signed, we could technically push this up to 2,147,483,648 now but I'm not sure the formatters for the GUI like numbers of this size)
      Last edited by psouza4; 10-28-2019, 08:46 PM.

      Comment


        #4
        Thank you for these. I appreciate the polish.

        Comment


          #5
          The link for "Enemy Reach Shortener" modlet points to "Increased animals", just so you know.
          Last edited by Sgt.Slaughter; 10-29-2019, 02:41 AM.

          Comment


            #6
            Originally posted by Sgt.Slaughter View Post
            The link for "Enemy Reach Shortener" modlet points to "Increased animals", just so you know.
            Whoops. It's fixed, thanks for pointing it out!

            Comment


              #7
              Nice, especially like the forge stacks.

              Comment


                #8
                So that means I can adjust my coin mod cos that caused issues if above 30k originally Thanks I remember it was 1 of the first things I modded only to find them disappearing haha...

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                  #9
                  Added a new modlet: Cannabis, for those of you who want that sort of thing in the apocalypse.

                  Comment


                    #10
                    Fishing and weed!? Those are like the two best things ever invented, gg, Gonna try these for sure after the experimental stuff is over.

                    Comment


                      #11
                      Had a problem with your Enemy Reach Shortener. The game didn't like the -- in your comments. I had to remove them to get the mod to work.

                      Comment


                        #12
                        yes comes error in beginn menue

                        Comment


                          #13
                          Originally posted by Gamida View Post
                          Had a problem with your Enemy Reach Shortener. The game didn't like the -- in your comments. I had to remove them to get the mod to work.
                          Sorry about that, released v1.01 (it just fixes the XML comments issue so if you already did that with your local copy, you don't need my 1.01 update).

                          Comment


                            #14
                            Mining mod updated to v1.02.

                            Comment


                              #15
                              Edit: Posted on page specific to mod.
                              Last edited by DangerGirl Forever; 11-09-2019, 07:05 PM.

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