can you help me, i need a normal AUGER but with right button destroys blocks very fast but dont get any resources, do you know how ? and show the destruction on block like normal AUGER.
Look at all my files, I have some aspects of this mod added into A18 but have not put in Mayics drill or Elucidus Impact Wrench. https://www.nexusmods.com/7daystodie/users/63365621?tab=user+files
there are no instructions about how to install this mod. I've never installed a mod but a server I play on started to use this mod and I don't see any icons for your improvements, something I googled said I need to install the mod locally and that will fix itself.
I have found mod installing instructions that suggest drag and drop folders and then click replace on the warning dialog, another set that suggested making a mod folder and putting everything in there, and I saw a short video that suggested I could only install part of a mod in order to get visuals etc.
I am confused. you are DR Confused. maybe you can clear this up, sorry if its something obvious but I'm just not getting it.
I can appreciate your confusion and you have come and I hope that you have figured this out. I don't know why I didn't see this comment till now so my apologies for that confusion!
The simplest method to install my mod is to navigate to your 7 Days To Die folder in your steam library and make another folder with the name Mods ....\SteamLibrary\steamapps\common\7 Days To Die\Mods\ Just dropping the mod in there will make it work, be sure that when downloading mods on nexus that the mod dev didn't make the download Nexus friendly. Thats when we make the download so its in a Mods folder, example... somemod.zip/Mods/somemod if that is the case just drag the somemod into the mods folder or just extract to your 7 Days To Die folder
This mod looks awesome. I play 7 Days to Die on Linux. For some reason none of the mod items are showing up. I've copied it to the mods folder as per all the other mods I have working normally. Does your mod REQUIRE the .bat file to be executed? If so I'm not sure how I'd do it in Linux. Could someone kindly convert it to a .sh file? Please advise. I'd really like to enjoy this mod.
The .bat is not necessary for the file to work. I am not familiar with using linux enough and never used it for gaming to be able to be of any help. The batch files purpose is only to take my localization file and add it to the localization file in the data/config folder for the game. This is what produces the descriptions in game when looking at the ui. Without the batch or localization file being added to the games localization it would just mean you will have the names as they are written in the code with blank boxes for the description. not sure if any modern converters are effective to convert batch to shell but there is this https://www.onlinetoolsportal.com/online-batch-file-shell-script-converter/
If you are running a server make sure that both the client and server have the files because none the icons would load otherwise. I am assuming that you have other mods running? Does my mod literally not show up in the load order? Not sure how using exportcurrentconfigs works on linux but I know that if you type that in console after loading it will print out the whole config folder into appdata/7DaystoDie/Saves/<worldname>/<savegamename>/Configs so that you can look at exactly what was appended, when I check my stuff I open the appropriate xml I am checking against and do a search for drconfused.. this way if it doesn't show up I know my mod didn't patch, if it shows up it will show you exactly what my mod appended.
I will do some more looking to see if I find anything else concerning linux issues and this mod.
I think I understand what you're saying regarding the batch file. So perhaps it's not required in my case. Well even without running the batch file. I'm putting your mod into my "mods" folder and ensuring the paths are correct. None of your mods items show up in the creative menu though. I'm running a single player game, not a multiplayer server of any kind.
I know with some games even when you think you're NOT running a server in single-player, you effectively are since it just hosts it on the local machine (127.0.0.1.) However, I'm just doing this single player. I can get many other mods working fine like the firearms mod, prepper crafting, faster vehicles, farmlife and so on. Just nothing from your mod shows up at all.
I shall try to load ONLY your mod and no others and see if that works - as you said I am running with other mods. Perhaps something/mod is interfering with it.
Thanks for taking the time to reply to me. I do appreciate it. If it's any help I did manage to get your mod working perfectly fine in Windows 10 and 7 days to die on my dual boot setup. It's just in Linux it doesn't even show up. Weird.
I know that the main difference between my xml's and many of the others is that I don't use the tags <configs> </configs> but rather use something like my title.. specificlly in this mod my tags are <Drconfused_MotorTools_Upgrade> </Drconfused_MotorTools_Upgrade>
Trying to track more info on different conflicts that mod authors have had on linux, the top one complaint seems to come from Linux being a little more picky about captilzations, which got me looking through my stuff to compare to others where captilizations exist and I noticed that my config folder is not capatalized, which is worth a try to see if that changes anything. The other area that I notice that possibly could create a linux is the sound file, which I am using only for the Impact Wrench made by Elucidus. In the Sounds folder it is written as Sounds.unity3d but in the sounds.xml we see these lines ....
which have a lowercase sounds.unity3d so either making the sounds.unit3d lowercase in the Sounds folder or changing those lines to an uppercase Sounds.unity3d?impactwrench
I will look somemore to see if I can find any inconsistencies.
Thanks again for replying drconfused1. So far the only thing I've changed is the config directory from "config" to "Config" and guess what. It's working! I'm so grateful to you for taking the time to think about this. Cheers.
Thank goodness! It's helpful to try and figure these things out, helps me grow a broader appreciation for the varying systems and recognizing my own mistakes!
hello i can get it to work on single player and it says its loaded onto my server but i cannot find anything from this mod no items spawn and cant craft anything either but the server shows its loaded
There is the possibility if you were running my localization.bat it was messing things up for the server. In my FINDSTR variable I forgot to add modEngine so it was removing all the lines that started with Engine in the localization original file. If that is not the issue I will have to do some playing around and figure out whats going on.
Drconfused_MotorTools_Modifiers/localizations.bat: Access is denied. Thats what i did when i try to add it to the sever, and help would be great:) on sever side it says Folder Drconfused_MotorTools_Modifiers does not contain a ModInfo.xml, ignoring That said this looks amazing, i hope to add it asap. Thanks for making this :)
i did not admin click it /oops face O.o TY for the response. Do i do that right where its found in your file? Please forgive meh, new to modding 7d2d:)
yes, it will bring up a window that will direct you through the process.. pretty simple process, believe it will ask you to press any key, and then chances are to press 1 and it should self close when done. I hope that you are able to get it working :)
I love this :D But, I noticed you don't have any image icons for your mod.
If you'd like, I can gladly whip you up some, or show you how you can easily make your own custom ones, so people can easily identify your work ingame :) It's insanely easy, and takes about 30 seconds to do :D
I did add a unique auger blade icon that I whipped up in gimp after realizing the auger blade pre a17 is no longer able to be called, unless it still exists and I need to use some different code to link to it?
When it comes to the icons for me its not so much that I can't do it, it's the lack of creativity part in that area, so anything that anyone would toss my way as art assets I would gladly use :)
My process of icon making is this: 1. Find image I want to use hopefully something original that I have taken as a picture or exists in sites that have creative common license use or equivalent. 2. load image into gimp 3. make alpha channel 4. remove background 5. feather or shrink or grow image by X# of pixels to soften the edges after background removal to try and remove any background color relics at the edge of the image. 6. export as .png 7. put into Mods/MYMODNAME/ItemIcon/NameOfItem.png 8. check that the CustomIcon function is calling the right NameOfItem
You got it perfect :D Just make sure they are 116x80, png format, and you're golden. The background removal is a giant plus, and really makes them stand out.
But don't be worried about "trash" images, the majority of them are so small, you can't tell the difference. For my mods, I typically just snap a quick screenshot of the Unity display view screen, and rip that. Very easy, very simple, very low effort. But you have it perfect!
I just wanted to reach out and offer you the assistance if you needed it :D I love the mod, its very nice, and I'd love to see you take this further, and maybe expand a bit onto other tools with mods. I think it could be a great project that the community would love. The only critique I had was the lack of image icons for the mod itself, and I know a lot of the community is amazing with XML edits, but just dipping their toes into Unity/asset/custom icons.
If you need anything, don't hesitate to ask! Always here to help our amazing community :D
Appreciate this very much Mayic. I spent a better part of today attempting to wrap head around the silencer portion, a little bit op currently but I am happy it works. I also got my head back a bit into Inkscape so I can hopefully keep quality in my icons from shrinking the image. I use to never release/share any of my art forms when I was younger unless it was complete but figured there are tons of things I could have shared and had others build upon had I just been willing to release incomplete but working things. I knew if I didn't get the mod out I might lose focus into other things and not get into the icons. Happily, they all have an original icon by me now. I am just not happy with the diamond blade as it should be separate from the extension blade. and I will need to get one specific for the chainsaw done too.
Few notes: BetterHandles, I noticed an issue you had with understanding kickback. Perc_add is going to increase anything from vanilla standards. It's best to go with a base_set to override the vanilla properties entirely, rather then trying to alter them up or down via percs. So by default, the auger is -0.35,0.35. This means that the auger will jump within that specified zone at random. Sometimes it might jump up, sometimes down. If you wish to reduce the recoil (as intended for handles) try base_set="-0.2,0.2" on both lines, then 0.1, 0.05, whatever you'd like to reduce it along your tiers. This should give you the effect you want out of the handles. Incremental Speed Multiplier also plays into effect, as the Auger acts like a machine gun almost. So by default, this is 1, meaning -0.35 is our strict zone. If it was 2, then our first shot would be within the 0.35 bounds, second within a .7, 3rd within a 1.05, etc etc. (it multiplies the following shot). So if we wanted recoil reduced with every shot, and not the same or expanded, then a number lower then 1 would be required (with this, we can actually use perc_add or perc_subtract to very slightly alter it, rather then overriding our existing property, like what we want to do with kick. The Spread, just controls the crosshairs (which ultimately control the aim) but for augers this doesn't matter to much.
And with your diamond blade I'm a little confused. Are you trying to get a different display to appear on the auger itself? Like dye the blade itself a separate color?
If you'd like, contact me on discord :) I have some file notes I'd love to share with you that might help you out quite a bit with this. And so we don't have to spam your beautiful mod with this :) Feel free to delete this thread if you'd like, and I'll throw up another proper endorsement for you and we can work in private. https://discord.gg/jVCWFzw
No, no! Don't delete this. It does 2 things. Educates and more importantly, show others how we should treat one-another. Makes me feel all warm and fuzzy. :)
Good job guys. Keep it up! And wonderful work here, drconfused!
34 comments
tanks
https://www.nexusmods.com/7daystodie/users/63365621?tab=user+files
I have found mod installing instructions that suggest drag and drop folders and then click replace on the warning dialog, another set that suggested making a mod folder and putting everything in there, and I saw a short video that suggested I could only install part of a mod in order to get visuals etc.
I am confused. you are DR Confused. maybe you can clear this up, sorry if its something obvious but I'm just not getting it.
The simplest method to install my mod is to navigate to your 7 Days To Die folder in your steam library and make another folder with the name Mods
....\SteamLibrary\steamapps\common\7 Days To Die\Mods\
Just dropping the mod in there will make it work, be sure that when downloading mods on nexus that the mod dev didn't make the download Nexus friendly. Thats when we make the download so its in a Mods folder, example... somemod.zip/Mods/somemod if that is the case just drag the somemod into the mods folder or just extract to your 7 Days To Die folder
If you are running a server make sure that both the client and server have the files because none the icons would load otherwise.
I am assuming that you have other mods running?
Does my mod literally not show up in the load order? Not sure how using exportcurrentconfigs works on linux but I know that if you type that in console after loading it will print out the whole config folder into appdata/7DaystoDie/Saves/<worldname>/<savegamename>/Configs so that you can look at exactly what was appended, when I check my stuff I open the appropriate xml I am checking against and do a search for drconfused.. this way if it doesn't show up I know my mod didn't patch, if it shows up it will show you exactly what my mod appended.
I will do some more looking to see if I find anything else concerning linux issues and this mod.
I know with some games even when you think you're NOT running a server in single-player, you effectively are since it just hosts it on the local machine (127.0.0.1.) However, I'm just doing this single player. I can get many other mods working fine like the firearms mod, prepper crafting, faster vehicles, farmlife and so on. Just nothing from your mod shows up at all.
I shall try to load ONLY your mod and no others and see if that works - as you said I am running with other mods. Perhaps something/mod is interfering with it.
Thanks for taking the time to reply to me. I do appreciate it. If it's any help I did manage to get your mod working perfectly fine in Windows 10 and 7 days to die on my dual boot setup. It's just in Linux it doesn't even show up. Weird.
Trying to track more info on different conflicts that mod authors have had on linux, the top one complaint seems to come from Linux being a little more picky about captilzations, which got me looking through my stuff to compare to others where captilizations exist and I noticed that my config folder is not capatalized, which is worth a try to see if that changes anything.
The other area that I notice that possibly could create a linux is the sound file, which I am using only for the Impact Wrench made by Elucidus. In the Sounds folder it is written as Sounds.unity3d but in the sounds.xml we see these lines ....
<AudioClip ClipName="#@modfolder:Sounds/sounds.unity3d?impactwrench" />
<AudioClip ClipName="#@modfolder:Sounds/sounds.unity3d?impactwrench1" />
<AudioClip ClipName="#@modfolder:Sounds/sounds.unity3d?impactwrench2" />
which have a lowercase sounds.unity3d so either making the sounds.unit3d lowercase in the Sounds folder or changing those lines to an uppercase Sounds.unity3d?impactwrench
I will look somemore to see if I can find any inconsistencies.
It's helpful to try and figure these things out, helps me grow a broader appreciation for the varying systems and recognizing my own mistakes!
Are you getting any sort error?
Is the whole mod not working or just the batch script?
you are welcome to seek help here as well https://discord.gg/faThxrJ
That said this looks amazing, i hope to add it asap. Thanks for making this :)
I hope that you are able to get it working :)
If you'd like, I can gladly whip you up some, or show you how you can easily make your own custom ones, so people can easily identify your work ingame :) It's insanely easy, and takes about 30 seconds to do :D
I did add a unique auger blade icon that I whipped up in gimp after realizing the auger blade pre a17 is no longer able to be called, unless it still exists and I need to use some different code to link to it?
When it comes to the icons for me its not so much that I can't do it, it's the lack of creativity part in that area, so anything that anyone would toss my way as art assets I would gladly use :)
My process of icon making is this:
1. Find image I want to use hopefully something original that I have taken as a picture or exists in sites that have creative common license use or equivalent.
2. load image into gimp
3. make alpha channel
4. remove background
5. feather or shrink or grow image by X# of pixels to soften the edges after background removal to try and remove any background color relics at the edge of the image.
6. export as .png
7. put into Mods/MYMODNAME/ItemIcon/NameOfItem.png
8. check that the CustomIcon function is calling the right NameOfItem
Are there any steps I am missing there?
But don't be worried about "trash" images, the majority of them are so small, you can't tell the difference. For my mods, I typically just snap a quick screenshot of the Unity display view screen, and rip that. Very easy, very simple, very low effort. But you have it perfect!
I just wanted to reach out and offer you the assistance if you needed it :D I love the mod, its very nice, and I'd love to see you take this further, and maybe expand a bit onto other tools with mods. I think it could be a great project that the community would love. The only critique I had was the lack of image icons for the mod itself, and I know a lot of the community is amazing with XML edits, but just dipping their toes into Unity/asset/custom icons.
If you need anything, don't hesitate to ask! Always here to help our amazing community :D
I knew if I didn't get the mod out I might lose focus into other things and not get into the icons. Happily, they all have an original icon by me now. I am just not happy with the diamond blade as it should be separate from the extension blade. and I will need to get one specific for the chainsaw done too.
And with your diamond blade I'm a little confused. Are you trying to get a different display to appear on the auger itself? Like dye the blade itself a separate color?
If you'd like, contact me on discord :) I have some file notes I'd love to share with you that might help you out quite a bit with this. And so we don't have to spam your beautiful mod with this :) Feel free to delete this thread if you'd like, and I'll throw up another proper endorsement for you and we can work in private. https://discord.gg/jVCWFzw
Good job guys. Keep it up! And wonderful work here, drconfused!
I like seeing the data trail of good communication/feedback.