Some A18 mod(let)s for 7 Days to Die
I’ve been looking for a few mods for the newly-released Alpha 18, and figured I should try to organize them in some manner. Dunno about actually organizing them, but I can at least make a list. Please note: This list is by no means comprehensive. It’s just a collection of what I’ve found.
stedman420 has a few “Simple UI”-branded mods that he’s apparently updated, so just look here. I want to note that the A17 compass, the crafting queue, the buff timers and the vehicle storage all worked for me without modification; the bigger backpack 120 worked with a simple tweak (edit entityclasses.xml: change 18 to 27 and 93 to 102; save, exit, run).
Donovan has updated his modlets to A18. I don’t use these, so can’t comment.
KhaineGB has created a mod that enables advanced backpack buttons here. I’ve installed it on my server but haven’t had a chance to try it yet (it was late, I should have been in bed). Thanks to JaWoodle for showing it off in his video, but I wish he’d included a link... Also, “If people want to see the buttons, they will need to have this installed on their client.” But (according to one user) you can see them if you mouse over. So we’ll see tonight (or at lunch) how this works without the mod installed locally.
My own contribution: I’ve put barbed wire (the sheets, not the fence -- that’s still there) back into my A18 server with a simple tweak. There’s probably a way to turn this into a modlet, I may try to figure that out later, but for now:
Find your server directory. Mine is I:\sdtdserver.
Go to .\Data\Config (I:\sdtdserver\Data\Config).
Edit recipes.xml. Search for “barbedFence”.
After the barbedFence recipe, copy/paste the following:
<recipe name="barbedWireSheet" count="1"> <!-- trap --> <!-- imported from A17 -->
<ingredient name="resourceScrapIron" count="15" />
</recipe>
Save, exit, run the server. Barbed wire sheets are still in the game; Fun Pimps have simply removed the recipe. It doesn’t have to be immediately after the fence recipe, but that’s where the A17 recipe is, and it’s a logical place.
The barbed wire is an important, but not critical, piece of the old Killing Corridor. For now I’m planning to work without it, but I’m reasonably certain the FP removed it deliberately to sabotage JaWoodle’s attempts to defeat the AI. So this is a mild act of defiance on my part. OTOH while the barbed wire improved the performance of the KC, it worked without it, so ultimately this particular Fuck You towards JaWoodle is a bit... weak.