7 Days To Die

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wratmaniac

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wrathmaniac

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14 comments

  1. WoinHg
    WoinHg
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    Not work, so sad
  2. thetaprime
    thetaprime
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    I'm getting about 20 instances of this when starting my Dedicated server:

    2023-08-13T14:15:41 34.502 ERR Loading AssetBundle "F:/SteamLibrary/steamapps/common/7 Days to Die Dedicated Server/7DaysToDieServer_Data/../Data/Bundles/Other/Items" failed: Parent folder not found!


    After narrowing it down, it seems to be your new releases of the IRO mod, the turret mod with IRO compatibility, Better Starting Items, and All Parts Craftable. With Any of these active there in any combination, there are varying numbers of the listed error. Random Game Tweaks seems all clear.

    Thanks.

    1. wrathmaniac
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      @thetaprime thank you so much for flagging and taking the time to narrow it down for me, I really appreciate it! I think I have the culprit in the files and I'm working on a hot fix now. It makes sense all of those mods are affected. The problem is that the mesh file location has changed in the new version, something I didn't catch in the update.
    2. wrathmaniac
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      Okay, I just tested with all the files and the error is gone on my end. I have updated all affected files. Thanks again! That would have been a big problem if the items added by those mods with the bad meshfile were dropped. I didn't test it, but I suspect the game would crash. I saw that error in terminal but since everything was running fine I ignored it. Big mistake! 
    3. thetaprime
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      Hey wratmaniac,

      I just updated the files to your latest releases, and I'm still seeing the same behavior. Not sure what's happening exactly, but the errors are still in the DS log. I'm going to test in game and see what happens.
    4. wrathmaniac
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      thetaprime,

      I re-uploaded pretty late last night and somehow only this mod (IRO) received the old file. I downloaded the file and it still had the bad meshfile path in it, along with the old version. 

      I've just double checked ALL files and it was only this file that was not properly updated. It will be good now, I'm sure. I have updated the file, redownloaded from nexus and verified it is using the correct meshfile path.
    5. wrathmaniac
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      Thanks again for being an awesome guy and letting me know. Sorry for any time you spent on it.
    6. thetaprime
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      Hey, using the right mods is as much of a hobby as making them. Glad I could help!
  3. MikeyMooUK
    MikeyMooUK
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    Loving this mod, I am just doing some edits for the following mods to get them working:
    https://www.nexusmods.com/7daystodie/mods/1195 (low tier bow/crossbow changed to not need new repair kit as it was cheaper to craft a new one lol)
    https://www.nexusmods.com/7daystodie/mods/1997 (just the new explosive weapons)

    Edited lines FYI:
    <set xpath="/items/item[contains(@name,'gunBow') and not(contains(@name,'T0')) and not(contains(@name,'gunBowFletcher')) and not(contains(@name,'gunBowPrimitiveCrossbow'))]/property[@name='RepairTools']/@value">resourceBowPartsRepairKit</set>
    <!-- <set xpath="/items/item[contains(@name,'gunBow') and not(contains(@name,'T0'))]/property[@name='RepairTools']/@value">resourceBowPartsRepairKit</set>  -->

    <set xpath="/items/item[@name='gunExplosives']/property[@name='RepairTools']/@value">resourceExplosivesPartsRepairKit</set>
    <!-- <set xpath="/items/item[@name='gunExplosivesT3RocketLauncher']/property[@name='RepairTools']/@value">resourceExplosivesPartsRepairKit</set>  -->

    Also have you seen this mod for having up to 10 ingredients?
    https://7daystodiemods.com/add-five-recipe-ingredients-ui/

    Could be worth a look!
  4. OrpheusNexus
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    Hi. So how many repair kits do we have now then? Only the 6 we can see in the images or are they more? Thanks.
    1. wrathmaniac
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      So it will add a repair kit for every part (shotgun parts, pistol parts ect..), one for vehicles, and the normal repair kit. Not sure of the exact numbers there.
  5. LeoByron
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    I like the idea behind this mod. I think that since the mod is increasing the difficulty in terms of materials required, I think it might be a good idea to also increase the durability slightly of the items in question so that they last a bit longer before requiring repairs. Realistically, I feel that high quality weapons should last at least several days of use without requiring extensive repairs and always took issue with how quickly even level 6 items break down.

    Just a friendly suggestion. 

    Great mod!
    1. wrathmaniac
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      I was thinking the same thing and did that with the junk turret overhaul. I increased the repair cost (just like this mod without the bot parts), so I adjusted degradation too.

      Doing this on all items, that would take some time as I like to be thorough. 

      I just play tested it (late game, mind you) and I found it to be well balanced. However, I do also have most of my mods meaning, ability to craft all parts like handgun and shotgun parts (All immersive, they unlock with perks or schematics). Ability to craft batteries "cheaper" (using Zinc is cheaper than lead), springs, mechanical parts, and brass. The only component, for me, unbuildable, that is needed for repair kits is the engine. Which I considered adding a recipe for and decided against it making it the crucial component.

      I did not test the vehicle repair kits and they might be too expensive. For that, let me know. I might tweak certain items based on necessity (the more expensive). Like vehicles and augers. 
    2. wrathmaniac
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      On another note, I'm starting to see why many 7d2d mods are full "Worlds" (Like 'War of the Walkers' or 'Warzuks' stuff for example). As a modder, if something is unbalanced, I change it. Also, the mods used are taken into the balance, at least for me. I want to avoid doing that but that requires either a) Letting users be beta testers or b) double up my time testing balance with vanilla.

      Neither option is very good for me. I like my mods to be well developed and tested before releasing. I don't want users of my mods to expect a wonky, half built mod.