Introduction
In a dystopian world ravaged by zombies, robots were deployed with strict orders to eliminate any signs of life to try and contain the outbreak. As a result, many remaining survivors that had not been infected were wiped out and the animals that once roamed the grasslands became extinct. The year is now 2034 and the zombie outbreak still rages across the wastelands fuelled by a mysterious glow that keeps the undead alive. Inspired by sci-fi games such as Generation Zero, Prey and Detroit: Become Human.
Features
- Added robot types: androids, cyborgs, mechs, droids, drones and animals
- Updated trader characters with a sci-fi look
- Reworked skill tree into 6 specialized perk trees plus a general tree
- Added a radiation danger system to replace the infection system
- Many new sci-fi guns, melee weapons and tools with multiple progression tiers
- Harvesting crops leaves the seed behind, similar to previous alphas
- Plants can be grown in farm plots or directly in the ground using the Farming Multitool
- Reintroduced empty glass jars, fillable at water sources
- New workstations added: Blast Furnace, Fabricator and Auto Miner
- Added Cobalt as a high-tier resource, found in the wasteland
- Added Charcoal, used for crafting flare rounds
- Overhauled forest biome: new trees, rocks, stumps, logs, sticks and branches
- Updated snow biome: new trees
- Added many new sci-fi vehicles on roads
- Removed trader protection and invisible walls
- Land claim blocks placeable at traders in single-player
- Traders always open for easier questing
- Added new driveable sci-fi vehicles, including land and air vehicles
- Overhauled HUD with a sci-fi look
- Backpack increased to 96 slots and crafting queue to 10 slots
- POI doors can be lockpicked
- Many decorative blocks can be picked up and moved for base decoration
- Doors can be picked up and relocated for convenience
Contributors
- Scrubo – POI Builder
Credits
- Custom Particle Loader – by closer_ex
- MPLogue’s V1.0 Prefabs – by MPLogue
Changelog
V2.3.3 Stable
Fixed
- Custom road vehicles were missing an explosion particle
- Some drone kills were not counting towards the kill drones challenge
- Bomber droid kills were not counting towards the kill droids challenge
- Kill shocker robot challenge was not working
- Soldier droid was not dropping a weapon on death
- Custom road vehicles not harvesting for all parts
- Plasma pickaxe was worse than the steel pickaxe when harvesting stone
- Auto miner and blast furnace cause an error if sold to a player rented vending machine
- Anti radiation pill buff is removed when reloading the game
Changed
- Reduced the quality of weapon that can be dropped by the soldier droid so that the maximum quality is 4
- Increased the drop chance of a weapon from the solider droid by 20%
- Anti radiation pills buff can now stack up to 10 hours
- Increased the health of radiation barrels
- Increased the overall stats of the plasma shotgun
- Quality 6 swords can now be found at the trader
- Improved the loot of the intro buried supplies
V2.3.2 Experimental
Fixed
- Trader Luna (MPLogue poi) shows up as trader rekt on the tracker
- Robot dog wake up animation is too long, so they glide on the ground for a while after waking up
- Advanced combat dog disappears if you get too close to it
- Salvageable vehicles exploding if wrenched or a quest started in some POIs
- Energy revolvers not benefiting from enforcer perks
- EMP grenade causing an error for clients on servers
- Mechs causing an error when spawning in on blood moon
Changed
- Updated the auto miner description so it’s less confusing
- Added a conditional statement to MPLogue orb safe so it does cause an error if MPLogues prefabs is not loaded
- Added a clarification to the exterminator mod description to make it clear that it doesn’t affect standard robots like androids and cyborgs
- Removed the sound from the radiation warning tooltip when entering the wasteland (it was annoying)
V2.3.1 Experimental
Fixed
- Custom vehicles not counting for harvest car challenge
- Custom vehicles not aligning to terrain changes
- Luxury sedan throws an error when placed
- Hover car thruster sound plays when the vehicle particles are off
- Anti radiation pill missing from airdrop loot
- Knuckle parts are not craftable
- Combat dog firing sounds are not working
- Mechs still occasionally cause an error when exiting the game
- Zombies lose their tint color when dismembered
- Doors could be picked up within a land claim area even if the player was not the owner of the block
- Players can get stuck in the trader bob poi if they fall through the gaps
Changed
- Increased the spacing between laser and plasma unlocks
- Plasma items appear later in loot
- Plasma items appear later in traders
- Reduced the amount of workstation books required to unlock the crucible, blast furnace and auto miner
- The starter capsule now contains a forge ahead book
- Lights can now be picked up without a land claim
- Forge cobalt is no longer required to craft weapon and tool parts
2.3.0 Experimental
Added
- New starter series of challenges to replace the basic vanilla start quest
- New exterminator series of challenges to replace the hunter challenges
- Smoke particles for the muscle car
- Burning particles for some custom vehicles
- Dirt overlay texture for some custom road vehicles
- New icon for the exterminator mod
- New particle and explosion sound when running over robots in a vehicle
- Toolbelt message when entering the wasteland warning about radiation exposure
- Storage boxes can be rotated in all directions
- Switches and key racks can be used more than once
- Debuff to robots so they move slower in water
- Spike traps can now be picked up
- Thruster/engine particles to drones and sounds for them
- Replaced eggs in birds nests with rotten eggs
Fixed
- Buff timers not working correctly
- Custom particles attached to entities were not working
- Healing items not giving health over time
- EMP grenade display not showing damage values
- Drone flying sounds play while sleeping
- Custom weapons throw an error when the burning shaft mod is installed
- House Sliding Door can’t be lockpicked
- Heal infection challenge throwing an error when selected
- Player owned doors in traders were unlocking themselves when the game was reloaded
- Crafting skills don’t unlock past quality 5 for custom weapons
- Large mechs still able to be dismembered
- Some weapon sights and scopes were not aligned
- Sound warning for cyborg crawler
- Combat dog particles float in the air after being fired
- Mechs and droids have blood particles when damaged with a knife
- Bomber droid explosion gets cut off before it finishes playing
- Radiation particle on robot is misaligned with the hands
- Secure desk safe missing an icon
- Harvest jars of honey challenge not working on custom stumps
- Animals spawning in downtown
- Robotic animal and droid attack animations don’t play on servers
- Robotic animals and droids slide on the ground after jumping on servers
- Mechs causing an error if the game is closed while they are alive
- Explosions from entities can cause an error in some cases
- Robot dogs get stuck very easily
- The farming multitool can be used more than once on a single block of fertile land
- Drone blades are spinning while its sleeping
- Rad protection buff is not preventing rad exposure from radiated robots and mutated zombie spit
- Farming multitool can remove seeds if the adjacent block is fertilized
- Warning about convex mesh on custom road vehicles
- Feral cyborg crawler not fast like the vanilla crawler
- Plasma grenade launcher holosight is misalinged with the ironsights
- Some workbench recipes are missing the workbenchCrafting tag for faster crafting with Advanced Engineering
- Fabricator and Auto Miner recipes benefiting from workbench crafting speed via Advanced Engineering when they shouldn’t
Changed
- Removed some of the new voice lines from trader luna
- Removed attribute armor mods
- Raw meat challenge harvest changed to harvest nano chips
- zombie vulture challenge changed to kill soldier zombies
- Removed the hunters journal books from airdrops
- Removed legendary parts
- Cobalt crafting is now exclusive to the blast furnace
- Robot projectiles can now go through bars
- Reduced the amount of ammo in military pallets
- Removed stumble forward mechanic from entities
- Allow exterminator mod to be installed with a rad remover
- Removed fusion tier of weapons
- Re-ordered melee and gun tiers so Laser comes first and then Plasma
- Reduced the amount of sticks and stones on the road
- Removed moss covered rocks from biomes
- Increased the health of the large spider bot
- Increased the health of high tier robots
- Reduced the health of zombies back to A21 levels
- Reduced the amount of parts (electrical, mechanical etc) harvested from standard robots
- Added back the infection buff and its medication
- Increased the firing accuracy of robot dogs
- Robotic animals will no longer attack other robots
- Updated the localization of the starting note
- Changed the glow color of zombies to blue
- Increased the damage of the bomber droid
- Renamed drug side effects to Nausea
- Adjusted bloom moon horde groups so that higher tier robots show up sooner
- Added mechs spawns to high gamestage blood moons (GS 300+)
- Removed stat display from farming multitool
- Increased the saturation on the custom motorcycle model
- Rotate motorcycle model so that its not standing by itself on roads
- Reduced the salvage HP of the motorcycle road vehicle
- The farming multitool can no longer destroy crops or glass windows when using the clearing function
- Weapon descriptions now indicate what type of ammo is required for the gun
- Changed the color of the locked slots to blue in the backpack
- Removed steel knuckles loading tip about harvesting meat from animals
- Changed the description for the intro trader quest
- Removed ambient biome animal sounds
- Reduced the headshot damage of the soldier zombie
- Changed fabricator recipe to require scrap iron instead of forged iron
- Reduced duct tape cost of the fabricator
- Changed localization of the infection buff
- Changed blast furnace fuel icon to gas
- Increased the output slots of the blast furnace to 3
- Increased experience gain from inferno and shocker robots
- Resized loading screen images
- Removed player name from the main menu
- Added missing weapon and melee tags for armor bonuses
- Reduced multidim size of branches to stop it from throwing an error
DOWNLOAD (2,4 GB)
If you appreciate Zilox’s work and you want to show support, use this donate link.
If you need help, you can use this support link.
Credits: Zilox
If you have any questions or have any problems/bugs, please use the support link (Discord, Forum Topic, GitHub Issues, etc.) in the post. If there is no support link in the post, please use the comments section.
I played three maps. The enemies were ok in terms of difficulty, but I never found enough food to survive. Loot is a complete mess in terms of balancing. I just died from lack of resources over and over.
Is this mod but more specifically the music stream friendly?
Yes it is.
When I click on the skill tree the UI disappears but the cursor remains
The Vanilla based knifes are very slow. Is this an animation bug? Is it possilble to fix this?
Promising game. One problem though, you need some futuristic POIs. Like if the robots are expanding and using the undead as cattle or slaves. For me right now the game still feels empty, but I will be there for the next update and the update after that, etc etc
Good mod. Works great. Look what I noted:
District mod notes 2.3.3:
– broken glass that used to craft bones in fabricator
* how I can craft broken glass? No ways to get it (except farming windows in houses), in prev alphas I smelt sand to get this resource.
– Plastic. Why I can’t get 0-15 it eventually from any robot (the bigger robot the more you get)? They are skinned with plastic (looks like)
– Cobalt ore. Why I’m getting it constantly from robo-dog/wolf, but I don’t get even 1 piece from any other regular robot. Looks like a bug.
i love this mod but it just won’t work, theres no npc/zombies/robots anywhere i tried to reinstall the mod countless times even my game just to be sure, yes i have the harmony folder i didn’t delete it, i hope youl fix all the mods in the next update and thank you for your time
Отлично работает.
Mod not work….
There are two mods that I know of that add guns to zombies. To me that doesn’t make sense but adding guns to robots seems to be intuitive.
This has been one of my favorite mods ever since I first saw it, but sadly it wont run, no matter what I do. I’ve tried full uninstall and reinstall of the game and the mod without success. With the Harmony folder the game just faults out to Nullreference errors, and if I remove the Harmony folder I can’t complete the starter quest of opening the capsule (i can open it, but it never shows I’ve done so.)
Cant load the mod, constant error messages about objects not loading
Make sure you have the 0_TFP_Harmony in the Mods folder. Verify your vanilla files on steam if you deleted it.
The mobs don’t move and numerous error messages appear, I hope they can fix it soon.
You need to make sure you have the 0_TFP_Harmony mod in the Mods folder, it comes with vanilla and if you delete it the mod does not work. You can verify your steam files to get it back if you deleted it.
Hello, since the last update of the game the mods no longer work, errors during loading, I hope the mods will be updated soon
Please Update to 1.1 b14
Thank you so much for this awesome mod. Keep up the great work!
It was quite fast played through, really didnt add anything much that special. Sure it was fun to get the laser and plasma stuff, but robots were just reskinned zombies unfortunately. The large ones were cool though, could deal more dmg to players though, they felt like a little to no danger.
Any idea if its possible to make the hovercar faster? it feels like a really slow vehicle to use to move around as the land ones move faster.
what difficulty were you playing on? my robots seem really “tanky”.
I loved this mod, but today whenever I get near a town, I get red text in the console, and it stops me from playing.
got a null reference exception, I uninstalled this mod and that fixed it.
its just this exact thing repeating over and over again. I managed (ingame) to delete the player vending machines and that helped considerably, but this mod is not playable as soon as you render in the trader poi
NullReferenceException: Object reference not set to an instance of an object
at TileEntityVendingMachine.UpdateTick (World world) [0x00012] in :0
at Chunk.UpdateTick (World _world, System.Boolean _bSpawnEnemies) [0x00015] in :0
at World.OnUpdateTick (System.Single _partialTicks, System.ArraySegment`1[T] _activeChunks) [0x00125] in :0
at GameManager.UpdateTick () [0x00073] in :0
at GameManager.gmUpdate () [0x0038a] in :0
at GameManager.Update () [0x00000] in :0
Likely something wrong on your end. No one has reported this and it has been working on my end as well.
i am having this problem too just need it to 1.1 b14
Issue with hover car not loading in when continuing game. Icon is there on map, but car is missing.
This is likely a server problem, but i’ll look into it.
As others have mentioned, I too am getting red text about particles, etc.
This is being looked at, it’s most likely a server problem. I don’t think this happens in singleplayer.
i keep getting a custom partical loader dll error on client side with this mod. in previous versions i had no issue installing this mod on a server. even if i continue past the error when i try to connect to the server i get that incompatible version error. any ideas what the issue is?
hi i enjoyed 7days to die with your great mod.
thank you .
but one day suddenly the block upgrading doesn’t work.
i didn’t figure out why it doesn’t work.
please help me..
If you have installed the CraftFromContainers mod it would do that. It has some issues and I would not recommend using it with this mod.
Sorry for the spams, but it takes too long to wait for my messages to get approved by moderators and more information happens. The sounds originates from where you selected the car, and it can happen in multiple locations. It also won’t go away when we restart the game.
This has been fixed in Version 2.3.1
I had a friend try it, and they said the moment they selected it while it was in their inventory the noise started and it won’t go away.
I made the Hover Car, but now the jet sound from it is constantly playing even when I have it in my inventory/crates.
El mod no esta bien terminado y da muchos errores en consola, esta muy verde, tiene un buen enfoque pero le falta mucho trabajo.
Será que es incompatible con los mods que estás usando aparte de este porque a mi no me tira ningún error amigo
Its possible to add Double G zombies with the sci-fi look to the mod pack?
https://7daystodiemods.com/double-g-zombies/
Can you guys upload the files to another service on next update? the ones you’re using right now has speed limits, takes like half a hour to download the mod lol
I don’t think there is that big of a speed limit considering it’s only a 2GB file. I can download it within 2 minutes with a gigabit fiber optic connection.
Man, not everyone has that internet but yeah i guess you’re right its not too heavy, still a big mod
A different host will not help if your internet speed is the limit though.
There’s a really big design flaw with trader Bob’s base. You can fall into the cracks between blocks and not get out. I have been able to get out a few times, but I just keep falling back in eventually.
It should be fixed in the latest version.
Just installed for the 3rd time the start quest is bugged cant complete and non of the zombies or bots move they just stand in place lol and when i talk to luna just get a giant wall of yellow erros was excited guess it needs to cook awhile longer
You’re probably one of the weirdos who deleted 0_TFP_Harmony folder.
nope still have it and i kno were on the internet which is why you talk to people the way you do you need to realize that keyboard warrior s… will and can catch up to you in real life you never know who your talking to so chill with the name calling
make sure you have the “0_TFP_Harmony” mod that comes with the base game in your mod folder along with everything else. The issues your having sound similar to an issue I had and was fixed by adding the 0_TFP_Harmony file to my mod folder
Yep, you need to have the TFP Harmony folder that comes with the vanilla game otherwise the aforementioned pointed out will not work.
Hey, I have an issue with xml loader for trader.
its possible to add compatibility with zombie hunter mod and maybe some extra zombies? like double G zombies, Micks’s Special Zombies and such, i feel weird not being able to loot enemies lol
What map it’s best to play with this mod? random gen / navez / custom map-
(fluffy panda/others).
Thx for sharing this great work!!!!!
Random map because this mod changes the biomes and such, any pre-generated world will cause issues, that’s my experience
Yeah, thanks for the tip. I’m playing on a random 6k gen map, having a blast till now pretty fun mod.
how do you update the mod without downloading the full zip file again ?
You can download the updated files one by one. But this can cause you to make mistakes. It’s only 2.4 gb, not 240 gb. Just download it! It really shouldn’t be that hard.
I am sure it would be a real pain but is there any way you can separate the mods so we can pick like the weapons only or only the vehicles?
If not no worries, still a cool mod.
I like this mod very much, when will version 1.0 of 7dtd be available?
Hopefully by the end of August, but it may longer than that.
For the next update, hopefully the 1.0 B333 version of 7DTD can you do all Sc Fi versions of the pois and houses please to help with better immersion please? Thank you!
It’s not going to be in this version as there’s a lot of issues to fix, but there might be some in future updates.
Howdy
so a small thing, but I would like to offer some suggestions on fluff/refluffing some stuff you have already?
its a tad odd that a plasma weapon is considered weaker than a simple laser one, considering the tech differential is pretty massive–
and fusion is *reaction* rather than a substance.
a reflavoring for those tiers could be gauss/rail for the first scifi tier, laser, and then plasma?
also using *cobalt* as a mcguffin material for high tier crafting works well enough, but consider giving it an isomer title; cobalt-65 for instance. you could also simply lean into the *alien world* concept and go with a novel element– calling it unobtanium, or teslatite, xenoferrite, azurium or something in that vein.
I really do enjoy the *concept* of this pack– swapping for robots really could do some interesting things. hoping that there will be a POI pack included in the future to add in scifi infrastructure to the world. also more enemies that *fire back* will be interesting to deal with. I know 7 days AI is something **rough** for NPC enemies that arent brainmunchers.
good luck on the project, and thanks for all the current hard work 🙂
Hey, thanks for your feedback. I’m doing a lot of refining for the next update and some of the things you mentioned are being worked on already. I’ll take your other suggestions into consideration 🙂
Hey Zilox,
You know how many time before update ? I love your mod. Good luck for your work 🙂
how can i put the updates? i must download again? and we need to make new world?
Yes. Download again, you can use the same world for most small updates.
상인이 어디있나요 찾지를 못하고있어요. 지도에도 어디에도 표시 안되어있습니다.
Is there a way to use the deco pickup in this mod. as it lets you hold e to pick up. so you dont keep picking stuff up in error.
No. It’s part of the mod and I don’t make separate mods for that kind of thing.
Love the older version of this mod. Is it possible to play an older version or is it possible to remove/edit out the zombies from this mod? No idea why zombies are in there. I thought the story was that the machines wiped everything out. I mean if I wanted zombies I’d just play vanilla.
In my opinion adding zombies to this mod makes it less unique and less enjoyable. I wish I’d kept the older version.
Go play vanilla then, no one is stopping you.
Unable to pick up items like spotlights, it lets me change the colour and turn on. But no option to pickup.
Also are othe mods compatible with this.
To pickup lights you will need a land claim block. No other mods are officially compatible, so I wouldn’t recommend using them.
one bug ive noticed is the combat dogs dont damage the zombies though it will fight them with no resistance from the zombies.
This is was fixed in the latest version. Thanks for reporting!
I really want to play this mod, but sadly there are no traders present after an advanced new world generated (using experimental version of the mod). I used mod launcher and then tried direct download. Verified game files. Nothing helped. I invested over 4 hours in research, reloading, recreating a world, reading posts and re-downloading, but most of the time I scouted the map to find a trader – that was before I realised others had the same problem. As the mod is rather popular, I get the feeling many others do NOT have those issues with traders. What am I missing? Any hint would be much appreciated. I am running version 21.2 (b37)of the game, as stated as requirement for this mod.
SOLVED on discord already (wrong game version running), sorry for double post.
Незнаю у каво как, но у меня нет торговцев. Eac отключен. И версии мода разные пробывал ни фи га.
If you are not seeing traders that means you have the wrong version of the base game. V2 of the mod requires A21.2 at the moment.
Are there any plans to break this mod into parts? I
like the concept of the droids and mechs but i would like to “mix” them in with my regular game because zombies are sorta the point.
Still, the droids being the own independant entity would be great and if they were coded, if zombies got too close, to “deal” with them would be cool. The idea of “guardians” left to their own devices who didn’t really like survivors or zombies would make them a GREAT element of immersion. Give the bigger mechs more range on their sensors and they could just gun something even if it was in a building if it detected movement.
Also, the A21 recreation of the “Z2” hud would be GREAT as a lone mod.
The weapons and stuff they’re made from would be great to mix into regular game play.
The more immersive the better.
There are no plans to break it into standalone mods, but there is a new update with a lot of the features you have mentioned.
Our server ran this one for a season. It went off quite well. Keep working on this mod!
Angels of the Apocalypse
Tried this mod and it was great at first. The Farming tool that allows you to plant in the ground is insane. You can only find it via looting (reward for T2 quests done Farm Bundle) and when you try to use it there is nothing that tells you how to do it. Then the auto miners. Great idea until they start disappearing. Had 2 and one disappeared. Moved the remaining one to an open spot and added a few more. Had a total of 6. 4 disappeared so mod was dumped. It’s a fun mod with the robots and all but don’t expect much help in the Discord either. I saw some of those posts and it’s amazing how the developer RARELY answers anything. So just… play at your own risk.
I enjoyed this mod, but I wish the progression was a little slower. I had max level weapons much quicker than I would have liked.
I wish there was a Sirenbot or something that TRULY functioned like a screamer as well.
Otherwise I had a great time.
For running this mod you will need:
SMX core, HUD and ZMXuiCPTFS (<- or you get forge XUI error).
Trying this mod with friends … so far it is fun 🙂
what mods are talking about?
Loving the game. anyone finding supercorn in this mod?
Thanks, you can find super corn in the bobs boars and carls corn POI just like vanilla.
Hey Zilox! I was just wondering, is there a way for you to integrate a guild type system in this mod? The current party system is not very good. Or will the party mods that are out there work with this content?
Keep up the good work man! Really enjoying this one!
Not sure which party mods you are referring to, but I don’t have any plans to change the party system.
Please tell me how to drive a flying car I can’t understand YouTube videos because I’m Korean
It is the same as a gyrocopter, except you need to tilt forward with C and Space bar to go forward. The controls are going to be reworked in a future update.
Great mod!
Thank you!
So Earth is not a ball, never was. Lose the ridiculous ball earth load screen, and I’ll give this overhaul Mod a try (or can I remove it). I was also wondering if all my other Mods will work, and do I have to start a New Game ?
Space is three dimensional, so our planet is three dimensional. The land has an observable curve all across the surface, provable with laser measurement across any point along the surface. From space, even ignoring how planets are formed across eons, we are sandwiched between the titan forces of the Sun and influenced by Jupiter and Venus’ gravity, where a perfect circle cannot exist as long as we have shown the earth to have existed. We are an oblate ellipsoid because that is the only way orbit and gravity across eons is possible. Any other way and Luna would have crashed into the earth millennia ago. If we cannot agree on truth, we can reason what is not true and arrive at truth.
No observable curve at all. I was in the US Navy pal, you’re brainwashed because the UN Countries have all the same template of propaganda. When You want to wake up, I’m mulder2400 online, YouTube, BitChute, and Internet Archives. All you need to know about our level world is there or at links. Take your time as Earth isn’t going anywhere, neither are you.
Congrats, you’ve made me wish this site had a laugh react option. Have you considered working as a comedian?
Get a grip dude, the earth is a sphere. It’s been proven time and time again. The only propaganda being spit here is yours. Stolen Valor isn’t cool either (also illegal) so quit pretending to be military.
How about you just GO AWAY and take your “flat earth” nonsense along with you!
Love this mod,it has been a whole lot of fun. Do you have any plans to add new types of bows and crossbows?
Yes, it’s on the todo list.
Hello friend, is it not possible to make your mod compatible with Esay anti cheat? It doesn’t matter if the particles are sacrificed, what matters are the weapons and the enemies.
No, it’s not possible. Many of the core features are not compatible with EAC.
why not just turn it off?
Ok, so I have had this mod installed for about 2 weeks now and it is so much fun!! Having over 800hrs played with 7 days, this mods is a breath of fresh air and feels like a whole new game. I absolutely love love love that you can pick almost every decoration up <3<3<3 it adds for so many customizations for your base and makes it more like an Easter egg hunt to find deco pieces. And I can literally make my base IN the trader pffffft, sup trader Luna, how you doiiin? The only thing I could ask for with this mod would be adding in some futuristic POIs. Some examples: advanced reactor, advanced military base, hovercar factory and anything else you can think of. That would add so much more to the robotic takeover feel. Even without this mod is awesome, 100% recommend trying it out
Thanks, I am glad you are enjoying it. I’m working on getting some custom POIs made for the mod with the help of some poi creators but I’m not sure when they will be added, but it’s in the works.
I thought of an item that would be interesting.. probably wouldn’t be able to do it but I thought about it.. at type of generator or box you can install in a house that you can charge to power the lights of a POI instead of having to charge them individually.
I do like this idea, and it’s definitely possible. Some kind of wireless recharge box I would say. If you want to make suggestions I’d recommend joining the discord and putting it in the suggestions channel there as it’s most likely to get considered there, else I will probably forget about it.
When I started new rev of game 1.2.3 all my perks, books, skills are gone. Everything needs to be redone again. I have to read all books one more time.
My character’s level is 1 again. What is going on?
I am really, really digging this conversion. My only issue, which is a small one, is how often you need to recharge lights. The cost is a nothing, but having to go around my base and recharge things every couple hours gets annoying. My question to Zilox would be: is there a way to fully charge something from 0 to 15 without having to click through the recharge 5 times per light and/or is there a place in the xml configs where I can extend the burn time between charges. Thanks 🙂
When I try and play this I get a mess of error codes regarding vectors also when I do the quest I get no traders as an objective. Not sure what I am doing wrong I have zero addons right now
You need to be on alpha 21.1 not A21.0. I had the same issue and that fixed it.
not sure T2 quests are suppose to be offering all fusion gear, as well as selling fusion gear for 500 dukes..?
Good day love your work but I have a very strange bug traders are duplicated there are two standing in the same spot and and all I get are buried loot quests do i have to reload the mod or is this a bug tried to report it on discord put couldn’t get it to work
deleted the mod downloaded the new one installed and it fixed the problem
Ive been having an issue since A21.1 stable came out where all my trader jobs are buried supplies and I cant progress past tier 3. I’ve started a new world and still haven’t had any luck. Any help would be appreciated!
Following. Same issue.
Hi had the same problem deleted the mod redowned the new one installed and bang fixed the problem see if that well help you and you don’t have to start a new world hope this helps you
I had the same problem except I never got to tier 3 yet, but, I went to their Discord and downloaded the 1,2,2 Stable version and it fixed the Only Buried Supply Quests
First off love that the mod adds a new spin on the game it has some rough edges but no complaints about the gameplay but one. I have tried generating maps and every time there’s an error that shows up with the experimental version that doesn’t spawn any traders. Is this a glitch or just with the experimental I am about to install the regular version to see if this fixes this issue.
I have had the same issue on the stable mod…gives several errors when loading and then no traders found on generated maps or on the maps within the game.
Im having the same issue, made a new random world, No Traders. Below are the error it show repeatedly.
The error: ERR Loading prefabs xml file for level ‘New Locizu Valley’: Method not found: Vector3i .Vector3i.op_Division(Vector3i,int)
The error: EXC Method not found: Vector3i .Vector3i,op_Division(Vector3i,int)
The current version is updated for A21.1 stable, it will not work on any other version.
Love the mod so far. Thank you for all the hard work.
One issue that seems kind of extreme is the amount of fuel it takes to fill up the tank. I recently built a mini bike and took almost 2,000 fuel to fill up. That seems been excessive and unsustainable. Not sure if it was intentional or not.
One thing that I would love to see added is having the storage crates broadcast. I believe this is done in undead legacy.
Thank you again 🤘😎🤘
Ranjer
CAN SOMEONE HELP ME SOLVE THE CLICKING NOISE LIKE A EMPTY GUN WHEN IM IN THE WASTELAND I WANT TO LIVE THERE AND ITS DRIVING ME NUTS
Its been solved quite some time ago. Update the mod.
Если хотите русскую версию, скачайте с моего яндекс диска файл, все названия перевёл на русский. Просто в моде замените файл с таким же названием в папке Config. Ссылка: https://disk.yandex.ru/d/clNODzN8F5gjXQ
Спасибо, мил человек
Are there any plans for Xbox or PlayStation controller support?
It already works with controller in steam big picture mode
done all i was told to install the mod and it is not working at all !
This mod looks great, downloading it and eager to try it out!
I have one suggestio (though it may be like that already =p)
The dogs and wolves could be substituted with the robot dogs from black mirrors season 4 episode metalhead!
https://www.youtube.com/watch?v=BDP9jA6k_UE&ab_channel=MovieClipMicrocosm
(basically fast moving robot dogs with shotguns) uncannily like spot from boston robotics
https://www.youtube.com/@BostonDynamics
Robotic animals have been suggested many times, and are already planned 🙂 if you want to know more I suggest you join the discord.
Absolutely love this mod, I’m now 21 days into it but have turned off Blood moon because of a few minors things such as being focused by shooting drones through solid block walls.
The mod so far is fantastic, the best overhaul mod I have played honestly! I had to pump it up to Insane nightmare as they felt a bit easy, but that helped the game a lot for me!
The new weapons look great, but balance wise I am not sure where they are supposed to be? Like i can see their tiers in creative and they just feel like downgrades of the vanilla t3 weapons?
Weapons have been balanced for the V1.1.0 update. They fall in the same tiers as vanilla but are better in terms of damage, the ammo is more expensive to craft though, so using both vanilla and energy weapons is best.
Any possibility to make the corpses lootable?
No, but they are harvestable with a wrench.
donde estan los animales????
they got eaten by robobs
ERR [MODS] Failed creating ModAPI instance from DLL AllocsWeb.dll
The mod does not work with CSMM and Allocs
Love the mod pack
One small Issue the hydro organic fabricator seems to crashing games
(red line = index was out of the bounds of the array)
Please join the discord for support.
hey, really love the mod, but we have had one prob with the meat generator thing crashing someones ui, errors in console. and Radiation, i didnt notice it till i got the acute radiation poisonings, and the pills dont seem to be getting rid of the debuff, its been about 30 mins. ill try eating more pills.
Please join the discord for support.
I see the Discord link – sorry about that!
Hi there! Can this be used for A20, or if not – is it learning by reading or doing? My husband and I said we would never go back, but this looks INCREDIBLE, and he loves anything space related.
Also – do you have a Discord? 🙂
Many many thanks – absolutely stunning work !!
Love this concept, really a great game changer, do you know if you can run this Mod on any map or even like an New York Undead map?
Hi, yes it can work with any map.
Absolutely Brilliant!
However, is there a way to change the water system to the new way that A21 does it? Adding water jars means you effectively have infinite water from day 1 and I vastly prefer the new system.
The dew collector is still in the game, so if you prefer it you can use it instead.
Technically I could, but it appears the glue recipe has been reverted as well and requires murky water. Dew Collectors give clean water, so it would greatly skew Glue production. I’d basically be forced to use the jars anyway for glue.
I’ll come up with something I suppose. It will be worth the effort in order to play the mod, it’s super cool.
Tbh, my problem is rather the “bones” part of the glue recipe. Since there are no animals, bones have become a relatively scarce commodity in this overhaul mod. And I think, over the years and countless 7D2D playthroughs, I have found supercorn maybe twice. So the supercorn-based glue recipe does not really “save the day”.
You can get bones from the animal skulls in th
This mod is great. I don’t even want to say mod. This is a new game.
So, I like to use “7D2D Launcher” by SphereII and thanks for publishing your overhaul there as well!
There is a problem with that though, because Launcher uses full git clone for syncing mod down to my system, and that includes .git folder (git’s “blob”).
You must have tons of deleted files in git’s history, because I am looking at ~15 GB copied already and it is just “624 out of 1061 files copied” ATM.
I believe that the mod itself is only 2.6 GB large, so those other 13 GB plus is just a waste.
Please find a way to purge deleted files from history, or just copy your new mod to a new repo for distribution like that.
But no matter the tidbits, thanks for a great work that you are doing!
Thanks for letting me know, I will take a look into it.
Absolutely incredible. Any chance of getting a port of just the weapons as a standalone?
Thanks, but probably not, the weapons are unique to the mod.
What about the POI lights + light editor as standalone mod? I absolutely love that feature!
This is greatness. First time I’ve ever donated to a mod author. Thanks!!
Thank you, glad you like it!
Perfect!
Wow! That’s great! Thanks for your effort!
porque me sale este error? es la segunda vez que descargo el mod, que sucede? dice estar vacio, error de compresion etc. el mod funciona o no…?
[Window Title]
Error de Compresión de carpetas (en zip)
[Content]
Windows no puede abrir la carpeta.
La carpeta comprimida (en zip) ‘C:\Users\Compass\OneDrive\Desktop\DistrictZero (1).zip’ no es válida.
[Aceptar]
you need to right-click on the zip and unzip the file. then add the file in to the mods folder were 7 days is installed.